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pktazn

[CSE] Tsubaki Yayoi - Combo Discussion 3.5

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Played/playing EX. I have some combos.

(j.C) - 5CC - 623C - J.214B(w) - j.C - j.C - j.236D - j.214B - 6CC - (Delay) 236C - 214C - 2CC [One stock, 3.5k midscreen]

5C CH - 5D tap - 5CC - 623C - J.214B(w) - j.C - j.C - j.236D - j.214B - 6CC - (Delay) 236C - 214C - 2CC [One stock, 3.8k midscreen]

5B - 5CC - 22C - 6CC - 236C - 5C -2C - 236C - 214C - 22C [Corner, although I'm very unsure about the timing for 6CC - 236C ]

6A FC - 5CC - 6CC - 236C - 214A - 5C - 2C - 236C - 214C - 22C [midscreen/corner 2.5k]

5B - 5CC - 623C - j.214D - 6CC - 236C - 5C - 2C - 236C -214C - 22C [One stock, Corner, 3.4K]

5CC - 623C - j.214D - 6CC - 236C - 5C - 2CC - 236C - 214C - 22C [One stock, Corner 3.7K]

5CC - 623C - j.214B(w) - j.C - j.C - j.214D - 6CC - 236C - 5C - 2C - 236C - 214C - 22C [ corner, 3.8K]

5CC - (2C) - 22C - 6CC - 236C - 5C - 2C - 236C - 214C - 22B [Corner, 2.9k, only works if you're really close to opponent]

Corner throw - 6CC - Mugen - 623D - j.236D - j.214D - 5C - 2C - 236C - 214C - 2CC - [3.6K one stock]

5C CH > 6CC > 214214D > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [midscreen, one stock, 5187 damage, 33% heat gained]

air throw: 6C > 214214D > 623D > j.236D > (slight delay) j.214D > dash 5C > 2CC > 236C > 214C > 22C '''[One stock, 3940 damage, 22% heat gained]

There's more but rather than filter this post alot of combos, I included them in the wiki. Check 'em out.

5B prorates combos far too much. I will most likely not being using it when I have stock to use. I did get addicted to using 5C as I got ALOT of CHs with it. It's too bad it doesn't have very good gatling options in terms of mixup, and I have also used it as an unreliable AA. Although, it is very important to note that the untechable time on CH has decreased, because it's harder to do 5C CH - 5D - 5C

PK you also listed a 2 charge combo as a one charge combo, being this one:

22D > 5D > 3CC > RC > slight delay 6CC > 623C > j.236(A) > j.214D > dash 5C > 2CC > 22C > dash 5C 2C > 236B 214B 22B

VVVVV Haha yea now I realise Bat. Thanks!

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Now you know why I end up using a lot of 5A > 5C in my gatlings and combos, Kiba.

5B(B) is still very good to use in block strings for mixups and distance control but other wise, I try to keep it out of my hitconfirms if possible.

However, since we end up using it so often, it's good to know what you can get off of it in the most common scenarios.

I'll post some of those later, maybe tomorrow.

Edit-

Here we go.

I've been implementing the corner extender from the combo tutorial to some of our combos on the case we don't get proper hit confirms-

Corner/1 Charge

5A > 5BB > 5CC > 623C > j.214B > j.C > j.C > j.214D > 6C > 22C > 5C > 2C > 236C > 214B > 22B - 3203 damage 39 Meter gain

The combo I posted previously with 5A > 5CC starter into full 6CC hit obviously does more damage but you definitely should know the combos you can do after gatlining into 5BB.

You should also be aware what you can do off of j.C© in various situations as well since the j.C and j.CC delay are starters you'll find yourself opening your opponents up with quite often.

j.C > 5CC > 623C > j.214B > j.C > j.C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214B > 22B - 3851 damage 40 meter gain

j.CC > 5CC > 623C > j.214B > j.C > j.C > j.214D > 6C > 22C > 5C > 2C > 236C > 214B > 22B - 3589 damage 39 Meter gain

The same applies to Mugen combos and knowing what combos into what after which starter and follow up will be key to milking out the maximum amount of damage and meter gain out of a given situation.

