TTT2 Baek Solo Combo Thread

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Marin
Sage
Joined: Nov 2008
Posts: 498
From: Netherlands
PSN: Marin9892
#1 “Quote” Edit Post


The solo Baek combo sanctuary. Discuss all your combo ideas in this thread. For submitting combo's, please use the standard Tekken notation or show it in a video!


Baek General

Baek TTT2 Frame Data: http://www.avoidingthepuddle.com/baek-ttt2-frame-data/

1: Launchers
2: Bound Moves
3: Wall Splat Moves
4: Wall/Balcony Break Moves


1: Launchers
Moves that launch the opponent. The parts between brackets should be whiffed.

  • (1,2,3,4,)3
  • CH b+1 (breakable stun)

  • df+2
  • db+2
  • b,b+2
  • WS+2,1

  • (3,4,)3
  • f,f+3
  • uf+3,4,3
  • FLA uf+3
  • (uf+N,3,d+4,)3
  • (d+3,3,)N+3
  • cd+3
  • CH df+3 (unbreakable stun)
  • CH FLA f+3 (unbreakable stun)

  • uf+4
  • u+4
  • db+4
  • CH 4
  • CH b+4

  • u+3+4
  • SS+3+4

2: Bound Moves
Moves that put the opponent in a ground bounce state. The parts between brackets should be whiffed.

  • b+1
  • uf+2
  • WS+2,1
  • FLA b+3
  • f,f+3
  • uf+3,4,3
  • f+4

3: Wall Splat Moves
Moves that will cause a wall splat when used on a standing opponent withing range of the wall. These moves also all cause a wall/balcony break if the wall happens to be breakable. The parts between brackets should be whiffed.

  • (1,2,3,3,3,)4
  • CH (d+1,)4

  • db+2

  • (3,3,3,)4
  • FLA (3,3,)4
  • FLA (3,4,4,)3
  • df+3,4
  • f,f,f+3
  • (uf+N,3,)4
  • (uf+N,3,3,4,4,)3
  • FLA f+3 (not on counter hit)
  • (WS+3,3,)4
  • (WS+3,4,4,)3

  • f,f+4,3
  • (f+4,)3
  • (df+4,4,)3
  • (d+4,3,3,)3
  • b+4
  • u+4,3
  • FLA f+4
  • uf+N,4
  • (WS+4,4,)3

  • 3+4
  • f+3+4

4: Wall/Balcony Break Moves
Moves that will cause a wall/balcony break when used in the middle of a wall combo. The parts between brackets should be whiffed.

  • f+2,1,2
  • 3,3,3,4
  • FLA 3,3,4
  • FLA f+3
  • WS+3,3,4
  • f,f+4,3
  • FLA f+4
  • f+3+4

Last edited by Marin on Sep 19th, 2012 at 22:06

Marin
Sage
Joined: Nov 2008
Posts: 498
From: Netherlands
PSN: Marin9892
#2 “Quote” Edit Post
Combo's

1: Wall-less Combo's
2: Wall Combo's


1: Wall-less Combo's
Combo's are divided into 2 parts: pre-bound and post-bound. Pre-bound means all attacks starting from launcher up to, and including, the bound move itself. Any attacks after bound are called post-bound (or often juggle enders). Baek can link almost any pre-bound combo with one of the following standard post-bound combo's:

  • db+3,3~f; 1+2,4
  • db+3,3~f; db+3,3~f (a commonly used tech trap)
  • db+3,3~f; df+3+4
  • df+3,4
  • dash 4,3,3~f (used for wall carry)
  • f,f+4,3
  • d+4,4 (used for wall carry)
  • cd,WS+4,4,3~f
  • cd,WS+4,4,4
  • dash 3+4~f; FLA f+3
  • dash df+3+4

Here is a list of standard pre-bound juggles. Damage is added in brackets, using the underlined launcher (all combo's were done in solo mode).

