Sambo Tag Team Assault (team/solo combos)

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JunChow
Kyu
Joined: Aug 2012
Posts: 3
From: United Kingdom
#1 “Quote” Edit Post
*****2/13 - CURRENTLY BEING BUILT - tyler2k*****

Note #1: Any 1 jab post 4,1 filler can be replaced with 2 for +2 more damage, harder timing.
Note #2: All combos assume forward buffering and f,f, notation may often refer to "deep dashing"
Note #3: Tekken 6 combo, may not work in TTT2 but added because it probably still does
Note #4: The lower the combo is on the list, the more damage it should do comparatively
Note #5: Every combo (unless specified) ending in f+3~CD 1+2 can be modified as follows...

f+3 ender modifiers:
0 - f+3~CD 1+2 (Base damage)
-1 - f+3~CDc 4,1 (Wall carry)
-1 - f+3~CD 4 (Leaves the opp. closer than 1+2)
-2 - f+3~CD 2 (Safe tag)
-4 - f+3,2 (When the wall is closer than CDc 4,1 range)
-5 - f+3~CD 3 (Leaves the opp. much closer than 1+2)

*Please note that #3 and #4 will be removed once I fully test the combos*

d/f+2_WS+2 (+2 points)_qcb+2 (+13 points)
= 4,4, WS+1+2
= 4,1, 1,3,2, B!, d+4,4
= 4,1, 1,3,2, B!, f+3~CD 1+2 [#5]
= 4,1, 1,3,2, B!, f,f, 3,1,2
= 4,1, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#1] [#5]
= 4,1, 1, f+3~CDc 4,3, B!, f,f, 3,1,2 [#1]
= f+4,4,3, 1, f,f+2, B!, f+3~CD 1+2 [#5]
= f+4,4,3, 1, f,f+2, B!, f,f, 3,1,2 [#3]
= f+4,4,3, 1, f,f+2, B!, f+3~CDc d+4,4 *73 points*
= f+4,4,3, 1, f+3~CDc 1, f,f+2, B!, f+3~CD 1+2 [#5]

qcf+1_CH u/b+2 (+1 point)
= iWS+1, 1, f+3~CDc 1, f+3~CDc 4,1 (B! saving wall carry)
= iWS+4, 1, f+3~CDc 1, f+3~CDc 4,1 (B! saving wall carry)
= iWS+1, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5]
= iWS+4, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5]
= b+2,1, 1, 1,3,2, B!, f,f, 3,1,2 [#3]
= f+4,4,3, 1, f,f+2, B!, f,f, 3,1,2 [#3]
= f+4,4,3, 1, f,f+2, B!, f+3~CDc d+4,4
= f+4,4,3, 1, f+3~CDc 1, f,f+2, B!, f+3~CD 1+2 [#5]

qcf+2_u/f,n,4 (+? points)
= b+4,3, f+1, f+3~CDc 4,3 B! f+3~CD 1+2 [#3]
= b+4,3, f+1, f+3~CDc 4,3 B! f,f, 3,1,2
= f+2,4, f,f+2, B!, f+3~CDc 1, f+3~CD 1+2 [#5]
= f+2,4, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5] (Doesn't work on smalls)
= f+2,4, f,f, 1, 1,3,2, B!, f+3~CD 1+2 [#5]
= f+2,4, f,f, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5]

f+1+2_CH (4),4 (+17 Points)
= f,f, 3,1, 1, f,f, 1, f+4,4,3 [#3] (B! saving wall carry)
= f,f, b+2,1, 1, f,f, 1, f+4,4,3 [#3] (B! saving wall carry)
= f,f, 3,1, 1, f+3~CDc 1, f+3~CDc 4,1 (B! saving wall carry)
= f,f, b+2,1, 1, f+3~CDc 1, f+3~CDc 4,1 (B! saving wall carry)
= f,f, 3,1, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5]
= f,f, b+2,1, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5]
= f,f, b+2,1, 1, f+3~CDc 4,3, B!, f+3~CDc d+4,4

3+4
= tech left, WS+4, 1, f,f, 1, f,f, 1, f+4,4,3 [#3] (B! saving wall carry)
= tech left, WS+4, 1, 1,3,2, B!, f,f, 3,1,2 [#3]
= tech left, WS+4, 1, f+3~CDc 1, f+3~CDc 4,1 (B! saving wall carry)
= tech left, WS+4, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5]
= tech left, WS+4, 1, f+3~CDc 4,3, B!, f,f, 3,1,2
= tech left, WS+4, 1, f+3~CDc 4,3, B!, f+3~CDc d+4,4
= tech left, WS+4, 1, f+3~CDc 1, f,f+2, B!, f+3~CD 1+2 [#5]
= tech left, WS+4, 1, f+3~CDc 1,3,2, B!, f+3~CD 1+2 [#5]

