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[CPEX] Tsubaki Combo Compilation (Updated 5/19/15)

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BBCP_Header_Combo_Thread.png

 

General Notations Used

sj - Super Jump

dj - Double Jump

ad - Air Dash

IAD - Instant Air Dash

jc - Jump Cancel

sjc - Super Jump Cancel

jcc - Jump Cancel Cancel (Tap 8 then input your next attack as normal)

CH - Counter Hit

FC - Fatal Counter

RC - Rapid Cancel

CT - Crush Trigger

OD - Overdrive

tk - Tiger Knee

[ ] - Hold Input

{ } - Delay

(w) - Whiff

(N) - Can be omitted from the combo.

[???] xN - Repeat ??? N amount of times.

DM - Damage

[HG] - Heat Gain %

[x%] - Heat Required

[x Charge] - Number of charges / stock / install gauge Required

 

Basic Combo Theory

This is just a general guide as to what you can do from certain confirms, so obviously there is room for flexibility. Amend it to your preference! You may notice that some combos are not filled out in the following posts, and that is because most of the confirms lead into the same thing so I kinda wanted to avoid repetition. Hope this helps.

 

Notes:

 

- j.214B enders have the best corner carry and even work in heavily prorated combos, but j.214A can be used to make it easier to catch rolls

- As a normality I'm using j.214B enders for most of these combos so if you're using j.214A it'll deal slightly less damage.

- It really doesn't matter whether you use 236A or 236B. 236B deals slightly more damage (miniscule) but 236A is reliable for prorated combos

- Sometimes 623C > j.236A(w) can be substituted for 623C > j.214X(w). The advantage of 623C > j.214A(w) is that it minimises the difficulty of the j.{B} > j.C{C} combos and doesn't cause a side switch if you want to maintain the same side.

 

 

 

Spacing is very important for Tsubaki's combos:

- It's very important to recognize when 623C will whiff when the confirms are from a far enough range and opt to go for the 236A > 214B > 22B route.

- Charge combos involving 236D may not work on a standing opponent if you are not lose enough.

- 236B / 236C may not connect unless you are close enough, so you may need to use 236A instead.

 

 

 

Midscreen Confirms

 

5A (It's generally not worth using charge combos here and these combos are the best you can do on crouching opponents)

----> 5BB > 5CC > 236A > 214B > 22 [1672 Damage] Also the Standard BnB which can be done from any confirm.

----> 5BB > 5CC > 623C > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214X [2376 Damage]

CHARGE EXCEPTION ----> 5CC > 236D > 5C > 2C > 214B > 5C > 2C > j.C  > dj.CC > j.214X [2876 Damage]

 

 

Normal confirms such as 5BB / 2BB / 6A / 5CC / j.C (You get it)

----> 5CC > 623C > j.236A(w) > 5C > 2C > j.{B} > j.C{C} > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B

----> 5CC > 623C > j.236A(w) > 5C > 2C > j.{B} > j.C{C} > 2CC > sj.C > dj.CC > j.214B

----> 5CC > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B

----> [1 Charge] 5CC > 236D > Dash 5C > 2C > 214B > (5C > 2C > 623C > j.236A(w) > ) 5C > 2CC > j.C > dj.CC > j.214B

----> [1 Charge] 5CC > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214D > Dash 2A > 5C > 2CC > j.C > dj.CC > j.214B

 

----> [1 Charge] 5CC > 623C > j.236A(w) > 5C > 2C > 214D > jump cancel {j.C} > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B

----> [2 Charge] 5CC > 421D > 236D > Dash 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214B – 6CC > IAD j.CC can be substituted for > 6CC > 214B > 5C > 2CC > air ender for side switch

 

 

On Crouching Opponents (These are also your 6A starter confirms)

----> 5CC > 6BB > 214B > 5C > 2C > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214B

----> [1 Charge] 5CC > 6BB > 214D > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B

----> [1 Charge + 25%] 5CC > 214D > jcc CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > (j.236A) > j.214A [3981 / 4002 DM]

 

 

Any Air confirm (2C AA, hitting aerial opponents with 5C, etc)

----> [1 Charge] (j.B > ) j.C > dj.CC > j.214D > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214X

----> [1 Charge] if you start with j.A you have to use - j.A > j.C (or j.A > j.B > dj.C) > j.214D > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214X. Anymore hits before the j.214D will not allow the full combo to work.

