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pktazn

[CSE] Tsubaki Yayoi Combo Compilation 3.1 *WIP* (Updated 5/28/13)

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[CSE] Tsubaki Yayoi Combo Compilation 3.1

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Updates:

28/3/13: Combo Cleanup and modification! (Keebs)

6/12/12: Added 0 charge corner throw combo from 2link121 (pk)

5/1/12: Added 2 charge combo from Velvien (Keebs)

4/7/12: Added Mugen combo from Errol (Keebs)

4/4/12: Added combos, including from BatousaiJ. (Keebs)

====

Past Combo Thread Updates (Extend)

Credits to:

A majority of Tsubaki players such as Dusk Thanatos, Daedron, Tsubaki 5B, BatousaiJ, etc. Jourdal and pktazn for videos that they upload.

Tsubaki Dustloop Wiki Combo Section

Japanese Tsubaki wiki - Japanese BBCS wiki (used as one of the sources for this thread, though combos are not posted until double checked by local players.)

Before reading this guide.

I would like those that do not know much about Tsubaki to go through the guide here. (Work in progress)

Due to the nature of Tsubaki's charge properties, not all combos will be added here. This is because it is very easy to make up your own combos by using D specials and other moves whenever you want. Save that for combo videos. Mainly BnBs and other practical combos will be added here. Also there are multiple variations to do her combos for very similar damage, so choose what you like! Many of her combos can also begin with a j.B/C.

Also very important: those who wish to add to the combo thread, please post in the combo discussion thread here

Table of Contents:

  1. General tips regarding Tsubaki's Combos



  2. FAQ regarding Tsubaki's Combos



  3. Combos



  4. Mugen (214214D) Combos



1. General tips regarding Tsubaki's Combos

Tsubaki's Drive can be a complicated matter to work with. As a Tsubaki player, you have to make time to charge when you can, and make sure not to waste charge stupidly. So here are some tips for any aspiring Tsubaki players.

  • Do not waste all your charge on every opportunity you have.

  • Make sure you try to maximize the most damage possible per charge.

  • The untechable time for each version of her 22X series is different and is important to note since you will usually end and/or extend your combos with it. Switching between 22B and 22C as your combo ender is dependent on whether or not you used 22B earlier to extend your combo (using it twice in a combo lessens it's untechable time) and what you plan to do to your opponent afterwards. In Extend the untechable time for her 22X series from most untech time to least is as follows: D version > B Version > C version > A version. Even though the frame data says that 22B and 22C have the same untechable time, it is noticeable that 22B has slightly more untech time in a combo.

  • IAD stands for instant air dash, this is done by inputting 956 or 754 on your pad/stick (The 5 denotes returning the stick or dpad to neutral position). This allows you to air dash immediately after you jump. Tsubaki's more advanced combos makes use of this notation.

  • If you want to maximize damage, make use of charge during key specials to extend your combos and damage potential.

  • In general, midscreen combos should be limited to a maximum of 1 level of charge, while corner combos should be limited to a max of 2. By general consensus, this is where you'll get the most damage per charge. (You do have the option to do whatever you want though.)

  • Moves such as 22D and j.214D can extend your combo, so if you plan to use them, make sure not to prorate the combo too much before using them.

  • If 5B CH hits too far, you can cc it with 2D, then dash up 5B. It will still combo.

  • CH 5B also leads into 6C, so you can do 6CC into an air combo.

  • When you see (w) after a move in a combo, it means whiff the normal. Tsubaki's normals are unique in the fact you can whiff the first part of a move, and still do the second part.

  • In Extend, CH 22D will now wallbounce. HOWEVER, the distance that your opponent will wall bounce is shorter than if you had hit them with any of the other 22x series. For example: CH 22D > 5C > 2CC > etc. will not connect unless you add a small dash before the 5D since it will drop after the 2C due to your opponent being further away. 22x (other than D) > 5C > 2CC > etc. will still connect without the small dash. It is also worth noting that you can not do an IAD combo after a CH 22A, which you could do in CS2.