CH iWR+2
= dash in, d+2, WS+4, d+4,4
= dash in, d+2, WS+4, d+4,1,3
= dash in, iWS+4, 1, f,f, 1, f,f, 1, f+4,4,3 [#3] (B! saving wall carry)
= dash in, iWS+4, 1, 1,3,2, B!, f,f, 3,1,2 [#3]
= dash in, iWS+4, 1, f+3~CDc 1, f+3~CDc 4,1 (B! saving wall carry)
= dash in, iWS+4, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5]
= dash in, iWS+4, 1, f+3~CDc 4,3, B!, f,f, 3,1,2
= dash in, iWS+4, 1, f+3~CDc 4,3, B!, f+3~CDc d+4,4
= dash in, iWS+4, 1, f+3~CDc 1, f,f+2, B!, f+3~CD 1+2 [#5]
= dash in, iWS+4, 2, 1, f+3~CDc 4,3, B!, f+3~CDc d+4,4 *91 points*
= dash in, iWS+4, 2, f+3~CDc 1,3,2, B!, f+3~CDc d+4,4 *92 points*

CH f,f+4
= WS+4, 1, f,f, 1, f,f, 1, f+4,4,3 [#3] (B! saving wall carry)
= WS+4, 1, 1,3,2, B!, f,f, 3,1,2 [#3]
= WS+4, 1, f+3~CDc 1, f+3~CDc 4,1 (B! saving wall carry)
= WS+4, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5]
= WS+4, 1, f+3~CDc 4,3, B!, f,f, 3,1,2
= WS+4, 1, f+3~CDc 4,3, B!, f+3~CDc d+4,4
= WS+4, 1, f+3~CDc 1, f,f+2, B!, f+3~CD 1+2 [#5]

(d/b+2,1)2_CH (1,2),1_CH (d/b+2),1,2 (+10 points)
= d+2, WS+4, d+4,4 - 64 points
= d+2, WS+4, d+4,1,3 - 66 points
= iWS+4, 1, f+3~CDc 1, f+3~CDc 4,1 (B! saving wall carry) *66 points*
= iWS+4, 1, f,f, 1, f,f, 1, f+4,4,3 (B! saving wall carry) *71 points*
= iWS+4, 1, f+3~CDc 4,3, B!, f+3~CDc d+4,4
= iWS+4, 1, f+3~CDc 1, f,f+2, B!, f+3~CD 1+2 *76 points* [#5]
= iWS+4, 1, 1,3,2, B!, f,f, 3,1,2 *78 points*
= iWS+4, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 *79 points* [#5]
= iWS+4, 1, f+3~CDc 4,3, B!, f,f, 3,1,2 *80 points*
= iWS+4, 1, f+3~CDc 1,3,2, B!, f+3~CD 1+2 *82 points*


d/b+3
= CC, d+4,1,3 (For use when directly at wall)
= CC, d+2, WS+4, d+4,4
= CC, d+2, WS+4, d+4,1,3
= WS+4, 1, f,f, 1, f,f, 1, f+4,4,3 [#3] (B! saving wall carry) (Big and/or max range CH)
= WS+4, 1, 1,3,2, B!, f,f, 3,1,2 [#3] (Big and/or max range CH)
= WS+4, 1, f+3~CDc 1, f+3~CDc 4,1 (B! saving wall-carry) (Big and/or max range CH)
= WS+4, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5] (Big and/or max range CH)
= CC, d+2, WS+4, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 [#5] (When WS+4 leaves opp. close)
= WS+4, 1, f+3~CDc 4,3, B!, f,f, 3,1,2 (Big and/or max range CH)
= WS+4, 1, f+3~CDc 4,3, B!, f+3~CDc d+4,4 (Big and/or max range CH)
= WS+4, 1, f+3~CDc 1, f,f+2, B!, f+3~CD 1+2 [#5] (Big and/or max range CH)

CH (f+2),4
= 4,1, d+4,1,3 (Now leaves opp. BT)
= 4,3, B!, b+4,2 [#3]
= 4,3, B!, f+3,3 [#3]
= 4,3, B!, u/f+4, d+4,4 [#3]