 

 

Forward Throw

----> Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3050 DM]

----> {214B} > 5C > 2CC > j.C > dj.CC > j.214B [2784 DM]

----> [1 Charge] 214D > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3249 DM]

----> [1 Charge] 22[D] > Dash 6C > 214B > 5C > 2CC > j.C > dj.CC >  j.214A [3456 DM]

 

Back Throw

----> 214B > dash 5C > 2CC > j.BC > dj.CC > j.214B [2816 DM]

----> [1 Charge] 236D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC >  j.214B [3341 DM]

 

Air Throw

----> 6C( C ) > 214B > 5C > 2CC > j.C > dj.CC > j.214X [3322 / 3173 DM] - 6CC > 214B causes a side switch

----> 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214X [3537 DM] - 6CC > 214B causes a side switch

----> [25%] 6C > CT > 5C > 2CC > j.C > dj.CC > j.214X [3763 DM]

----> [1 Charge] Air Throw > 6C > 22[D] > IAD j.C > 5C > 2CC > j.C > dj.CC > j.214B [3554 DM]

----> [1 Charge] Air Throw > 6CC > 236D > Dash 5C > 2CC > j.C > dj.CC > j.214B [3600 DM]

 

 

Corner Confirms

 

Normal confirms such as 5BB / 2BB / 6A / 5CC / j.C (You get it)

----> 5CC  > 623C > j.236A(w) > 5C > 2C > 236C > 5A > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A

----> 5CC > 236A > 214B > {22} > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214A [specific timing on {22}

----> 5CC > 623C > j.236A(w) > 5C > 2C > (j.{B} > j.C{C} > 2C >) 214B > 2C oki. You have a variety of options from this such as

------------------> 2C > jump cancel j.C for safe jump which can be followed into -

----------------------------------> 2C > j.CC / j.C > 2B / jump > IAD j.CC / empty jump 2B, throw or command grab

------------------> 2C > {421A} / 421D

----> [1 Charge] 5CC > 236B > 214B > 22[D] > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A

----> [1 Charge] 5CC > 236D > {22} > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [specific timing on {22}

 

 

Throw

----> 22 > 5D (tap) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3001 DM]

----> 22 > 6CC > 214B > 5C > 2C > j.CC > j.214A [3037 DM]

----> [1 Charge] 22[D] > 6CC > 214B > 2CC > j.C > dj.CC > j.214B [3515 DM]

----> [1 Charge + 25%] Throw > CT > 6C > 22[D] > 5C > 2CC > j.C > dj.CC > j.214A [4075 DM]

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6.) Combos

----5A
Midscreen
  • [1 Charge] 5A > 5CC > 236D > Dash 5C > 2C > 214B > 5C > 2C > j.CC > j.236A > j.214A [2895 DM] [21% HG]

Corner

 

 

----5B
Midscreen

  • 5BB > 5CC > 236A > 214B > 22 [1940 DM] [16% HG]
  • 5BB > 5CC > 236C > 214B > 22 [2039 DM] [17% HG]
  • 5BB > 5CC > 623C > j.214A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [3133 DM] [22% HG]
  • [CH] 5B > 6CC > IAD j.CC > 5C > 2C > j.{B} > j.C{C} > 2CC > j.C > dj.CC > j.214A  [4013 DM] [29% HG]
  • [1 Charge] 5BB > 5CC > 236A > 214D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [3147 DM] [24% HG]
  • [1 Charge] 5BB > 5CC > 236D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [3423 DM] [25% HG]
  • [1 Charge] 5BB > 5CC > 623C > j.214A(w) > 5C > 2C > 214D > 5C > 2C > 214B > 5C > 2C > j.CC > j.236A > j.214A [3326 DM] [24% HG]
  • [1 Charge + 25%] 5BB > 5CC > 623C > j.214A(w) > 5C > 2C > 214D > jcc CT > 6C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3806 DM]
  • [2 Charge] 5BB > 5CC > 421D > 236D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [4255 DM] [31% HG]

