TTT2 Sumo Combos (Tagteam)

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ConfuciusQ
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#21 “Quote” Edit Post
This is probably old news now, but Ganryu d+3+4 works as a TA filler and can be followed up by partner if they have a fast move that hits grounded or close to the ground. It might not be the max damage out there, but it works well on late bounds and is pretty easy to use. Example:

Ganryu/Jun
ws2~5, 3, b+4,2, f+3~IZU 1+2, TA! d+3+4, f+2 = 88 dmg
Nori
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#22 “Quote” Edit Post
So anybody else run ganny and bob?
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epsilon_
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#23 “Quote” Edit Post
i do...combos are simple.

for combos with fewer hits do bob ws 3, 3+4 into df 412 (you can get fancy and add a dash jab before df412, which is kinda hard and i'd only do it to extend wall carry, uf+1+2~d can also be added but is really really hard...saint even usually messes it up)

for combos with more hits do bob B+1, 2 dash neutral ganryu f+1+2

for bob just use ganryu ssr df 412 into running 3 for damage/wall carry or run and then B+1+2 for oki

at the wall i use bob ws 3, 3+4 into either df 1+2 or b+1~2 (mash) for combos with fewer hits before the wall, or the regular combo that bounds right at the wall. if you have more hits in your combo do bob uf 1+2, 1+2 into half circle forward 2.


for bob into ganryu at the wall if i have an early bound i do ganryu 3,4,4 into bob uf 3+4, 4

if the normal ta (off ganryu df 412) wall carries you can do b+2,2 d+3+4 for a high splat, or df+1, d+3+4 for a lower splat.
sandilord
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#24 “Quote” Edit Post
Can you post some actual juggles utilizing this so I can post it in the Bob section in this thread?
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Brahma
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#25 “Quote” Edit Post
So if you do Ganryu f+3+4 immediately as a TA, it can cause a sandwich type situation, knocking the opponent behind Ganryu and towards your point character. It's highly dependent on the B! move and number of hits in the combo mid screen, but it's more consistent on the wall, which allows you to W!, then B!, TA then w! and finish the combo. Dependent on your partner, this can cause significantly more damage than 3,4,4 TA combos.
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DigitalCount
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#26 “Quote” Edit Post
Originally posted by sandilord
Can you post some actual juggles utilizing this so I can post it in the Bob section in this thread?
Gonna test later, but I'm pretty sure stuff like

Ganryu/Bob
WS 2, 4, b+2,1, WS 1+2,1+2~5 B! {b+1,2} dash f+1+2

would work as described. I've been primarily using
d/f+2, b+4,1~5 B! {iWS 3,3+4} b,d/b,d,d/f+2
WS 2,1~5 b+4,1~5 B! {iWS 3,3+4} b,d/b,d,d/f+2
d/f+2, b+4,1~5 B! {iWS 3,3+4} d/f+4,1,2
d/f+2, b+4,1~5 B! {iWS 2,1} f,f+3+4 <= for lulz/balcony break
WS 2~5 d+2,3, 2, f,f+2~5 B! {d/f+4,1,2} f,f,f+3
WS 2~5 d+2,3, 2, u/f+1+2,1 B! {slight dash d/f+4,1,2} f,f,f+3
u/f+3_CH d/f+2_WS 2,1, d+2,3, 2, f,f+2~5 B! {d/f+4,1,2} f,f,f+3
u/f+3_CH d/f+2_WS 2,1, d+2,3, 2, u/f+1+2,1 B! {slight dash d/f+4,1,2} f,f,f+3
CD+2~5 dash 4, b+2,1, WS 1+2,1+2~5 B! {b+1,2} dash f+1+2

Most of the juggles tend to take a similar form. On tip range d/b+2 I guess you could get
d/b+2, b+2,1, cc b+2,1, WS 1+2,1+2~5 B! {b+1,2} dash f+1+2
but I'm just about terrible at cc b+2,1 now. Will try later.
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epsilon_
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#27 “Quote” Edit Post
^ nah...dont do those.


Here are some basic ones (excuse me if my notation isn't 100% proper)

Ganryu df2, b+4,1 B! TA Bob iWS 3, 3+4 ganryu dash 1, dash df 412 (83) without the dash 1 does 79, use 1 for wall carry or kill..somewhat easy to mess up.