    2. FAQ regarding Tsubaki's Combos



    1. When I do Tsubaki's IAD combo, I only get a normal jump out of 2CC. Why does it happen like that?


    The jump-cancelling frames of the 2nd part of 2CC are actually REALLY late. If you do some testing on your own, test when your jump actually comes out of it. If you can find out when it actually cancels into jump, it will make things a lot easier for you to go into the air dash portion of the combo.




    2. Why does the opponent tech before I do the 5C/5B part of IAD j.CC > 5C/5B?


    The 2nd part of IAD j.CC has to be done as late as possible in order for the 5B to combo properly afterwards. Done any earlier, and they will tech before the 5C/5B hits.




    3. Why do I go under my opponent after the IAD j.CC > 5C > 2CC? Is this a problem in the corner? Consequently, even if I do hit them with the 236C, the 214B/C does not come out.


    The 236B/C must be slightly delayed in order for it to connect. If it's inputted too fast then Tsubaki will go underneath your opponent. This is not a problem in the corner as the opponent will always be within reach for the 236C to connect.


    If the 214B/C is not coming out then that probably just means it's just not being inputted it fast enough.



    4. After I activate Mugen (214214D) and try to do 623D, the 623D does not connect or doesn't come out at all. Why is this? I WANT TO STYLE.


    You may be inputting the 623D too late. It has to be inputted fast after activating Mugen due to the fact that your opponent can move a little bit before Tsubaki after she activates it. Around the time that Tsubaki stops hovering in her animation is when the 623D should be inputted in order to have it connect. A way to learn the timing is notice how long it takes for her book's pages to stop turning and it closes. Around the moment the book closes is when the 623D should be inputted.


    This will require a bit of practice in order to get the timing down but it is well worth the rewards and is highly recommended to learn if you plan on playing Tsubaki as either a main (especially so if she's going to be your main) or sub.




    5. In the corner, when I try to do the 623C > j.236A(w) > j.214D, why do I hit them with the j.236A or why doesn't the j.214D won't connect?


    The j.236A must be
    slightly
    delayed in order for it to whiff. When Tsubaki looks like she's starting to fall from the 623C is around the time the j.236A should be inputted. If you cancel into it immediately then the j.236A will connect but if you wait too long then they'll be able to tech out.


    The j.214D must be inputted immediately after the j.236A whiffs otherwise they'll be able to tech out or you miss them completely.




    6. I always seem to get a 236C instead of a 623C when trying to do 623C > j.236A(w) > j.214D so I hit with the 236C instead and drop the combo. Whyyyyyy?


    The game is reading your input as a 236C (obviously). If you're on pad or stick, learn the feeling of how the 623C comes out. Basically this means just practice the 623x motion by itself until you get a feeling for it and learn how your pad/stick will read it.


    BUT FEAR NOT.
    If a 236C accidentally comes out you can connect with a 5C and still combo afterwards.
    You can do: blah blah > *try to go for 623C and fail somehow so it's 236C* > 5C > 2C > 236B/C > 214B/C > 22B/C or even 236C > 5C > 2C > air combo.


    You can also connect 236C > 214C > 22B but it's a lot stricter than going for a 5C especially if it was an accidental 236C. It won't do as much damage compared to if you had succeeded in getting the 623C > j.236A(w) > j.214D link but you will still do a decent amount of damage and have the opportunity to continue your pressure.




    7. I can't do the falling j.D > j.C > dash 5C combo. Why? IT LOOKS SWAG.


    The timing for the j.C > dash 5C are strict. It is considered to be on par in difficulty with the DP whiff combos in CS2 .

    1. The j.C must be inputted early enough so that it actually comes out. Too late and you'll hear her starting the move but it won't come out. Too early and it will whiff against the opponent. Be aware that if you miss inputting the j.C and land with j.D you have to deal with the landing recovery ( D: )

    2. The dash 5C must also be inputted fast enough before the opponent can tech. The part where you are most likely to mess up is the dash and only have 5C come out or you get 6C to come out.

    It is also somewhat character specific due to hitboxes.