CH u/f+1
= d+2, WS+4, d+4,4 *60 points*
= d+2, WS+4, d+4,1,3 *62 points*
= iWS+4, 1, f+3~CDc 4,3, B!, f+3~CDc d+4,4
= b+1+2, B!, iWS+4, 1, f+3~CDc 1, f+3~CD 1+2 *75 points* [#5]
= b+2,1, 1, f+3~CDc 4,3, B!, f+3~CD 1+2 *78 points* [#5]
= b+2,1, 1, f+3~CDc 1,3,2, B!, f+3~CD 1+2 *80 points* [#5]
= b+2,1, 1, f+3~CDc 4,3, B!, f+3~CDc d+4,4

Low parry
= d/f+1, 2,1, f+4,4,3 *38 points*
= SSR, d/f+1, 2, f+3~CDc 1, f+4,4,3 *41 points*
= d+2, WS+4, 1, f+3~CDc 1, f+3~CD 1+2 *41 points* [#5]
= iWS+4, 1, f+3~CDc 1, f+3~CDc 1, f+3~CD 1+2 *42 points*
= d/f+1, 2, f+3~CDc 4,1, d+4,4 *42 points*
= b+4, 1, f+3~CDc 4,1, d+4,4 *42 points*
= b+4, 1, f+3~CD 4, d+4,4 *43 points*
= d/f+1, 2, f+3~CD 4, d+4,4 *43 points*
= iWS+4, 1, f+3~CD 4, d+4,4 *43 points*
= d+2, WS+4, 1, f+3~CDc 1, f+3~CDc d+4,4 *43 points*
= d+2, WS+4, 1, f+3~CDc f+4,4,3 *44 points* (Difficult)
= d+2, WS+4, 1, f+3~CDc 1, f+3~CDc 4,4 *47 points* (Tall only)

---

50/50 OKI
After any B! in a juggle with Drag you can do spike with df+3 and follow up immediately with d+3+4 for a stomp or 3,1 for a pickup. If they continue to lay down, quickstand to standing, frontroll, sideroll, and in some rare situations - backroll - they will eat the stomp. If they quickstand to low-block, backroll, frontroll or quickstand, 3,1 will pick up for a floaty minijuggle. Neither of these options are severly punishable. Stomp is -11 on block (crouching) so you'll only eat a ws+4 at worst. 3,1 can be punished by a wakeup-4 if they stay down, but that's an acceptable trade, and you can even finish the whole 3,1,2 if you guess they'll do a wakeup-4 and you'll hit him first. Regardless, these trades are more often than not in favor of Dragunov.

Wallsplats! Tbh, I haven't experimented nearly enough with the possibilities with f+3 CDc yet. I can do this when I get home from work.
- b+1+2 B! b+2 ws+1+2 [Strongest?]
- b+1+2 B! f+3 CD~1+2 [Slightly weaker than b+2 ws+1+2, but it hits smalls! Eat shoulder, Ling!]
- b+1+2 B! f+3 CDc 3,1,2 [Strongest?]

---

Hi all,

Seems like this is the only thread that has not started this.
Post your juggles from most damaging to best oki follow ups.


As I will be playing team Dragunov and Feng, so far the most damaging I have is:
Qcf+2, 41, 132 b!~5, Feng ff+43, dash Drag ff+3 (Approx 90+ dmg)

(CH)iwr2, iws4, 132 b!~5, Feng ff+43, dash Drag ff+3 (Approx 90+ dmg)

(I have alot more but will post once mods confirm to keep thread open or start a new one).

Last edited by tyler2k on Feb 14th, 2013 at 05:16

Osotogarai
3rd Dan
Joined: Jul 2012
Posts: 31
From: United Kingdom
XBL: Osotogarai
#2 “Quote” Edit Post
Playing P Jack, and Drag, i've got a couple of ones.

QCF+1, F443, 1, FF2, 5, UF+1(P jack filler), FF3 = 91 Damage

Sends them absolutely flying its ridiculous, I tested on wayang kulit from wall and it sends them nearly over half the level.

Another fav to destroy red life,

QCF 2, 5, (P jack in), U1+2, 2, FF1, B322 = Around 80 odd damage think it was 82/83ish red life gone.