Ganryu df+212_1212, 212 b! bob iws 3, 3+4 dash uf+2, 1+2 (80_82)

Ganryu ff1+2~5 bob db2, d+2, 3, f+1, ff+2 B! TA ganryu ssr df 412 bob fff+3 or dash b+1+2 for oki (91_87)

Ganryu fc df+2, dash b+2,1 cc b+2, 1, ws 1+2, 1+2 b! TA bob b+1, 2 ganryu dash n f+1+2 (88)

Ganryu ws+2, df+1+2, 1, b+4, 1 b! TA bob ws3, 3+4 ganryu dash uf+2, 1+2 (91)

Ganryu db+2, df+1+2,1 b+4,1 b! TA bob iws 3, 3+4 ganryu dash uf+2, 1+2 (90)

Ganryu bf+2, run under 4, b+2, 1, ws1+2, 1+2 B! TA bob ws 3, 3+4 dash uf+2, 1+2 (98)

Ganryu hcf+1, uf 1+2~d, ws1, 212 b! TA bob ws 3, 3+4, ganryu dash uf+2, 1+2 (105)


Bob ch df2_uf+3, db+2, d+2, 3, f+1, ff+2 b! TA Ganryu ssr df+412 fff+3 or b+1+2 for oki (92_98) or (88_94) *this basic combo with the fff+3 ender of ws2,1 does (100)..also the combo for cd+1 ch

Bob cd+2, bb 2+3 b! TA ganryu~5 (hold for generic ta( ff+4)) bob cd+1, df+1, d+2, 3, b+1+2 (114)

Bob cd+3, 2 b! TA ganryu~5(hold 5) cd+1, df+1, d+2, 3, b+1+2 (84)

Bob ff+1+2 throw, ff+2 b! TA ganryu~5(hold 5) cd+1, df+1, d+2, 3, b+1+2 (68)

Not a combo, but the special ganny/bob tag throw is ff+1+4~5 (40)

*note I could not find a more efficient combo off of bob db1+2 than his staple: db+1+2, df+1, 2 f+1, uf1+2, 1 b! 1+2 f~4

Wall Combos:

Early Bound (no previous hits at the wall) Ganryu b! TA Bob ws+3, 3+4, b~21 mash (off a high splat u can add a 1 before the b~21 mash) (most damaging) or df+1+2, 1

For Bob early bound ff+2 b! TA Ganryu 344 bob df+1, d+3+4 works...if you b+4, 1 them on the wall to bound end with uf 3+4, 4 instead.
DigitalCount
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#28 “Quote” Edit Post
Those are really helpful combos. BTW, I feel I should point out that d/f+2, b+4,1~5 B! {WS 3,3+4} b,d/b,d,d/f+2 does 80, so it's not that terrible.
Originally posted by epsilon_
Ganryu df2, b+4,1 B! TA Bob iWS 3, 3+4 ganryu dash 1, dash df 412 (83) without the dash 1 does 79, use 1 for wall carry or kill..somewhat easy to mess up.
This gave me a few ideas, and I was able to hit
d/f+2, b+4,1~5 B! {SS b+2,2,4,4} b,d/b,d,d/f+2 for 84 damage IIRC. It feels much more difficult though, and the opponent retains a big portion of red health, so it's probably not worth it. Also, for long combos, doing fff+1+2 gives better damage when compared against dash f+1+2. (I found that out by accident )

d/f+2, d/f+1,4,1, 2,1,2~5 B! {b+1,2} dash f+1+2 (81)
d/f+2, d/f+1,4,1, 2,1,2~5 B! {b+1,2} WR 1+2 (83)

Both blast away so there's no oki. In the case of the latter it's best to pause slightly before performing Bob b+1,2.

What are you doing after Bob f,f+1+2?
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epsilon_
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#29 “Quote” Edit Post
I posted a ff1+2 combo near the bottom.
DrJones
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#30 “Quote” Edit Post
Something for Ganryu / Lei:

Gan: db2, 21, 212~5 B! Lei: uf3,4 Gan: f+1+2 for 84 dmg, with df2 launcher its 83
Or for few less dmg but with more ease: Gan: db2, b+4,1~5 B! Lei: uf3,2 Gan: df412 for 80 and as usual with df2 it is 1 dmg less