    8. How do you do the Tsubaki 623C > j.214A whiff > dash 2CC > etc combo!?

    There are around 3 parts where you can REALLY screw up on this combo.

    [*]
    Not cancelling the 623C fast enough. You need to j.214A/B whiff cancel ASAP once you're off the ground.

    [*]
    Not getting the dash inputted or missing the dash 22C timing. It is very easy to do it too early (where only 2C hits), or you do it too late (where 2C does not even hit). In Extend, midscreen you can really only do a jc j.C > air combo ender unless it's from a FC 3C. However, you can still miss the jc j.C timing.

    [*]
    Doing 236B or 236D much too early, and causing you to go under the opponent.

    The timings also depend a lot on the character hitboxes as well. That much being said, this combo takes quite a bit of grinding, and even then you may not get it in real matches for awhile.

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2. Combos

The most ideal combos are highlighted in green to make it readable to everyone no matter what colour skin you're using.These combos deal good damage, can be done in any situation and leave you in a good position to inflict further pressure, or to charge for more stocks. For future reference, 6BB can be used mid combo on crouching opponents to increase damage (unless you prorated the combo a lot beforehand), and 3CC can be used after 22D corner hits. In addition, the j.BB > j.C loop combos do not work on the following: :NO:, :CA:, :PT: and is inconsistent against :MK:, :LA: and :BANG:.

The falling j.C > dash 5C > 2CC works against all characters, but for :RG: and :AR: you need to put a very slight delay between the 5C and 2C.

4A.) Midscreen Combos

0 Charge

  • (5A) > 5BB > (2BB) > 5CC > 214A/236A > 22B [1855, 16 meter gain]
  • (5A) > 5BB > j.BB > j.C > 5BB > 5CC > 214A > 22B [2216, 22 heat gain]
  • (5A) > 5C > j.BB > j.C > 5C > j.BB > j.C > 5C > 2C > 236C > 22B
  • CH 5B / CH 5C > 6CC > (236C > 214B/A > Micro dash 5C > 2C >) 236B > 214B > 22B [2934, 27 heat gain / 2683, 27 heat gain]


  • 6A > 5CC > 6BB > 236C > 214C > 22B [1870, 17 heat gain]
  • 6A FC > 5CC > 6CC > 236C > (214A > Micro dash 5C > 2C > ) 214C > 22C [2355, 30 heat gain]
  • 6A FC > 5CC > 6CC > j.CC(delay) > 5C > 2CC > 236C > 214A > 22B [2889, 33 heat gain]


  • 6B CH > 5BB > 5CC > 22B [1552, 11 heat gain]


  • 2CC AA > IAD j.CC > 5C > 2CC > 236B > 214B > 22B
  • 2C CH AA > Dash 5C > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B


  • 3CC > RC > 5C > 2CC > IAD j.CC > 5C > 2CC > 236C > 214A > 22B
  • 3C FC > 2B > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B [2651, 27 heat gain]
  • 3C FC > 6CC > 236C > 214A > dash 5C > 2CC > 236B > 214B > 22B [2913]
  • 3C FC > 6C > (slight delay) j.CC > 5C > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B [3438, 37 heat gain]
  • 3CC FC > RC > (5C) > 2CC > Dash 5C > 2CC > IAD j.CC > 5C > 2CC > 236C > (5C > 2C > 236C >) 214C > 22C [4009, 33 heat gain]


  • 214A / B / C CH > 5C > 2CC > 236B > 214B > 22B [1778 / 1909 / 2047, 18 heat gain]
  • 236C CH > (5A) > 5BB > 5CC > 214A > 22B
  • 22A / B / C CH > Dash 5C > 2CC > 236B > 214B > 22B [1544, 16 heat gain / 1600, 16 heat gain / 1644, 16 heat gain]


  • Throw > 236C > 214B > 22B [1808, 11 heat gain]
  • Air Throw > 6CC > 236C > 214A > (Micro dash 5C > 2C > 236B > 214B >) 22B/C [2956, 30 heat gain]



