Sambo Tag Team Assault (team/solo combos)

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cris4thewin
Expert
Joined: Jan 2012
Posts: 125
#41 “Quote” Edit Post
paul is a great partner to dragunov, dragunov d/f+2 f+443 1 ff+2~5 paul ff+22 drag ff+3= 85 I think, and that's good because d/f+2 damage is less than 20
drag qcf+1 f+24 ff+2~5 paul ff+344 drag ff+3= 100 and something damage

paul CH qcb+4 qcf+1 b+12~5 drag f+443 paul clean qcf+2=113 damage
paul CH qcb+4 qcf+1~5 drag 132~5 paul ff+344 drag ff+3= 112 damage but some red life is gone
Garnzz
2nd Dan
Joined: Sep 2012
Posts: 29
From: New Zealand
PSN: garnz27
#42 “Quote” Edit Post
Drag/Jin

Drag WS2~5, Jin 1, 3~3 B!~5, Drag (f+443_f+3~CD~CC, 41), Jin b+21.
Drag qcf+2, f+24, ff+2 B!~5, Jin SSR d+1+2, 1+2, Drag dash f+3~CD~CC d+44

Sorry, I don't know if the notation is correct for Drag's f+3 crouch dash cancel. Please correct me if I'm wrong.
HirakuNoShadow
1st Dan
Joined: Feb 2011
Posts: 17
From: South Korea
#43 “Quote” Edit Post
Merged and edited from my previous post

Here are some combos for Drag/Armor King team from what I've played so far - I think they have a really good combo output in general, and I've kept tag-buffered combos to a minimum since most of them are already listed / do enough or better damage with the partner's respective staples:
Drag: f+4,4,3, f+1, ff+2~5, B!, [TA! filler], ff+3_f+3~df~CD+1+2_CD+2~5 (for quick tagging out)
Armor King: ssr df+1, 1+2,2, d+2~5, B!, [TA! filler], iSW

Dragunov/Armor King:
CH iWR+2, f,f, iWS+4, 3,1, 1,3,2~5, B!, [A.K 3+4,2], Drag ff+3 = 105 dmg
(requires you to dash right up to the opponent before the iWS+4, otherwise the 3 follow-up whiffs)

CH iWR+2, ff, WS+4, f+1, f+3~CDc~4,3~5, B!, [A.K 3+4,2], Drag ff+3 = 104 dmg
(useful in case you don't reach the opponent close enough on time for 3,1, f+1,3,2~5 B! follow-up)

df+2, f+4,4,3, 1, ff+2~5 B!, [A.K 3+4,2], Drag ff+3_f+3~df~CD+1+2 = 88 dmg


f+1+2, b+2,1, 1, f+3~CDc~4,3~5, B!, [A.K 3+4,2], Drag ff+3 = 94 dmg
(f+3~CDc~4,3 can be replaced with 132 for easier bind at -1 dmg)

qcf+2, f+4, b+2,1, 1,3,2~5, B!, [A.K 3+4,2], Drag ff+3 = 101 dmg

qcf+2, f+2,4, ff+1,3,2~5, B!, [A.K 3+4,2], Drag ff+3 = 102 dmg

qcf+2, f+2,4, ff+1, f+3~CDc~4,3~5, B!, [A.K 3+4,2], Drag ff+3 = 105 dmg
(f+2,4 is interchangeable with b+4,3 for much easier combo -1 dmg)

qcf+2, f+2,4, ff+1, f+3~CDc~1,3,2~5, B!, [A.K 3+4,2], Drag ff+3 = 103 dmg
(Not recommended as there is a good chance that ff+3 whiffs; the optimal number before a ff+3 ender seems to be 9 hits)

Dragunov B! saving wall carry:
df+2_WS+2_QCB+2, f+4,4,3, 1, f+3~CDc~4,1 = 61 dmg (from df+2)


Armor King/Dragunov:
SS+2,1~5 B!, [Drag ssr f+4,4,3], A.K f,f, uf+3, iSW = 86 dmg (requires delay in f+4,4,3 during TA!)