Lei: <launcher> , f31, df1+2~5 , Gan: ff4 (same as holding 5 down), Lei: ff, ( 1+2,1 BT 3)_(f312 for 8 less dmg) Total dmg is launcher dmg+68, for example with ff3 its 88, BT uf4 is 96 and with ff2 CH it is 106


edit: for taking red life

Gan: b,d/b,d,d/f+1 ~5 Lei f31, 1+2,1 BT 4,4 ff3,4 for 96 dmg

Last edited by DrJones on Nov 20th, 2012 at 13:27

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Nori
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#31 “Quote” Edit Post
Wow great finds sorry fo the late reply didn't see this

Last edited by Nori on Nov 20th, 2012 at 11:36

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epsilon_
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#32 “Quote” Edit Post
hey sandilord can you put my combos on top of the old ones...they are more efficient/practical in real matches...just so there's no confusion and new don't get used to doing the other ones.
sandilord
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#33 “Quote” Edit Post
Done.
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DrJones
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#34 “Quote” Edit Post
Ganryu/Bear
Bear:
ff2, uf1+2, df3,2 ~5 gan ff4, bear ff, b2,1,1+2 _ uf4,3 for 95_96
df2,1, f+1, db1,2~5 gan ff4, bear b2,1,1+2 for 82
HBS df2~5_ ff2~5, gan b4,1~5 bear uf4,3, gan df412 for 85_89
ff2~5, gan 21 212~5 bear uf4,3 , gan ff,f+1+2 for 93

Ganryu:
db2_df2, b41~5 bear uf4,3, gan df412 for 79_78
b,db,d,df+1, b41~5 bear uf4,3, gan df412 for 89
b,db,d,df+1 21 212~5 bear uf4,3 , gan ff,f+1+2 for 93
sit 2, 1, b21 1+2,1+2~5 bear uf4,3, gan ff, f+1+2 for 82
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epsilon_
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#35 “Quote” Edit Post
new ganryu/bob combo.

any combo that is a instant bound into ganryu hold tag (ff4), bob cd1 (for example bob cd2, bb 2+3 B! or bob ff1+2 throw into ff+2 b!) instead of df1 here u can do db+2 and continue the juggle with the regular d+2, 3, b+1+2 ender for 2 more points of damage for each combo.
sandilord
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#36 “Quote” Edit Post
@Epsilon, can you post an example juggle so I can put it in?

@Dr Jones: this juggle
Ganryu:
db2_df2, b41~5 bear uf4,3, gan df412 for 79_78

should probably never be used. I think you can get more damage off of a df2 and if not it's not worth getting your opponent in rage and giving up redlife for +-7 points more of damage.
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Tofma
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#37 “Quote” Edit Post
^Going by the number of hits Ganny should be able to do a u/f+1+2~d before the d/f+4,1,2 in that juggle.

EDIT:It works. Not the easiest thing ever but it does 90dmg
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DrJones
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#38 “Quote” Edit Post
Good points on both of you, I was just quickly going through those combos with "launcher -quick-bound- standard filler- standard ender" method without checking if they can be refined more. In general I find it somewhat hard to get good dmg with combos started by Ganryus db2 or df2, though I have to check if Tofma's (I've read your Ganryu post on arctic-charge btw) u/f+1+2~d and d/f+4,1,2 can remedy the situation. Should combos started by Ganryu aim to have late bounds and one move finish?
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epsilon_
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#39 “Quote” Edit Post
i know uf1+2 combos with ganryu/bob are really really hard, maybe with some other fillers it's easier.

re:sandilord

Bob ff1+2 throw, ff+2 B! TA (hold 5 aka ganryu ff+4) bob cd+1, db+2, d+2, 3, b+1+2 (70)

Bob cd+2, bb 2+3 B! TA (hold 5 aka ganryu ff+4) bob cd+1, db+2, d+2, 3, b+1+2 (116)

Bob cd+3, 2 B! TA (hold 5 aka ganryu ff+4) bob cd+1, db+2, d+2, 3, b+1+2 (86)

Last edited by epsilon_ on Nov 29th, 2012 at 16:31

sandilord
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#40 “Quote” Edit Post
@Epsilon. Thx. Posted them. When I have time I'll categorize them by launcher because there are so many juggles. Do the red/green ones need to stay?
Btw: how bad is Bob's CD2 on block?

@DrJones: you can probably replace the uf1+2~D, cc, with 4. This is 3 points less (I think) and is way easier.
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