Corner

  • 5BB > 5CC  > 623C > j.236A(w) > 5C > 2C > 236C > 5A > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3118 DM] [22% HG]
  • 5BB > 5CC > 236A > 214B > 22 > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214A [3315 DM] [28% HG]
  • [1 Charge] 5BB > 5CC > 236B > 214B > 22[D] > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3618 DM] [29% HG]

 

----5C
Midscreen

 

  • [CH] 5C > 6CC > IAD j.CC > 5C > 2C > j.{B} > j.C{C} > 2CC > j.C > dj.CC > j.214A  [4173 DM] [29% HG]
  • [CH] 5C > 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A  [4110 DM] [29% HG]

 

Corner

  • 5CC  > 623C > j.236A(w) > 5C > 2C > 236C > 5A > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3400 DM] [24% HG]
  • [1 Charge] 5CC > 236D > 22 > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [4298 DM] [33% HG]
  • [2 Charge + 25%] 5CC > 236D > 22[D] > 6C > CT > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214A [5128 DM]

 

----2B
Midscreen

  • 2BB > 5CC > 623C > j.214A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [2570 DM] [18% HG]
  • [2 Charge] 2BB > 5CC > 421D > 236D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3577 DM] [25% HG]

Corner

  •  

 

----2C
Midscreen

  • [1 Charge] 2CC > j.CC > j.214D > 623C > j.236A(w) > 5C > 2CC > j.C > j.CC > j.214A [3467 DM] [24% HG]

Corner

  •  

 

----3C
Midscreen

  • [FC] 3CC > 5C > 2C > j.{B} > j.C{C} > 5C > 2C > 214B > 2C > 623C > j.236A(w) > 5C > 2CC > j.C > dj.CC > j.214A [3866 DM]
  • [FC] 3CC > 5C > 2C{C} > 9j.{C}{C} > 5C > 2C{C} > 214B > 5C > 2CC > j.C >j.CC > j.214A [4110 DM]
  • [50%] 3CC > RC > 5C > 2C > 214B > 5C > 2C > j.B > j.C{C} > 2CC > j.C > dj.CC > j.214A [3664 DM] [9% HG]
  • [75%] 3CC > RC > CT > 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2C > j.CC > j.236A > j.214A [4905 DM]

Corner

  •  

 

----6A
Midscreen

  • 6A > 5CC > 6BB > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [2976 DM]
  • FC 6A > 6CC > IAD j.CC > 5C > 2C > j.{B} > j.C{C} > 2CC > j.C > dj.CC > j.214B [3508 DM]
  • FC 6A > 6CC > IAD j.CC > 5C > 2C > 623C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3629 DM]
  • [1 Charge] 6A > 5CC > 6BB > 214D > 5C > 2C > 632C > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3324 DM]
  • [1 Charge + 25%] 6A > 5CC > 214D > jcc CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [4002 DM]

Corner

  • 6A > 5CC > 236B > 214B > 22 > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214B [3224 DM]

 

----6B
Midscreen

  • CH 6B > 5A > 5C > 2C > {623C} > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [2669 DM]

Corner

  •  

 

----6C
Midscreen

  • 6CC > IAD j.CC > 5C > 2C >  214B > 5C > 2CC > j.C > dj.CC > j.236A > j.214A [4046 DM]

Corner

 

 

----j.C(j.C, j.CC and j.C( C ) all result in the same combo, but with varying damage values)
Midscreen

  •  

Corner

  •  

 

----Throw
Midscreen

 