CH b+1, f,f, 3+4, d+2~5, B!, [Drag ssr f+4,4,3], A.K iSW = 84 dmg

DU, ssr df+1, 1+2,2, d+2~5, B!, [Drag f+4,4,3], A.K iSW = 99 dmg

DU~5, Drag f+2,4, f,f+1,3,2~5, B!, [A.K 3+4,2], Drag f,f+3 = 99 dmg

DU~5, Drag f+2,4, f,f+1, f+3~CDc~4,3~5, B!, [A.K 3+4,2], Drag f,f+3 = 102 dmg

DU, DU, df+1, f+1+2~5, B!, [Drag f+4,4,3], A.K iSW = 100 dmg

CH uf+3, df+2~5, B!, [Drag f+2,4], A.K uf+3, iSW_GS = 88 dmg

CH uf+3, df+2~5, B!, [Drag f+2,4], A.K uf+3, uf+3, GS = 92 dmg
(delay required for the uf+3 post-TA!)


Drag/AK's wall combos also hurt a lot, and aren't exactly hard to perform either (dmg are calculated from a W! + 1-hit B!, true dmg may be subject to scaling).

Dragunov/Armor King:
WB!, [A.K 3+4, 1], Drag 3,1,2 = 41 dmg

W!, b,b 4,3~5, B!, [A.King 3+4, 1], Drag 3,1,2 = 60 dmg
Edit 1: upon further testing, this one is inconsistent on the smaller characters (i.e. those that require a backdash before 4,3~5, B!); b+1+2_ff+2 might be advised as the B! of choice in that case.
Edit 2: upon more further testing, using 3+4,2 instead of the 1 follow up makes the combo much more consistent for the said characters, but this unfortunately doesn't seem to be the case for all angles.

Armor King/Dragunov:
WB!, [Drag f+2,4], A.K df+4, f+1+4 = 41 dmg
WB!, [Drag f+2,4], A.K df+1, df+2,1,(3) = 39 dmg (better recovery)
WB!, [Drag f+3~CDc~b+2,1,3], A.K f+1+4 = 42 dmg (f+1+4 requires slight delay)

Last edited by HirakuNoShadow on Oct 4th, 2012 at 03:13

The BASTERDS
6th Dan
Joined: Jun 2010
Posts: 78
From: Philippines
#44 “Quote” Edit Post
@Hiraku You don't use Drag's f+3~CDc 312 for TA? I think that's stronger than f+24.
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HirakuNoShadow
1st Dan
Joined: Feb 2011
Posts: 17
From: South Korea
#45 “Quote” Edit Post
Originally posted by The BASTERDS
@Hiraku You don't use Drag's f+3~CDc 312 for TA? I think that's stronger than f+24.

I tried it before when I was testing wall combos with A.King, but doing f+3~CDc~3,1,2 seems to give only enough room for the f+1+4, which requires a slight delay for it to connect as a low wall hit. Even then, TA! Drag f+2,4 and AK df+4 itself does +1 dmg for one less hit, and allows for a guaranteed low wall hit shoulder. f+3~CDc~b+2,1,3 seems to be same case as f+3~CDc~3,1,2, but does 1 more damage than the f+2,4 only if you get the low wall hit.

Speaking of the wall combo, the df+4 should be replaced with df+1 for those who want to end it with df+2,1,(3) for 2 less dmg but better recovery
The Tea Virus
1st Dan
Joined: Sep 2012
Posts: 12
From: USA Rhode Island
XBL: The Tea Virus
#46 “Quote” Edit Post
Drag Solo
qcf2, f+2,4, f+3 CDc 1, f+3 CDc 1, ff+2 B!, f+3~CD ws1+2 = 90dmg

Drag/Lei
qcf2, f+2,4, f+3 CDc 4,3 TA! uf+3,4, f+3~CD ws1+2 = 111dmg

the trick to landing the f+2,4, f+3 is doing the f+2,4 in the first available frame after qcf2 otherwise the f+3 will whiff. You also have to anticipate the f+3 landing since you can't really hit confirm into CDc.
ExOsKeL
Engr.Gwapo
Joined: Oct 2008
Posts: 2617
From: Philippines
PSN: Lets Do Dis Shit!
XBL: ExOsKeL[LDDS]
#47 “Quote” Edit Post
Just tested Bry/Drag, so far this is the combos I've able to land:

Drag to Bry:
qcf+1_qcf+2~5, (bry 3,3,4~5),drag ff+2 B! (bry TA! b+2,1,4) drag dash f+3~df~ws+1+2
- 95~96 damage, 100 for qcf+2 launcher

df+2,f+4,4,3,1,ff+2 B! (bry TA b+2,4) drag dash f+3~df~ws+1+2 - 86~87 damage

Bry to Drag:
f,b+2~5,(drag qcf+1~5),bry db+2,f+4,1 B!(drag TA! f+443) bry ff+2 - 89 damage

(df+3_uf+4_b+1 CH_ws+3 CH_f+3 CH),f+4,1 B! (drag TA! 4,4) bry dash b3~f+4,1,2 - 89-91 damage depends on the launcher

ws+1~5,(drag f+4,4,3,1,ff+2 B!) bry TA b+2,4 (drag dash f+3~df~ws+1+2)
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ECZigzag
1st Dan
Joined: Aug 2012
Posts: 12
From: Canada
PSN: Czar-Face
#48 “Quote” Edit Post
Dargunov/Marduk Basic TA! combos:

Darg-Marduk - No Walls:
df+2_WS 2, 4,1 f+1, f+3~CD 4,3 TA! (f+2,1) WR 2 = 82 DMG + oki (84 for WS 2)
qcf+1_qcf+2, f+2,4, ff+2 TA! (f+2,1) f+3~CD WS 1+2 = 93 DMG (97 for qcf+2)
qcb+2, f+4,4,3, f+1, ff+2 TA! (f+2,1) fF+3 = 102 DMG

Marduk-Drag:
df+1_d+1+2_CH uf+3, 2,d+1+2, df+4,2 TA! (f+4,4,3) dash, ff+1+2 = 96 DMG (108 for d+1+2, 115 for CH uf +3)

W! post TA! - Drag-Marduk:
df+2, 4,1 f+1, f+3~CD 4,3 TA! (f+2,1 W!) f+3~CD WS 1+2 = 94 DMG

Marduk-Drag:
df+1, 2,d+1+2, df+4,2 TA! (f+4,4,3) dash d+1+2 W! f+2+4 = 112 DMG
The BASTERDS
6th Dan
Joined: Jun 2010
Posts: 78
From: Philippines
#49 “Quote” Edit Post
@Hiraku NO! Not at the wall! XD f+3~CDc 312 for TAs not on the wall. :3

Like AK/Drag:
*AK* u/f+4, d/f+1, 1+2 2, d+2~5 B! *Drag* f+3~CDc 312 *AK* iSW
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momotaro2
Kyu
Joined: Oct 2012
Posts: 3
From: Indonesia
XBL: rain26229bow
#50 “Quote” Edit Post
Hallo all

Dra / Feng
qcb2_qcf2, 43_132~5 Feng b+2342, qcf2
qcb2_qcf2, 31, 43~5 Feng f,f+43, ff+2_qcf2_ff+3

Feng/Dra
f34, 1, f43~5 Dra 3, 1,2 Feng Dash f1+2
f34~5, Dra 41, 132_43~5 Feng ff+43, ff+3
Kelter Skelter
Kyu
Joined: Jul 2011
Posts: 3
#51 “Quote” Edit Post
Haven't seen any Drag/Bobs yet, this is all I have so far:

df+2, 41, 132 TA! (WS3,3+4) f+3 CDc 1+2 [84 dmg]
df+2, 41, 132 TA! (ub+3) ff+3 [79 dmg]

The 2nd combo is just Bobs auto filler not to mention the drag running 3 is way easier to time for only 5 less damage but, oh well at least I feel better doing a combo I made when I do the first one. I need to start doing the different BnB opener if I want to step up to more damage but, that's another story.
Katt
Berserker
Joined: Jun 2011
Posts: 407
From: Norway
PSN: iMKatt
#52 “Quote” Edit Post
4,1 1,3,2 can be replaced by f+4,4,3 f+1 ff+2 for more damage. Works on all chars anyway. While 4,1 1,3,2 is easier it's not really worth it most of the time.