1 Charge

  • (5A) > 5C/B > 2C > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B> 214B> 22B [3024, 32 heat gain]
  • 5A > 5CC > 623C > j.214B(w) > j.C > j.C > j.236D > j.214C > Dash 2B > 2CC*(or 6CC) > 236B > 214B > 22B*second dive will hit :TG:, :HA:, :BANG:, :VA:, :AR: unless sjc* [2971, 29 heat gain]


  • 5BB > 5CC > 236D > Dash 5B > 2BB > 5C > 2C > 236C > 214B > 22A [2563, 25 heat gain]
  • 5BB > 5CC > 623C > j.236D > (Slight delay) j.214C > dash 2B > 2CC > 236C > 214C > 22C [2710, 28 heat gain]


  • 5CC > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6CC > (Delay) 236C > 214C > 22C[3.5k]
  • 5C© > 2C > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [3370, 33 heat gain]
  • 5C CH > 6C© > 214D > 5C > 2CC > IAD j.CC > 5C > 2CC > 236C > 214A > 22B


  • 3C FC > 6C© > 214D > (6A) > (5C) > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [3914, 42 heat gain]
  • 3CC FC > RC > 5C > 2CC > 236D > dash 2CC > IAD j.CC > 5C > 2CC > 236C (> 5C > 2C > 236B >) 214B > 22B


  • 6A > 5CC > 6B > 623C > j.236D > (delayed) j.214C > dash 2B > 2CC > 236C > 214B > 22C [2370, 24 heat gain]
  • 6A > 5CC > 6B > 623C > j.214B(w) > j.C > j.C > j.236D > j.214B > 6C > 236C > 214B > 22B [2733, 31 heat gain]
  • 6A FC > 5CC > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B *does not work on :NO:, :JI: and :LA: so use 6C > 214D instead* [3237, 41 heat gain]


  • 6CC > 214D/236D > 5C > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B*Works in corner too* [4330, 37 heat gain]


  • 22D > dash 3CC > 2CC > IAD j.CC > 5C > 2CC > (236C > 5C > 2C) > 236B> 214B > 22B 3723 damage. 3510 damage for non corner ender with 236B > 214B > 22B finisher.
  • 22D CH > 6CC > 236C > 214A > (Micro Dash 5C > 2C > 236B > 214B >) 22B [2887, 27 heat gain]
  • 22D CH > 5C > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [2917, 28% heat gain]


  • 214D > (5C) > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [3021, 29% heat gain]


  • 236D > 5BB > (2BB) > 5CC > 214A > 22B [1964, 15 heat gain]
  • 236D > Dash 5C > j.BB > j.C > 5C > j.BB > j.C > 5C > 2C > 236C > 22B[2580 Damage and 29 meter gain]
  • Air hit 236D > dash 5C > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [2723, 28 meter gain]
  • CH 236D > 6CC > 236C > 214A > Dash 5C > 2C > 236C > 214C > 22C [2713 Damage, 28 meter gain]


  • Throw > Delayed 236D (for extended corner carry) > Dash 5C > 2CC > 236B > 214B > 22B [2424, 21 heat gain]
  • Air Throw > 6C© > 214D > 5C > 2CC > 236B > 214B > 22B [3340, 31 heat gain]




2 Charge

  • 5CC > 623C > j.214B(w) > j.C > jc j.C > j.236D > j.214B(w) > 6CC > 214D > walk forward 5C > 2CC > 236C > 214C > 22B [4.1k, 41 meter gain]


  • 3CC > RC > 2CC > 236D > 6CC > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [4660, 34 heat gain]


  • 623A > j.236D > j.214D > 5C > 2CC > 236B > 214B > 22B
  • 623A > j.236D > j.214D > (Slight delay) 6CC > 236B > 214B > 22B


  • 22D > 236D > (Dash 2CC > IAD j.CC >) 5C > 2CC > 236B > 214B > 22B [2861, 28 heat gain]


  • 236D > 214D > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [2880, 29 heat gain]


  • j.214D > 236D > Dash 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [3305, 29 heat gain]