df+2; FLA uf+3; uf+4; SS+3+4; (1,2,3,4,)3; (3,4,)3; (uf+N,3,d+4,)3; (d+3,3,)N+3
  • 4; dash 4,3,3~f; FLA 3+4~f; FLA b+3 B! (51) (doesn't work after uf+4 and SS+3+4)
  • 4,3,3~f; FLA 3,3~f; FLA 3+4~f; FLA b+3 B! (50)
  • 4,3,3~f; db+3,3~f; FLA 1,2,3~f; FLA b+3 B! (48)
  • 4; 3+4~f; FLA 3+4~f; FLA b+3 B! (48)
  • 4,3,3~f; 4,3,3~f; FLA b+3 B! (48)
  • db+3,3~f; 4,3,3~f; FLA 3+4~f; FLA b+3 B! (48)
  • 4,3,3~f; FLA 3,3~f; FLA 3,3~f; FLA b+3 B! (47)
  • 4,3,3~f; 2,3; FLA 3+4~f; FLA b+3 B! (47)
  • db+3,3~f; 4,3,3~f; 1,2,3~f; FLA b+3 B! (47)
    Miscellaneous combo's:
  • 4,3,3~f; 1; f+4,3~f B!; FLA 3+4~f; df+3+4 (64)
  • f+4,3~f B!; FLA 3+4~f; FLA 3+4~f; FLA 3+4~f; FLA f+3 (63) (doesn't work after uf+4 and SS+3+4)

cd+3
  • UF+4; dash 4,3,3~f; FLA 3+4~f; FLA b+3 B! (68)
  • uf+N,4; dash 4,3,3~f; FLA 3+4~f; FLA b+3 B! (66)
  • UF+4; 1,2,3~f; 1,2,3~f; FLA b+3 B! (61)
  • u+4; 4,3,3~f; FLA 3+4~f; FLA b+3 B! (61)
  • u+4,3; 3+4~f; FLA b+3 B! (59)
  • any combo from df2

CH 4
  • 3+4~f; 1; 3+4~f; FLA b+3 B! (50)
  • 3+4~f; FLA 3+4~f; FLA b+3 B! (48)
  • 3+4~f; FLA 3,3~f; 2,3; FLA b+3 B! (48)

CH 4,3,3~f
  • FLA 3+4~f; FLA 3+4~f; FLA b+3 B! (53)
  • 1; dash 1,2,3~f; 1,2,3~f; FLA b+3 B! (51)

f,f+3
  • any combo from df2 that starts with db+3,3~f
  • forward dash, followed by any combo from df2 that starts with 4,3,3~f

db+4
  • FC 2; ff; 4,3,3~f; FLA 3+4~f; FLA b+3 B! (56)
  • d+3,3,N+3 (46)
  • WS+4,4,4 (43)
  • d+4,3,3,3~f (42)
  • WS+4,4,3~f (36)

db+2
  • any combo from df2 that starts with db+3,3~f

WS+2,1 B!
  • 4,3,3~f; FLA 3+4~f; FLA df+3+4 (60)
  • 3+4~f; FLA 3+4~f; FLA 3+4~f; FLA f+3 (60)

CH df+3
  • any combo from df2 that starts with db+3,3~f or 4,3,3~f

CH FLA f+3
  • df+3~f, followed by any combo from df2 that starts with db+3,3~f or 4,3,3~f

CH b+4
  • 4,3,3~f; 2,3; 1,2,3~f; FLA b+3 B!; dash df+3+4 (80) (unstable)
  • 4,3,3~f; 2,3; FLA b+3 B!; dash df+3+4 (73)
  • 4,3,3~f; 2,3; FLA b+3 B!; dash db+3,3~f; d+2 (66)

Guaranteed BT strings (if 1st hit connects)
  • d+3,3,N+3 (launch)
  • 3,4,3 (launch)
  • 4,3,4,3,3
  • d+4,3,3,d+3
  • df+4,4,4
  • 3,3,3,d+4
  • 3,3,4,4,4
  • FLA 3,4,4,4
  • FLA 3,3,d+4
  • f+4,3
  • f+4,4
  • f+3,3,2


2: Wall Combo's
In order of damage starting with most damaging:

  • iFLA f+3; 4; d+4,4
  • df+1; d+4,4>4
  • iFLA f+3; 4,3,4
  • iFLA f+3; 4,4
  • iFLA f+3; uf+3
  • 4,3,3~f; b+4
  • 3+4~f; uf+3
  • 3,3,3,d+4
  • 4,3,3~f; d+4,4
  • f+2,1>4
  • d+3,3,N+3

Last edited by Marin on Sep 25th, 2012 at 11:59

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Originally posted by Budding Fighter
Keep guessing, till my db+3,3~f damage accumulates, idiot.
Marin
Sage
Joined: Nov 2008
Posts: 498
From: Netherlands
PSN: Marin9892
#3 “Quote” Edit Post
Update to 1st and 2nd post: a list of Baek in general and an unfinished list of combo's that I could come up with on the fly are now added.