Last edited by Osotogarai on Sep 15th, 2012 at 02:24

Signature Tekken Tag Tournament 2 - Sergei Dragunov, Bryan Fury

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Supreme_Bananas
2nd Dan
Joined: Aug 2009
Posts: 29
From: Netherlands
PSN: Bananas1000
#3 “Quote” Edit Post
I'm trying some Drag/Jun combos but I'm having trouble:

d/f+2, 4,1, 1,3,2~5B! ff+2,3, dash ff+3

I can never seem to connect the last ff+3, does anyone know better filler for Jun, or a good combo with Drag on point?

EDIT: Turns out I didn't dash in fast enough. Some others:

d/f+2_QCF+2_QCB+2, f+4,4,3, f+1, ff+2~5B! ff+2,3, dash ff+3

u/f+4,3~5B! f+2,4, dash b+2,1,f+1+2 IZU 1,2 good for oki

Last edited by Supreme_Bananas on Sep 16th, 2012 at 23:05

[~DTC~]
Combo Derper
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Posts: 1565
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#4 “Quote” Edit Post
Drag/Lei
Lei ff+3~5 Drag UF+4, 1, f+3~df~u 1, ff+2 b! f+3~df 1+2
Paul/Drag
Paul qcb+1+2, qcf+1~5 Drag 1, f+3~df~u 1, f+3~df~u 1, ff+2 b! f+3~df 1+2

Two of my favourite, red life combos.
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JunChow
Kyu
Joined: Aug 2012
Posts: 3
From: United Kingdom
#5 “Quote” Edit Post
Originally posted by Supreme_Bananas
I'm trying some Drag/Jun combos but I'm having trouble:

d/f+2, 4,1, 1,3,2~5B! ff+2,3, ff+3

I can never seem to connect the last ff+3, does anyone know better filler for Jun, or a good combo with Drag on point?



You just have to start dashing right after you input ff2 to hit the ff3.

But considering ff23 hits the opp really high, just start dashing/running after ff2 and input with DRAG f+3 df ws1+2. Damage is 80, (tested on xiaoyu).
Signature ~
Supreme_Bananas
2nd Dan
Joined: Aug 2009
Posts: 29
From: Netherlands
PSN: Bananas1000
#6 “Quote” Edit Post
Originally posted by JunChow
You just have to start dashing right after you input ff2 to hit the ff3.

But considering ff23 hits the opp really high, just start dashing/running after ff2 and input with DRAG f+3 df ws1+2. Damage is 80, (tested on xiaoyu).


Thanks I'll try that, I edited my first post too
kyuuk3tsuki
Kyu
Joined: Sep 2007
Posts: 3
#7 “Quote” Edit Post
Drag/Lars df2, 4,1 1,3,2b!~5 uf3 isw2 77 dmg on normal hit
[~DTC~]
Combo Derper
Joined: Mar 2008
Posts: 1565
From: Australia
XBL: Nor 360 =S
#8 “Quote” Edit Post
Originally posted by Supreme_Bananas
Thanks I'll try that, I edited my first post too


Or you can buffer fff instead of ff it makes timing slightly easier.
Since fff+3 doesn't get generic WR3 and also Drag's WR3 has to be actual While Running
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Roujin
1st Dan
Joined: Apr 2007
Posts: 13
From: United Kingdom
XBL: MM Jeremy Wade
#9 “Quote” Edit Post
Best I found so far for Drag/Jack:

qcf2, b1+2~5, Jack u1+2 (just hold down tag button, no need to manual input), Drag d+2, ws4, d4+4 = 83-86 dmg

Not in front of my 360 right now so I can't confirm the damage but is definitley in that range, I'm sure it was 86.

The timing between qcf2 and b1+2 is quite tight but once you get it down it's pretty easy to pull off.
Osotogarai
3rd Dan
Joined: Jul 2012
Posts: 31
From: United Kingdom
XBL: Osotogarai
#10 “Quote” Edit Post
My staple tag assault Im using with Dragunov/bryan

QCF 1, f443, f1, ff2, 5, Bryan b24, ff3 = 94/95 dmg with wallsplat.
Signature Tekken Tag Tournament 2 - Sergei Dragunov, Bryan Fury

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sandilord
Destructive Impulse
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Posts: 2093
From: Netherlands
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#11 “Quote” Edit Post
You might wanna try to tag out after qcf1 taking your opponents red life as well. I don't play Bryan but at the very least you can continue with db2 (Dra qcf1~5, Bry db2 etc).
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drkhades
Expert
Joined: Oct 2006
Posts: 128
From: United States
PSN: drkhades
XBL: drkhades
#12 “Quote” Edit Post
Drag/Miguel combo

d/f+2, f+443, 1, ff+2~5 Mig SAV 121, dash in ff+3 (86 damage)
d/f+2, f+443, 1, ff+2~5 Mig d/f+22, dash in d/f+3 (74 damage + oki). BR 31 or stomp setup if it still works.