Unless you team up with with characters with guaranteed wallstrings, like Lars, f+3~cd~u 3,1,2 is not always worth it.
Aggro Crag
Kyu
Joined: Sep 2012
Posts: 5
From: USA California
#53 “Quote” Edit Post
Originally posted by Katt
4,1 1,3,2 can be replaced by f+4,4,3 f+1 ff+2 for more damage. Works on all chars anyway. While 4,1 1,3,2 is easier it's not really worth it most of the time.

Unless you team up with with characters with guaranteed wallstrings, like Lars, f+3~cd~u 3,1,2 is not always worth it.


Thanks for the advice, I'll have to start practicing this new combo.
chowmeinmaster
6th Dan
Joined: Oct 2012
Posts: 62
#54 “Quote” Edit Post
solo combos for dragunov?
Moogster
Kyu
Joined: Sep 2012
Posts: 9
From: Philippines
#55 “Quote” Edit Post
Originally posted by Katt
4,1 1,3,2 can be replaced by f+4,4,3 f+1 ff+2 for more damage. Works on all chars anyway. While 4,1 1,3,2 is easier it's not really worth it most of the time.

Unless you team up with with characters with guaranteed wallstrings, like Lars, f+3~cd~u 3,1,2 is not always worth it.


How early should the ff+2 be? When I do the ff+2 part it always doesn't connect. The only thing now that makes me think that makes me think this doesn't connect is the height issue. Any tips for this?
Katt
Berserker
Joined: Jun 2011
Posts: 407
From: Norway
PSN: iMKatt
#56 “Quote” Edit Post
It's not so much a height-issue as it is a timing-issue, but it's definitely something you should practice. It's one of those good old staples Drag had in T6. I find it ever so slightly harder to do in Tag2, but the damage is worth it as it's just a matter of practicing the timing.

chowmeinmaster:
f+1+2 *dash* b+2,1_3,1 f+1 f+3~df~u 4,3 B! f+3~df~u d+4,4
df+2_ws+2_qcf+2_qcb+2_qcf+1 f+4,4,3 f+1 ff+2 B! f+3~df~u d+4,4
CH wr+2 *deep crouch-dash* ws+4 f+1 f+3~df~u 4,3 B! f+3~df~u d+4,4
qcf+2 f+2,4 f+1 f+3~df~u 4,3 B! f+3~df~u d+4,4
CH f+[2],4 4,3 B! uf+4 d+4,4

For oki you can do the classic 50/50 from T6.
After B!, do a df+3. Do either 3,1 which will pick up quickstand/backroll/frontroll/kicks or d+3+4 which will stomp siderollers, frontrollers and those that doesn't do anything.

Last edited by Katt on Oct 17th, 2012 at 09:25

Garnzz
2nd Dan
Joined: Sep 2012
Posts: 29
From: New Zealand
PSN: garnz27
Edmund
War Lord
Joined: Feb 2002
Posts: 749
From: Singapore
#58 “Quote” Edit Post
Apologies if I sound rude but is anyone going to post solo combos for dragunov, wall combos and a list of B! combos, different juggle options from different launchers and wall splat moves?

It will help out people who are new to Dragunov. I'm not asking for what adipati did for Feng Wei's page.
http://www.tekkenzaibatsu.com/forum...threadid=125513

It will really help greatly if people kept the Tag combos separate and make this page more organised because not everyone uses the same partner with Dragunov.

Right now this thread is a complete mess.
tyler2k
____________________
Joined: Jun 2006
Posts: 2794
From: USA California
PSN: tyler2k1
#59 “Quote” Edit Post
People, yourself included, are free to make any suggestions and revisions to be posted at the forefront of a thread. If you want to compile a list of combos, I'll gladly post it at the beginning, otherwise with the new TA! system I really don't see the point of listing a hundred combos for a hundred different situations. There needs to be a better system (overall) in place to make it easy to decode, but no one has stepped up to the plate nor has anyone tried implementing a universal (TZ) system to extend until TTT2 eventually dies out.