The most damaging enders in order of their damage:
1. dash 3+4~f; FLA f+3
2. cd,ws+4,4,4
3. dash df+3+4
4. db+3,3~f; 1+2,4

So this is (so far) the most damaging df+2 juggle with 69 damage:
df+2; 4; dash 4,3,3~f; FLA 3+4~f; FLA b+3 B!; dash 3+4~f; FLA f+3

*me gusta*
Signature TTT2 Baek & Leo Combo Vid
T6BR Baek Combo Vid reupload

Originally posted by Budding Fighter
Keep guessing, till my db+3,3~f damage accumulates, idiot.
marioschluse
Kyu
Joined: Aug 2012
Posts: 5
#4 “Quote” Edit Post
Thanks, nice post, I'm looking forward to see more combos ^^
By the way, could you add the difficulty of the combos? This would be great for beginners like me XD
Mad Hittman
The Grammaton Cleric
Joined: May 2009
Posts: 2683
From: Croatia
PSN: Mad_Hittman
XBL: HE IS IN RED HEALTH!
#5 “Quote” Edit Post
Is PP+3 still in the game? If its properties haven't been changed it's a wallsplat move IIRC. I don't know if it wall breaks though.

Have they maybe been good to us and added d/f+2 as a possibility after PP? Well a man can dream

Peace
Signature They don't think it be like it is, but it do.
joe
Kyu
Joined: Jan 2002
Posts: 6
From: Canada
#6 “Quote” Edit Post
Originally posted by Marin
Update to 1st and 2nd post: a list of Baek in general and an unfinished list of combo's that I could come up with on the fly are now added.

The most damaging enders in order of their damage:
1. dash 3+4~f; FLA f+3
2. cd,ws+4,4,4
3. dash df+3+4
4. db+3,3~f; 1+2,4

So this is (so far) the most damaging df+2 juggle with 69 damage:
df+2; 4; dash 4,3,3~f; FLA 3+4~f; FLA b+3 B!; dash 3+4~f; FLA f+3

*me gusta*


df+2 4,3,3~f FLA 3,3~f FLA 3+4~f FLA b+3 B! db3,3~f df3+4

hurts more ... or at least thats what i do
Lord TKD
TekkenChile.cl
Joined: Jun 2001
Posts: 2834
From: Chile
PSN: LordTKD
#7 “Quote” Edit Post
Originally posted by joe
df+2 4,3,3~f FLA 3,3~f FLA 3+4~f FLA b+3 B! db3,3~f df3+4

hurts more ... or at least thats what i do


Yes, I also do.

so far, is the one that takes energy, I think

You can also terminate with cd+4,4,4

saludos
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Marin
Sage
Joined: Nov 2008
Posts: 498
From: Netherlands
PSN: Marin9892
#8 “Quote” Edit Post
Originally posted by joe
df+2 4,3,3~f FLA 3,3~f FLA 3+4~f FLA b+3 B! db3,3~f df3+4

hurts more ... or at least thats what i do
This combo also does 69 damage, so it doesn't do more. I didn't know that db3,3~f; df+3+4 was possible though, nice find! This does a little more damage than dash 3+4~f; FLA f+3, making this the most damaging ender. So now this becomes the most damaging df2 combo with 70 damage:

df+2; 4; dash 4,3,3~f; FLA 3+4~f; FLA b+3 B!; db+3,3~f; df+3+4
Signature TTT2 Baek & Leo Combo Vid
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Originally posted by Budding Fighter
Keep guessing, till my db+3,3~f damage accumulates, idiot.
Budding Fighter
^ Thanks AZYG4LYFE!
Joined: Jul 2012
Posts: 1606
From: New Zealand
#9 “Quote” Edit Post
Magic 4 juggle:
CH 4; 3+4~f; 2,3; b+3 B! dash db+3,3~f, df+3+4
I'm experimenting a lot with ending juggles with df+3+4 (for open area and damn awesomeness of course; for walled stages you're better off doing something for wall carry like 3+4~f into FLA f+3 if wall is relatively close enough and then FLA WD to wall combos). I'm thinking of doing two 2,3's instead of one in the beginning, but that kinda makes the last df+3+4 whiff sometimes, so it's not that reliable. Also, for damage scaling usage, putting the 2,3 after the db+3,3~f seems to work too, and it makes the db+3,3~f to df+3+4 part much easier. Just that, doing:
CH 4; 3+4~f; 2,3; 2,3; b+3 B! dash db+3,3~f; 2,3; df3+4
is impossible. The pushback is too much. You can do it without any 2,3 altogether, but it's hard trying to get the db+3,3~f to df+3+4 without it (to me).
For wall carry purposes I believe it's pretty decent, as it can seemingly take you 3/4th of the stage for small stages.
I've not reliably gotten the ender down on any juggle though; df+3,4 seems to be very axis dependant, even though 3+4~f seems to do some realigning; enough for most of the juggle anyway. The dash is supposed to be pretty deep, but you need to be fast else the B! frames will end. If anyone else would like to give it a try, thanks a lot.
EDIT: Also, doing FLA 3,3~f after the Halberd is also possible, just not that reliant. 2,3 seems to be a more reliable option post 3+4~f.
EDIT: Doing 3+4 post B! seems like a better pick-up option. Also thinking of dashing post B! for the 3+4, for df+3+4 to connect (testing on Marduk right now. Will test on Hwo, then Ling once I get that down haha)
Also,3+4~F, f+3 does crap damage compared to 3+4~f; df+3+4. If you get that to land, that is.