  • Throw > 236D > Dash 5C > 2CC > 214D > 6A > 5C > 2C > 236B > 214B > 22B [2851, 31 meter gain]




3+ Charge

  • 623D > j.236D > j.214D > (IAD j.CC >) Dash 5C > 2CC > 236B > 214B > 22B




4B.) Corner Combos

0 Charge

(5A) > 5BB > (2BB) > 5CC > 22C (> 6C > 236B > 214B > 22B) [2545, 36 heat gain]


(5A) > 5CC > (2C) > 22C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2.9k] *2C only works if really close to opponent*
5B / 5C CH > 6CC > 22C > dash 5C > 2CC > 22B > dash 5C > 2C > 236C > 214C > 22A [3029, 34 heat gain]


6A > 5CC > 6BB > 22C > 6C > 236C > 214C > 22B [2196, 25 heat gain]
6A > 5CC > 22B > 6C > 22C > Dash 5C > 2C > 236C > 214C > 22B [2215, 29 heat gain]


6BB > 22C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2322, 29 heat gain]


6CC > 236C > 214A > 5C > 2C > 22B > dash 5C > 2C > 236C > 214C > 22C [3132, 32 heat gain]


3C FC > 6CC > 236C > 5C > 2CC > 236C > 214A > 5C > 2C > 236C > 214C > 22B [3141, 37 Heat gain]
3C FC > 6C > j.CC(delay) > 5C > 2CC > 5C > 2CC > 22C > 5C > 2C > 236C > 214C > 22B [3.4K]


22B/C > 6CC > 236C > 5C > 2C > 236C > 214C > 22B


(Air) Throw > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [2736, 27 heat gain]

1 Charge

2 Charge

3+ Charge

[*]22D > 3CC (Rapid) > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 214D > 5C(w)C > 2CC > 236C > 214B > 22B > 6C > 236236C [5795]

[*]22D > 5D (for quarter stock) > 6CC > 623C > j.236A(w) > j.214D > j.D (for one stock) > j.C > dash 5C > 2CC > 214D > 6A > 5C > 2C > 236C > 214C > 22B [4.2k] *can add 6C > 236236C after the 22B ender*

[*]j.C > j.214D > 236D > 3CC RC > 5D(0.1s) > 5C > 22D > 5D(0.4s) > 6CC > 214D > 2CC > 22C > 5C > 2C > 236C > 214C > 22B [4887, 33 heat gain]

[*]3CC FC > RC > 22D > 5D (0.6secs) > 236D > 2CC > 623C > j.236A(w) > j.214D > 6CC > 214D > IAD j.CC > 5C > 2CC > 236C > 214C > 22B [5083, 47 meter gain]

[*]5A / 5BB > 623C > j.214D > 6CC > 214D > 5C(w)C > 2CC > 236C > 214B > 22B > 6C > 236236C [4275]

[*]5BB > 5CC > 22D > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 236B > 214B > 22B [3479, 39 heat gain]

[*]5CC > 623C > j.214A(w) > j.C > jc j.C > j.214D > 6CC > 214D > 5C > 2CC > 236C > 214C > 22B [4.1k damage, 41 meter gain]

[*]5CC > 623C > j.214D > 6CC > 214D > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [4241, 40 heat gain]

[*]22D > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 22C > dash 5C > 2C > 236C > 214C > 22B [3911, 38 heat gain]

[*]22D > 5D > (3CC RC >) 6CC > 623C > j.236A(w) > j.214D > j.D > j.C > Dash 5C > 2CC > 236C > 5C > 2C > 236C > 214C > 22B [4026, 41 heat gain]

[*]j.214D > 236D > 5C > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [3436, 31 heat gain]

[*]TK214D > 5C(w)C > 2CC > 22D > 5D > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [3759, 35 heat gain]

[*]j.214A/B CH > 3CC > rapid 6CC > 623C > j.236A(whiff) > j.214D > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22B [5.8K, 26 heat gain]

[*]5A/5BB > 623C > j.214D > 6CC > 236C > 5C > 2C > 236B > 214A > 22B [3137, 33 heat gain]