Now getting to solo combos, so you don't assume I completely missed your point, are all derivatives of T6 combos and have only a slight modification with carry due to the addition of f+3~CDc but that doesn't mean the old T6 combos are completely invalid. Now people will argue as to what solo combo is superior and having 7+ different combos (all slightly different off the same launch) starts to lean towards the TA! problem. People can't decide, for instance, whether CDc 4,3 is superior or a 1, f,f+2 rep is better namely because of TA! options being drastically different due to hit stun deterioration (with multiple reps) and pushback. Now let me repeat that as you probably won't understand what I'm saying at first glance. People will be naturally bias to different options due to character, namely TA! assist, familiarity. This has no real bearing on solo combo, but taints peoples' perceptions of a good solo combo.

The good news is that when people post, they tend to use "solo" in their post so worst comes to worst, you can always do a command+f or ctrl+f on "solo" to find what you're looking for.
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Katt
Berserker
Joined: Jun 2011
Posts: 407
From: Norway
PSN: iMKatt
#60 “Quote” Edit Post
Edmund: Here are some. Keep in mind that I'm at work so I can't post damage.

SOLO COMBOS. I post the damage WITHOUT launcher IF there are multiple launchers. If not, the whole juggle-damage is listed. Wallsplats are exception because there are a LOT of moves that wallsplat, especially with Dragu.

df+2_ws+2_qcf+2_qcb+2_qcf+1
- f+4,4,3 f+1 ff+2 B! f+3 CDc d+4,4 [Stable/BnB] - 55 dmg
- f+4,4,3 f+1 f+3 CDc f+1 ff+2 B! f+3 CD~1+2 [Max damage] 59 dmg
- 4,1 f+1,3,2 B! f+3 CDc d+4,4 [Easy execution] - 49 dmg

f+1+2
- *dash* b+2,1 f+1 f+3 CDc 4,3 B! f+3 CDc d+4,4 [Max damage, hardest execution]
- *dash* b+2,1 f+1 f+3 CDc 4,3 B! f+3 CD~1+2 [Easier execution]
If dashing to b+2,1 seems too strict, you can replace b+2,1 with 3,1. It does slightly less damage but is A LOT easier to hit.

3+4 *roll to correct side* ws+4 f+1 f+3 CDu 4,3 B! f+3 CDu d+4,4 = 96 dmg.

db+3
- CC d+2 ws+4 d+4,1,3 [Max damage] - 62 dmg
- CC d+2 ws+4 d+4,4 [More stable] - 60 dmg

Counter-hit launchers
CH f+[2],4 4,3 B! uf+4 d+4,4 - 82 dmg
WR+2 CD~ws+4_iWS+4 f+1 f+3 CDc 4,3 B! f+3 CDc d+4,4 [Does not work on smalls/wang] - 87 dmg
WR+2 d+2 ws+4 d+4,1,3 [Very stable, works on any char, even Wang/Smalls] - 72 dmg
uf+1 ws+4 f+1 f+3 CDc 4,3 B! f+3 CDc d+4,4 [Missing damage]

LOWPARRY
ws+4 f+1 f+3 CD+4 d+4,4 - 43 dmg

NOTEWORTHY MENTION that this might be the strongest post B!-option Dragu have from doing a wr+2 and hitting an airborne enemy.

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!
- 4,3 B! b+2 ws+1+2 [Strongest?] - 41 dmg
- 4,3 B! f+3 CD~1+2 [Slightly weaker than b+2 ws+1+2, but it hits smalls! Eat shoulder, Ling!] - 39 dmg
- 4,3 B! 3,1,2 - 40 dmg

With 4,3 as B!, Dragu does 90 dmg from b+4,3 W! 4,3 B! b+2 ws+1+2. I can dig that.

Last edited by Katt on Oct 29th, 2012 at 19:14

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