Last edited by Budding Fighter on Oct 5th, 2012 at 10:20

Signature St. George loves my attitude! ("You know too much." - azL) Everything will remain at 50% of its ideal size.
"Here son do a slight dash after ff4,3 into 4,3,4 when they're flying through the air and those Nina players will stop teasing your execution at school." - Skeering
"If Baek gets your back you basically die." - Bronson
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justfr@me
Shihan
Joined: Jan 2009
Posts: 120
From: France
PSN: justframe_
#10 “Quote” Edit Post
hello here this is my df+2 combo:

df+2 ff4,3 1,2,3 fla b+3 b! dash db3,3 fla df3+4 71 damage
Signature perfection comes with repetition
Budding Fighter
^ Thanks AZYG4LYFE!
Joined: Jul 2012
Posts: 1606
From: New Zealand
#11 “Quote” Edit Post
That's pretty neat man!
Could you please test that instead of the 1,2,3~f into FLA (after the ff+4,3) you could do Halberd? For better damage?

Also, the magic combo that seems to work on everybody is:
CH 4; 3+4~f; 1; f+4 B!; db+3,3~f; df+3+4
The Halberd pickup (post B!) only works on Marduk and Jack (so far), and you have to do it relatively fast. If you try it on anyone else it'll either whiff or both hits will connect, which makes it impossible for df+3+4 to connect. db+3,3~f is more reliable and it gives the same damage.
Signature St. George loves my attitude! ("You know too much." - azL) Everything will remain at 50% of its ideal size.
"Here son do a slight dash after ff4,3 into 4,3,4 when they're flying through the air and those Nina players will stop teasing your execution at school." - Skeering
"If Baek gets your back you basically die." - Bronson
"At the bottom of the tier list, it's hard to hear the bitching from the top." - raybonekilla
Throwback
Kyu
Joined: Nov 2012
Posts: 3
From: Australia
#12 “Quote” Edit Post
I've been using b+1 for bound as it does more damage than FLA b+3. I've been having trouble doing it consistently though - I'm not sure if it's axis-dependent or my timing is just rubbish.
WICKEDpriest
Shihan
Joined: Dec 2009
Posts: 122
#13 “Quote” Edit Post
anyone has a good medium difficulty good combo?

i use the one cmand list now. but the bound is early in the combo i have a hard time getting bounds late in hes juggles.

combos that can be used of df2 and hes sidestep launcher
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Budding Fighter
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From: New Zealand
#14 “Quote” Edit Post
df+2, 4,3,3~f,1, ff+3 B!, db+3,3~f FLA 3,3~f, f+4.
The damage isn't that great, but give it a shot.
Signature St. George loves my attitude! ("You know too much." - azL) Everything will remain at 50% of its ideal size.
"Here son do a slight dash after ff4,3 into 4,3,4 when they're flying through the air and those Nina players will stop teasing your execution at school." - Skeering
"If Baek gets your back you basically die." - Bronson
"At the bottom of the tier list, it's hard to hear the bitching from the top." - raybonekilla
jfSR_fOXStEP
3rd Dan
Joined: Apr 2011
Posts: 32
From: Germany
#15 “Quote” Edit Post
Can someone explain me how to do this Combo: 4,3,3~f; FLA 3,3~f; FLA 3+4~f; FLA b+3 B! (50)?
If i do 4,3,3~f; FLA 3,3~f and then press 3+4 it doesnt work! Why? He didnt make the 3+4 move?!
Im New with baek...
Budding Fighter
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From: New Zealand
#16 “Quote” Edit Post
When you're doing FLA 3,3~f, be sure to release forward while doing 3+4~f. Else you're going to get f+3+4.
Signature St. George loves my attitude! ("You know too much." - azL) Everything will remain at 50% of its ideal size.
"Here son do a slight dash after ff4,3 into 4,3,4 when they're flying through the air and those Nina players will stop teasing your execution at school." - Skeering
"If Baek gets your back you basically die." - Bronson
"At the bottom of the tier list, it's hard to hear the bitching from the top." - raybonekilla
Budding Fighter
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From: New Zealand
#17 “Quote” Edit Post
Wall carry
- Generic launch
4,3,3~f, FLA 3,3~f, (3+4~f)X2, db+2 W!
- CH 4
3+4~f, FLA 3,3~f, (3+4~f)X2, db+2 W!
- CH 4,3,3~f
(3+4~f)X3, db+2 W!
- Sky rocket
UF+4, dash 4,3,3~f, (3+4)X2, db+2 W!