  • Throw > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3050 DM]
  • Throw > {214B} > 5C > 2CC > j.C > dj.CC > j.214B [2784 DM]
  • [1 Charge] Throw > 214D > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3249 DM]
  • [1 Charge] Throw > 22[D] > Dash 6C > 214B > 5C > 2CC > j.C > dj.CC >  j.214A [3456 DM]

 

  • Back Throw > Dash 5CC > 236A > 214B > 22B [2376 DM]
  • [1 Charge] Back Throw > 236D > Dash 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC >  j.214B [3341 DM]

 

  • [1 Charge] Air Throw > 6C > 22[D] > IAD j.C > 5C > 2CC > j.C > dj.CC > j.214B [3554 DM]
  • [1 Charge] Air Throw > 6CC > 236D > Dash 5C > 2CC > j.C > dj.CC > j.214B [3600 DM]

 

Corner

  • Throw > 22 > 5D (tap) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3001 DM]
  • Throw > 22 > 6CC > 214B > 5C > 2C > j.CC > j.214A [3037 DM]
  • Throw > 22 > 6CC > 214B > 5C > 2C > 623C > j.236A > j.214A [3017 DM]
  • [1 Charge + 25%] Throw > CT > 6C > 22[D] > 5C > 2CC > j.C > dj.CC > j.214A [4075 DM]

 

----22D
Midscreen

  • [1 Charge] CH 22D > Dash 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [4006 DM]

Corner

  •  

 

----236D
Midscreen

  • [2 Charge + 25%] 236D > Dash 5C > 2C > 214D > jcc CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [4925 DM]

Corner

  • [1 Charge] CH 236D > 6CC > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [4181 DM]

 

----214D

Midscreen

  • 214D > IAD j.CC > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A [3039 DM]

 

Corner

  •  

 

----623C (DP)
Midscreen

  •  

Corner

  •  

----63214C (Command grab)
Midscreen

 

  • [50%] 63214C > RC > 2C > 214B > 623C > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214B [1912 DM]
  • [50%] 63214C > RC > IAD j.C{C} > {623C} > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214B [2012 DM]
  • [50%] 63214C > RC > 2C > 214B > 623C > j.236A(w) > 5C > 2C > j.{B} > jC{C} > 5C > 2CC > sj.C > dj.CC > j.214B [2196 DM]
  • [50%] 63214C > RC > IAD j.C{C} > 5C > 2C > 214B > {623C} > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214B [2243 DM]
  • [50%] 63214C > RC > 6CC > IAD j.C{C} > 5C > 2C > {623C} > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B [2704 DM]
  • [75%] 63214C > RC > CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3490 DM] [12% HG]
  • [1 Charge + 50%] 63214C > RC > 22[D] > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [2925 DM] [11% HG]
  • [1 Charge + 50%] 63214C > RC > 236D > 6CC > IAD j.C{C} > 5C > 2C > 214B > 623C > j.236A(w) > 5C > 2CC > sj.C > dj.CC > j.214B [3102 DM]

  • [1 Charge + 75%] 63214C > RC > CT > 6CC > 22[D] > IAD j.C{C} > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B [3816 DM]

  • [2 Charge + 50%] 63214C > RC > j.236D > j.214D > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3603 DM] [15% HG]
  • [2 Charge + 75%] 63214C > RC > CT > 6CC > 22[D] > IAD j.C{C} > 5C > 2C > 236D > 5C > 2CC > sj.C > dj.CC > j.214B [4027 DM]

Corner

  •  

 

----CT Guard Break
Midscreen

  • [25%] CT Guard Break > 6CC > IAD j.CC > 5C > 2C > {623C} > j.236A(w) > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214B [3797 DM]

  • [1 Charge + 25%] CT Guard Break > 22[D] > 6CC > IAD j.C{C} > 5C > 2C > 214B > 5C > 2CC > sj.C > dj.CC > j.214B [4145 DM]

  • [1 Charge + 50%] CT Guard Break > 22[D] > CT > 6CC > IAD j.C{C} > 5C > 2C > 214B > 5C > 2C > j.CC > j.214B [4792 DM]

     

     

Corner

  •  

 