Those can go in the combo thread if they're not there already.

Also Kiba, I noticed you opted for corner throw > 6CC > mugen instead of 6C like I do. Have you gotten a lot of success with that? That doesn't seem to work out for me too well at all especially again larger hit box enemies.

The only time I can consistently get Mugen working properly with the use of 6CC is on a ground hit with either naked 6CC or 5C CH > 6CC > Mugen.

Oh and before I forget, here's a mugen combo off of 214D

Midscreen

214D > 2CC > Mugen > 623D(2 hits) > j.236D > j.214D > 6CC > j.C > j.CC > j.236A > j.214C - 4559 damage, 28 meter gain back after Mugen activation.

Pretty meaty damage off a 214D and you should be landing those often enough if you're baiting for people to come at you recklessly at the neutral game or as a special cancel after 236x series.

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Also Kiba, I noticed you opted for corner throw > 6CC > mugen instead of 6C like I do. Have you gotten a lot of success with that? That doesn't seem to work out for me too well at all especially again larger hit box enemies.

The only time I can consistently get Mugen working properly with the use of 6CC is on a ground hit with either naked 6CC or 5C CH > 6CC > Mugen.

The first fews tries, no. Then I started to get the hang of it. You don't input 214214D as soon as you omit the final hit of 6CC. You need to wait for a split second after the 6CC when they are closer to the ground to allow 623D - j.236D to connect. If it's done too late, 623D will not hit.

However, 6C - Mugen is much easier to hitconfirm so I can see why it's more practical.

I only tried this on a few characters, but I did not get round to trying it on characters with a larger hitbox. Sorry.

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just wondering about combo's that start in the corner with 3C fatal

is it possible to add an extra 3CC RC after the first hit of 3C fatal

(using this as the example)

FC 3C > 6CC > 623C j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5C > 2CC > j.C >j.CC > j.236A > j.214C [4213]

so it would be

FC 3C > 3CC RC > 6CC > 623C j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5C > 2CC > j.C >j.CC > j.236A > j.214C [however more you get]

meh im guessing it prob does work but i can't test it and i haven't been reading up :V

EDIT: i should have put this in the simple question and answers thread oops :V

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Ya that works just fine(I think). FC 3C > 3CC works fine mid-screen as well

FC 3C > 3CC > RC > 5C > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B works for a midscreen option if you have some meter to burn and does solid damage.

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Yeah, they are dead, if you try to do one the j.236A will always hit, which makes the j.214D miss, and if you delay it long enough for it to whiff the j.214D doesn't hit.

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Got a 2 stock mugen combo

EDIT: my bad here

Midscreen Fatal Counter 5C > 6C > mugen > 623D > j.236D > j.214D > 236D > 5C > 2CC > 236C > 5C > 2C > 236B > 214B > 22B

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From a 6A FC I'm assuming.

Isn't 6CC > Mugen stronger? And also, I thought only 5CC > 6C worked on a FC, and not 5C > 6C?

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6CC is the best starter outside of 3©C.

Realistically, the starter you'll use for punishing moves will be 5C CH > 6C© > Mugen but against long recovery things like Ragna/Jin DP, 6CC will work great and you can do 6k ish damage with one stock mugen, mid screen. Meaty stuff and ironically, leading to more damage with less resources than it did when it was FC on CH. Go figure.

6A FC > 5CC > 6C works

6A FC > 5C > 6C does not

Even on 3C FC> 5C > 6C won't work.

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So I think I got down the 236a(w) - 214d corner combo. But I usually just end it with 6c - 236c - 214c - 22c. I have a hard time with dash 5c etc ender with this. Are there some character specifics to this? Or other things you can potentially do out of this instead?

Sent from my DROIDX using Tapatalk

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Well I usually do it like 5bb - 5cc - 22b - 6cc - 623c - 236a(w) - 214d - 6c - 236c - 214c - 22c. I see sometimes 236c - dash 5c - 2c - 236c - 214c - 22c. But I'm not sure if you can do that w/o 22d or when thats a good spot to place it. I uploaded a few videos of recent play on my yt channel if you wanna see what I'm talking about.