[*]5A > 5BB > 5CC > 623C > j.214B(w) > j.C > j.C > j.214D > 6C > 22C > 5C > 2C > 236C > 214B > 22B[3203 damage 39 meter gain]

[*]5A > 5CC > 623C > j.214A(w) > j.C > j.C > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B [3541, 39 meter gain]

[*]5A > 5CC > 623C > j.214A(w) > sjc j.C > j.214D > j.D (0.9) > j.C > dash 5C > 2CC > 236C > 5C > 2C > 236C > 214C > 22B [3339, 38 heat gain]

[*](5A) > 5BB > 5CC > 22D > 6CC > 236C > 5C > 2C > 236C > 214B > 22B [3000, 33 heat gain]

[*]5B(B) > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22C [3400, 35 heat gain]

[*]5BB > 5CC > 623C > j.214A(w) > j.C > dj.C > j.214D > 5C(w)C > 2CC > 236B > 214B > 22C

[*]5CC > 623C > j.214D > 6CC > 236C > 5C > 2CC > 236C > 214C > 22C [3668, 34 heat gain]

[*]5CC > 623C > j.214A(w) > j.C > jc j.C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22B[3.8k, 38 meter gain]

[*]5C CH > 6CC > 22D > 5D (1.0) > 623C > j.214D > j.D > j.C > 5C > 2CC > 236C > (5C > 2C > ) 214C > 22B [3614, 36 heat gain] *hit 22D as high as possible to gain the 1.0 charge*

[*]5C CH > 6CC > 623C > j.236B(w) > J.214D > j.D > j.C > Dash 5C > 2CC > 236C > 5C > 2C > 236C > 214C > 22B [4133 Damage, 41% heat gain]

[*](j.C air CH) > 2CC AA > 22D > 5D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B [3341, 33 heat gain]

[*]6A > 5CC > 623C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22B

[*]22D > 5D > 6CC > 236C > 5C > 2CC > 236B > 214B > 22B [2950, 28 meter gain, about 1.25 charge back]

[*]22D > 5D > 5C(w)C > 2CC > IAD j.CC > 5C > 2CC > 236B > 214B > 22B [2850, 28 meter gain, about 1.25 charge back. Can add 6C > 236236C]

[*]FC 3C > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > IAD j.CC > 5C > 2CC > 22C > 5C > 2C > 236B > 214B > 22B [4223, 49 heat gain]

[*](Air) Throw > 6CC > 623C > j.236A(w) > j.214D > 5C(w)C > 2CC > 236C > 214C > 22B [3549, 34 heat gain]

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5.) Mugen Combos

Information Regarding Mugen

All combos in here will require at least 50 meter and 1 charge.
The combos listed here are organized under how many charges are needed when you use Mugen itself, not the total amount since some starters may use a D move. Example: A combo starts with 22D and is listed under 1 charge, so that would be 2 charges. However, you only need 1 charge for the Mugen portion of the combo which is why it's listed under 1 charge.

When you're at the bare minimum of 1 stock and activate Mugen, the Mugen effect itself will end before you complete the entire 3-D (623D > j.236D > j.214D) series at the point where you won't get the bonus proration of the j.214D. It is possible to connect all three hits with 1 charge mugen but the timing is tight and character specific so be careful. However, Mugen's effects ending before completing all the hits is not a problem if you have 2+ stocks of charge.


1 Charge

Midscreen

  • 5BB > 5CC > Mugen > 623D > j.236D > j.214D > 6CC > j.C > j.CC > j.236A > j.214C *Fast version: 25-hits [3727, 30 meters gain] Delay j.236D (7-8 hits): 29-30 hits [3896-3914, 34-36 meters gain]*
  • 5BB > 5CC > Mugen > 623D > j.236D > j.214D > dash 2CC >IAD j.CC > 5C > 2C > jc j.C > jc j.CC > j.236A > j.214C [4125, 41 heat gain]

  • 6A > 5CC > 6B > Mugen > 623D > j.236D > j.214D > dash 5C > 2C > jc j.C > jc j.CC > j.236A > j.214C [3334 33 heat gain]