----Astral Combos
Midscreen

  • [1 Charge] (5A) > 5BB > 5CC > 623C > j.236(A) > 5C > 2C > 236D > 632146C
  • [1 Charge] Throw > {22[D]} > 632146C

Corner

  • 5BB > 5CC > 623C > j.236A(w) > 5C > 2C > 214B > {2C} > 236A > 214B > 22 > 5D > 632146C
  • [1 Charge] 5BB > 5CC > 236B > 214B > 22D > 632146C

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  • 5B > 236A > 214B > 22 > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214A [3416 DM] [28% HG]

What... what is this combo? It's supposed to be 22[D] to even come close to working and adding a 5D charge makes even that variation drop since you won't have the time to 6CC afterwards. 

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You have to delay that 22 after 214B and it will allow the link to 6B/C to happen after 5D. I swear it works. It is really hard.

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Wow, I saw the ground skip property on a perfectly delayed 22B. 

 

That's pretty silly stuff- it must have like 1-2 frame window or something. 

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It was a combo I believe I saw Ayato use. It's good damage considering no charge is used, but I guess there's no point if it's real hard haha. I do not have access to the game just yet, but once I do, prepare yourselves. :)

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Simple corner combo for 2 charges and 25 heat.

 

[2 Charge + 25%] 5CC > 236D > 22[D] > 6C > CT > 5C2C > 214B > 5C2CC > sj.C > dj.CC > j.214A [5128 DM]

 

There is a route using CT > 6CC > IAD but it is super difficult to continue the rest of the combo if you even land the j.C after the IAD and I'm not sure if it does much more damage.

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No Mugen combos? Gotta change that. 

 

Mugen 1 Charge 5BB > 5CC > Mugen > Dash 5CC > 421D > 236D > 214D > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214A (4036)
 
Common scenario, easy to hit confirm, solid damage for resource spent, well at least until I can find some better ones. 

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  • 5B > 236A > 214B > 22 > 5D > 6CC > IAD j.CC > 5C > 2CC > j.C > j.CC > j.214A [3416 DM] [28% HG]

 

 

Dear god... hmm guys in order for me to comprehend this combo someone's gonna have to do it on video 

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No Mugen combos? Gotta change that. 

 

Mugen 1 Charge 5BB > 5CC > Mugen > Dash 5CC > 421D > 236D > 214D > 5C > 2C > 214B > 5C > 2CC > j.C > j.CC > j.214A (4036)
 
Common scenario, easy to hit confirm, solid damage for resource spent, well at least until I can find some better ones. 

 

 

Oh I have my own version as well. Does a tiny bit more damage but the IAD part is kinda tight.

 

[2 Charge + 50%] 5BB5CC > Mugen > 421D > 236D > 6CC > IAD > j.CC(delay) > 5C2C > j.CC > j.214A [4089 DM]

 

Take note that spending the 50 meter only adds on ~700 damage to the semi-optimal 1 charge meterless midscreen combo. May not be worth it. Mugen seems kind of not that great this version since she is a truck now regularly.

 

[1 Charge] 5BB5CC > 236D > 5C2C > 214B > 623C > j.236A(dw) > 5C2CC > sj.C > dj.CC > j.214A [3366 DM]

 

There is an even more optimal route, but it is very very difficult to get working consistently since it is height dependent which requires you to delay the j.236A whiff perfectly.

 

[1 Charge] 5BB5CC > 623C > j.236A(dw) > 5C2C > 236D > 6CC > 214B > 5C2CC > sj.C > dj.CC > j.214A [3582 DM]

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I opt to avoid the 6CC variation in this particular scenario, the added difficulty didn't seem worth the 50~ extra damage. Also, I've noticed 6CC behaving in rather wonky ways vs certain characters after 236D but more research needs to be done. 

 

There are a few combos were the 6CC variation adds as much as 500~ + damage though and in those cases, I would go for them. 

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Yeah you're probably right, but some difficulty is worth it.