For the wall with drag as the point character. Must use a one hit bind move like ff+2, b+1+2.
(insert w/e here) W! b+1+2~5 Mig b+2,2, 312_b2, 1+2.
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Osotogarai
3rd Dan
Joined: Jul 2012
Posts: 31
From: United Kingdom
XBL: Osotogarai
#13 “Quote” Edit Post
Yeh Sandilord, I occasionally use that also, after qcf1, 5 and then b21 and so on.....however something strange I've found bryans B21 completely whiffs on female characters after drags qcf1 have no idea why but it does.
Signature Tekken Tag Tournament 2 - Sergei Dragunov, Bryan Fury

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LAWZ-Mike
Fujin
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#14 “Quote” Edit Post
Miguel/Drag combos

combo 1

combo 2
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!DIABLO GTR!
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#15 “Quote” Edit Post
Dragunov/Christie

Dra qcf+2/qcf+1/ws+2, tag, Chr b+3,3, tag, Dra f+1, f+3~d/f~u, 4,3, B!, f+3~d/f~n, d+4,4

damage is about 72-85ish depending on the starter launcher.

The B! can also be substituted by tag assault Chr ws+1,3 Dra f,f+3 for 90ish damage or Chr ws+1,3, W! Dra f+3~d/f~u, 3,1,2 if there is a wall nearby (I forgot how much damage I got off this one).

btw, what's the notation that we will be using for f+3~d/f cancel?


edit: I think it's sad how Christie can't do the awesome Drag/Eddy combos.

Christie/Dragunov

Chr ws+1,3, tag, Dra f+2,4, f,f+2, B! f+3~d/f~u, d+4,4 (I forgot the damage, pretty decent for such a basic combo though.)
I tried landing qcf+2 after ws+1,3 like the Eddy combo I saw, but Chr can't do sh!T after that without some crazy dashing or something.

Chr d/f+3+4, tag, Dra f+4,4,3, f+1, f+3~d/f~u, 1, f,f+2, B!, qcf+1+2

Chr ws+3, tag, Dra 4,1, f+1, f+3~d/f~u, 1,3,2, B!, f,f, d+4,4
Chr ws+3, tag, Dra 4,1, f+1, f+3~d/f~u, 4,3, B!, f+3~d/f~u, d+4,4 (more damage than the previous one)


so far, the only tag assault wall combos I've tried which work.

Chr 1+2,3, Drag 3,1,2
Chr ws+1,3, Drag d+3+4

Last edited by !DIABLO GTR! on Sep 19th, 2012 at 04:39

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numotd
Shihan
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#16 “Quote” Edit Post
Originally posted by !DIABLO GTR!
Dragunov/Christie

Dra qcf+2/qcf+1/ws+2, tag, Chr b+3,3, tag, Dra f+1, f+3~d/f~u, 4,3, B!, f+3~d/f~n, f+4,4

damage is about 72-85ish depending on the starter launcher.

The B! can also be substituted by tag assault Chr ws+1,3 Dra f,f+3 for 90ish damage or Chr ws+1,3, W! Dra f+3~d/f~u, 3,1,2 if there is a wall nearby (I forgot how much damage I got off this one).

btw, what's the notation that we will be using for f+3~d/f cancel?


edit: I think it's sad how Christie can't do the awesome Drag/Eddy combos.

Christie/Dragunov

Chr ws+1,3, tag, Dra f+2,4, f,f+2, B! f+3~d/f~u, d+4,4 (I forgot the damage, pretty decent for such a basic combo though.)
I tried landing qcf+2 after ws+1,3 like the Eddy combo I saw, but Chr can't do sh!T after that without some crazy dashing or something.

Chr d/f+3+4, tag, Dra f+4,4,3, f+1, f+3~d/f~u, 1, f,f+2, B!, qcf+1+2

Chr ws+3, tag, Dra 4,1, f+1, f+3~d/f~u, 1,3,2, B!, f,f, d+4,4
Chr ws+3, tag, Dra 4,1, f+1, f+3~d/f~u, 4,3, B!, f+3~d/f~u, d+4,4 (more damage than the previous one)


so far, the only tag assault wall combos I've tried which work.