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Well I usually do it like 5bb - 5cc - 22b - 6cc - 623c - 236a(w) - 214d - 6c - 236c - 214c - 22c.

6CC doesn't work in this combo, because 5BB prorates too much.

I see sometimes 236c - dash 5c - 2c - 236c - 214c - 22c. But I'm not sure if you can do that w/o 22d or when thats a good spot to place it. I uploaded a few videos of recent play on my yt channel if you wanna see what I'm talking about.

The dash 5C - 2C usually works in low prorated combos. For example:

5CC - 6CC - 236C - 5C - 2C - 236C - 214C - 22B (corner)

Air throw - 6CC - 236C - 214A/B - Dash 5C - 2C - 236C - 214C - 22B

Here is another example where you can use it

I'm not sure if you can do it from a 22D starter, but I doubt it. Also I saw the combo you were talking about in your vid, but that's CS2.

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So 5bb prorates more in ex? Guess ill just have to wait till next month before I practice anything farther. Well I guess I can work on IAD still.

Sent from my DROIDX using Tapatalk

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So 5bb prorates more in ex?

Yup. 5BB is the reason why 6CC does not work in the corner. Heck, even 5B can prorate.

5CC - 623C - j.214b(w) - j.C - j.C - j.236D - j.214B - 6CC - 236C - 214C - 22B: The 6CC won't connect if you use 5B from the start of this combo.

For EX, 5C is the new starter for most combos.

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Okay, no idea how practical this will actually be, but...5-charge Mugen time.

5CC > Mugen > 623D > j.236D > j.214D > dash 2CC > IAD j.CC > 5C > 2CC > 236D > 236236D. Midscreen, does around 6.4-6.8K and needs about 65 heat to start with.

6C© > Mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236D > 236236D. Again midscreen, does around 7.8-8.3K, depending on if you do the 6CC. If you land all the hits of 6CC on Tager, the j.236D > j.214D won't connect, though. Needs about 56 heat to start with.

These could probably be polished up a bit, but...eh.

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For EX, 5C is the new starter for most combos.

5C or 5A depending on the situation.

Realistically, I find myself starting most of my combos with 5A since I try to fight at very close range these days and while 5C is very fast now, it's still slow compared to 5A.

Okay, no idea how practical this will actually be, but...5-charge Mugen time.

5CC > Mugen > 623D > j.236D > j.214D > dash 2CC > IAD j.CC > 5C > 2CC > 236D > 236236D. Midscreen, does around 6.4-6.8K and needs about 65 heat to start with.

6C© > Mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236D > 236236D. Again midscreen, does around 7.8-8.3K, depending on if you do the 6CC. If you land all the hits of 6CC on Tager, the j.236D > j.214D won't connect, though. Needs about 56 heat to start with.

These could probably be polished up a bit, but...eh.

5 Charge mugen combos are pretty silly.

Most of the time, you'll get max damage doing 623D > j.236D > j.214D over and over again and ending with 236236D as the finisher.

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Pretty standard,

Midscreen to corner

1 charge, 50 heat

6CC > Mugen > 623D> j.236D > j.214D > 2CC> IAD j.CC > 5C> 2CC > 236C > 5C > 2C > 236C > 214B > 22B - 6.3kish.

Like I said, 6C© is a really good starter. That can go in the combo thread if it's not already there.

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Pretty standard,

Midscreen to corner

1 charge, 50 heat

6CC > Mugen > 623D> j.236D > j.214D > 2CC> IAD j.CC > 5C> 2CC > 236C > 5C > 2C > 236C > 214B > 22B - 6.3kish.

Like I said, 6C© is a really good starter. That can go in the combo thread if it's not already there.

6.3k with 1 stock and 50 heat..

I didn't know Mugen was this good.

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Added the combo to the wiki, though do you know the exact damage and the meter gain?

Too bad 6C starters are rare.

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Ohhhhhhh~

I think I just got a revelation that's going to answer one of the big questions I had about mugen in 1-2 charge scenarios.

Spiffy.

I'll post the findings later in detail.

Oh and to quickly answer your question, it's 6231 damage and 48 meter gain.

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