 

If you actually get a 5C starter, you can go into an IAD juggle out of 6CC since just having the 5BB at the beginning actually deteriorates the combo timer enough by the time 6CC lands that if you do get the juggle, 2CC will whiff after you catch with 5C2C.

 

[1 Charge] 5CC > 623C > j.236A(dw) > 5C2C > 236D > 6CC > IAD j.CC(delay) > 5C2CC > sj.C > dj.CC > j.214A [4188 DM]

 

This is a huge thing in her 2.0 combos because the number of normals you use before a special heavily influences the length of her combos instead of mostly just her damage like in 1.1.

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5C CH > 6CC > IAD j.CC variation is a good case for the high damage it can add in a combo so it's definitely worth mastering. Getting used to the j.B > j.CC variation is taking me a lot longer than I expected, though. The timing for that is all sorts of wonky. 

 

 

This is a huge thing in her 2.0 combos because the number of normals you use before a special heavily influences the length of her combos instead of mostly just her damage like in 1.1.

 

 

Well, the way proration works for combo-ability and damage alike is a thing that has always been true for BB but it was slightly less severe previously.

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Well, the way proration works for combo-ability and damage alike is a thing that has always been true for BB but it was slightly less severe previously.

 

Yes and no.  In the past, using too many normals prorated us really hard, so we'd see serious damage drops, now it seems that we're more likely to bump up against hitstun decay due to combo time because the proration on our normals is way better.

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Well, the way proration works for combo-ability and damage alike is a thing that has always been true for BB but it was slightly less severe previously.

 

Ah well I'm just referring to how you could just thrown in however many normals you wanted in CP1.0/1.1 and the combo would just work most of the time. Now that isn't the case despite having the same combo system, just adjusted.

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Mugen 1 charge : 5BB > 5CC > Mugen > 623D > j.236D > j.214D > 6CC > 214B > 2CC >j.C > dj.CC > j.214A (4378)

 

tips : need to slighty delay j.236D for 6CC to connect. Need to to 214B at the very end of 6CC or it will whiff. That's it

 

0 charge : 6A > 5CC > 6BB > DP > 5C > 2C > Konan loop* > 2CC > j.C > dj.CC > j.214A (3017)

 

easier version : 

 

6A > 5CC > 6BB > DP > 5C > 2C > 214B > 5C > 2CC > j.C > dj.CC > j.214A (2976)

 

*i'm calling konan loop the j.B > j.CC > land > 2C stuff, since it's konan who used it first during matches afaik :P

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Command throw, 75 meter, 0 charge:

 63214C > RC > CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3490 DM] [12% HG]

(it's literally the same combo as the 22D one just replace the one move)

 

I found a nice little glitch with Tsubaki this morning. If Overdrive runs out during 236236C's animation, you'll start losing charge. 

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1 charge 25% meter > FC 3C > 5C > 2C > 214D > jcc CT > 6CC > IAD JCC > 5C > 2C > 214B > 5C > 2CC > J.C > dj.CC > j.214A (5095)

 

tips : cancel the first hits of the 6CC with the IAD, otherwise the last 2CC won't combo (combo timer too short)

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Command throw, 75 meter, 0 charge:

 63214C > RC > CT > 6CC > IAD j.CC > 5C > 2CC > j.C > dj.CC > j.214A [3490 DM] [12% HG]

(it's literally the same combo as the 22D one just replace the one move)

 

I found a nice little glitch with Tsubaki this morning. If Overdrive runs out during 236236C's animation, you'll start losing charge. 

 

Here's a slightly fancier version of that combo.

 

63214C > RC > CT > 6CC > IAD j.CC > 5C > 2C > 214B > 623C > j.236A > 5C > 2CC > j.C > j.CC > j.214A (3528)

 

I've confirmed the bug as well, it's most likely due to the property of OD where the charge gain is stopped for a moment during each hit and it just relegates the stopped charge time by taking charge away instead of accurately stopping it for a few frames when 236236C actually does damage. 

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Is there a video of the 63214C > RC > 22[D] combo anywhere? I can not get the 22D to land for the life of me.

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