Chr 1+2,3, Drag 3,1,2
Chr ws+1,3, Drag d+3+4



I play Drag/Eddy


Drag df+2 f+443 f+1 ff+2~5 B! Eddy ss4,3 Drag ff+3

Eddy ws1,3~5 Drag f+2,4 ff+2~5 B! Eddy 3,4 Drag ff+3 (sometimes it doesn't work...i guess you have to input ff+3 fast)

As for Wall combo...you can do Drag b! Chreddy 3,4 Drag 3,1,2 or Drag b+2 ws 1+2 (not sure which one does more dmg tho, between 3,1,2 or b+2 ws 1+2 since 3,1,2 will do low wall hit)
!DIABLO GTR!
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#17 “Quote” Edit Post
Originally posted by numotd
I play Drag/Eddy


Drag df+2 f+443 f+1 ff+2~5 B! Eddy ss4,3 Drag ff+3

Eddy ws1,3~5 Drag f+2,4 ff+2~5 B! Eddy 3,4 Drag ff+3 (sometimes it doesn't work...i guess you have to input ff+3 fast)

As for Wall combo...you can do Drag b! Chreddy 3,4 Drag 3,1,2 or Drag b+2 ws 1+2 (not sure which one does more dmg tho, between 3,1,2 or b+2 ws 1+2 since 3,1,2 will do low wall hit)


I has never crossed my mind to use 3,4. Going to test it out when i get back to my PS3. Thanks.

Also, I can't seem to land ss+4,3. Not sure if it's because of Christie or my timing.


edit:

sample combos for Dragunov/Christie

http://www.youtube.com/watch?v=U0HOz07WoME
http://www.youtube.com/watch?v=5P9bN1nfL90

Last edited by !DIABLO GTR! on Sep 19th, 2012 at 10:20

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BrS
Kyu
Joined: Apr 2012
Posts: 7
#18 “Quote” Edit Post
Can anyone help me with feng/drag juggles? I'm trying to use js,df+1,1,f+4,3,5,f+4,4,3,5,f,f+3 for oki, but the jg ender confirming ratio is low, and the oki possibilities looks poor too.
Not to mention jg problems the team looks nice.
Raynex
1st Dan
Joined: Jun 2011
Posts: 11
From: Canada
#19 “Quote” Edit Post
Originally posted by BrS
Can anyone help me with feng/drag juggles? I'm trying to use js,df+1,1,f+4,3,5,f+4,4,3,5,f,f+3 for oki, but the jg ender confirming ratio is low, and the oki possibilities looks poor too.
Not to mention jg problems the team looks nice.


Oki was nerfed all across the board in TTT2, so that's why you'll see most top level players ending with their strongest move. Although these moves usually knock your opponent really far away, you still get a kind of "running oki". For example: if they lie there you trample them, if they roll back you can go for a catch, or you can stop and go for a 50/50, and the list goes on. It's not as amazing as T6 oki, but for some characters that's all you get. Drag, for example, has to end combos in ff+3 (40dmg) and run in to maintain momentum, or tag out if you need to.

With Feng, you should be ending all your combos with 3~4,3 for crazy high damage. (3~4 alone does more than 40 dmg). The second part of this string is a sweep that adds more damage and leaves them right in front of you. You can run standard mid/low/throw mix-ups here, or go into BT for riskier, cooler-looking stuff. Regardless, you want to end with 3~4,3 midscreen WHENEVER possible.

Drag's f+4,4,3 is a great TA, but sometimes it's hard to get a follow-up with certain characters. The next most damaging option would be b+2,1,3 (the sweep pops them up at the perfect height). If all else fails, 3,1,2 should work.

In conclusion:
(df+1 w/ Feng does more than f+1)

Feng: uf+4, df1, df1, f+4,3~5 B! Drag b+2,1,3, Feng 3~4,3
Drag: df+2, f+4,4,3, f+1, ff+2~5 B! Feng ff+4,3, Drag ff+3
tyler2k
____________________
Joined: Jun 2006
Posts: 2794
From: USA California
PSN: tyler2k1
#20 “Quote” Edit Post
Originally posted by Raynex
Drag's f+4,4,3 is a great TA, but sometimes it's hard to get a follow-up with certain characters. The next most damaging option would be b+2,1,3 (the sweep pops them up at the perfect height). If all else fails, 3,1,2 should work.

Don't forget about f+2,4, use it early enough in a combo and it can work as a slight relaunch.
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