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

  • 6CC > Mugen > 623D > j.236D > j.214D > 2CC> IAD j.CC > 5C > 2CC > 236C > 5C > 2C > 236C > 214B > 22B [6.3k]

  • 236D > dash 5CC > Mugen > 623D(2 hits) > j.236D > j.214D > 6CC > j.C > j.CC > j.236A > j.214C [4072]
  • 236D CH > 5D > 6CC > Mugen > 623D(3 hits) > j.236D > j.214D >2CC > IAD j.CC > 5C > 2C > j.C > j.CC > j.236A > j.214C [4902 damage]

  • IAD j.CC > Mugen > j.214D > 236D > 214D > 2CC > IAD j.CC > 5C > 2CC > 236C > 214C > 22C [3858, 35 meters gain]

  • Air throw > 6C > Mugen > 623D > j.236D > j.214D > dash 5C > 2CC > 236C > 214C > 22C *can also be done in corner* [3940 damage, 22 heat gain]
  • Air Throw > MUGEN > 623D > j.236D > j.214D > dash 5C > 2CC > 236C > 214C > 22C [3659, 27 heat gain]


    Corner

    • 5BB > 5CC > Mugen > 22D > 623D > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22C [3767, 39-41 meters gain]

    • 6A > 5CC > Mugen > 623D > j.236D > j.214D > 6CC > 236C > 5C > 2C > 236B > 214B > 22B [3900, 39 meters gain]

    • 22D > 5D > 6C > Mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2C > hj.CC > j.236A > j.214C [4850, 39 meter back, charge back dependent on air charge length]

    • Corner throw > 6CC > Mugen > 623D > j.236D > j.214D > 5C > 2C > 236C > 214C > 2CC [3.6k]



2 Charge

Midscreen

  • 214D > Dash 5C > 2CC > IAD j.CC > 5C > 2CC > j.C > j.CC > 1 Charge Mugen > j.C > j.236D > j.214D > 6C > 236C > 214C > 22C [3809, 49-50 meters gain] *Lucky 50 meters gain --> More damage/Sure-kill: 236236D -> C version impossible or too strict, because of the startup [4349]*

  • Throw > Mugen > 236D > dash 623D > j.236D > j.214D > 214D > 6A > 5C > 2C > 236C > 214C > 22C [3.5-3.8k, 33-38 meter] *does not work on Tager and may be character specific. Works in corner and easier with more charges*


    Corner

    • 5A > 5CC > Mugen > 623D > j.236D > j.214D > 214D > 22D > 5D (1.0) > 623C > j.214D > 6CC > 236C > 5C > 2C > 236C > 214C > 22B [5159, 46 heat gain]




3+ Charge

Midscreen



[*]5CC > Mugen > 623D > j.236D > j.214D > dash 2CC > IAD j.CC > 5C > 2CC > 236D > 236236D. [6.4-6.8k] *needs about 65 heat to start*

[*]6C© > Mugen > 623D > j.236D > j.214D > 2CC > IAD j.CC > 5C > 2CC > 236D > 236236D.[7.8-8.3k] *depending on if you do the 6CC. If you land all the hits of 6CC on :TG: the j.236D > j.214D won't connect. Needs about 56 heat to start.* [*]6CC > Mugen > 623D > j.236D > j.214D X n Can get heat back to do another DD for about 8.2K if used with 5 stocks. With 4, you can get about 6.4k.



Corner


[*]22D > 5D > 6C > Mugen > 623D > j.236D > j.214D > 236D > 214D > 2CC > IAD j.CC > 5C > 2C > hj.CC > j.236A > j.214C [5300-5500, 45 - 50 meter gain]

[*]6A FC > 5CC > 6C > mugen > 623D > j.236D > j.214D > 236D > 5C > 2CC > 236C > 5C > 2C > 236B > 214B > 22B [*]Any hit > Mugen > 3D x3 (623D > j.236D > j.214D) > 236D > DD *on some characters with bigger hitboxes in the corner, the 3Ds will not hit unless it's the two-hit version*

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