db+2 can be inconsistent sometimes, but it's definitely do-able with practice. Not sure about damage; arcade tested.
Try it out, it's great.

EDIT: BTW, to the people who say that Bruce gets half life from his CH 4 and Baek doesn't:
CH 4,3,3~f, (3+4~f)X3, db+2 W!, ff+3 B!, df+3+4 does slightly over half life.

EDIT again: Is the damage listed in the combo list without the actual launcher damage in all situations?

Last edited by Budding Fighter on Nov 30th, 2012 at 12:02

Signature St. George loves my attitude! ("You know too much." - azL) Everything will remain at 50% of its ideal size.
"Here son do a slight dash after ff4,3 into 4,3,4 when they're flying through the air and those Nina players will stop teasing your execution at school." - Skeering
"If Baek gets your back you basically die." - Bronson
"At the bottom of the tier list, it's hard to hear the bitching from the top." - raybonekilla
bdsright
4th Dan
Joined: Feb 2007
Posts: 46
From: USA California
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#18 “Quote” Edit Post
does anyone know a good, reliable combo off of the last hit from f+4, 4 on CH? (same question can be applied to other strings with the low CH 4 as an ender)

I tend to do d+4, 3, 3 into FLA and then oki as a habit. I tried WR 2,1 a few times, but it's inconsistent depending on the range that the low CH 4 hits. and even if it does hit, I can't land my usual TA! filler.



another thing, I tend to do FLA f+3 right after b+3 sometimes, and when it's CH I'm off axis so combos don't always connect. does anyone know a good way to fix this? I would side step but I use the time I have to close the distance (df3~f) and if I try to sidestep I can't get my combo off in time.
Signature
Marin
Sage
Joined: Nov 2008
Posts: 498
From: Netherlands
PSN: Marin9892
#19 “Quote” Edit Post
Originally posted by bdsright
does anyone know a good, reliable combo off of the last hit from f+4, 4 on CH? (same question can be applied to other strings with the low CH 4 as an ender)

I tend to do d+4, 3, 3 into FLA and then oki as a habit. I tried WR 2,1 a few times, but it's inconsistent depending on the range that the low CH 4 hits. and even if it does hit, I can't land my usual TA! filler.



another thing, I tend to do FLA f+3 right after b+3 sometimes, and when it's CH I'm off axis so combos don't always connect. does anyone know a good way to fix this? I would side step but I use the time I have to close the distance (df3~f) and if I try to sidestep I can't get my combo off in time.

After the low CH 4 you should really only go for small juggles since they are the most reliable, like d+4,3,3,3~f, d+3,3,3 or ws+4,4...

After the off-axis FLA f+3 on CH, you can always use db+3,3~f to pick up your opponent for the juggle. db+3,3~f also has the tendency to move Baek to the left a bit, so that can be helpful to adjust for the right off-axis position. And if you're too off-axis, you can always go for the good old jab > sidestep to the left > jab.
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Originally posted by Budding Fighter
Keep guessing, till my db+3,3~f damage accumulates, idiot.
Marin
Sage
Joined: Nov 2008
Posts: 498
From: Netherlands
PSN: Marin9892
#20 “Quote” Edit Post
Came across something that I didn't knew before, but I think it's pretty funny. You can link a very fast iFLA uf+3 after cd+3. The hitbox of FLA uf+3 extends quite far above Baek, so it'll hit very high making stuff like this possible:

cd+3; iFLA uf+3; dash jab; ...
cd+3; iFLA uf+3~5; continue the combo (e.g. with Leo you can link b+1,4 afterwards)

Happy trolling and Merry Christmas!
Signature TTT2 Baek & Leo Combo Vid
T6BR Baek Combo Vid reupload

Originally posted by Budding Fighter
Keep guessing, till my db+3,3~f damage accumulates, idiot.

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