Title: Tag combination attacks
Description: What's your highest achievement?
blueboy - August 29, 2004 04:23 AM (GMT)
Figured i'd place this up. This thread is for tag combatants. Just wanted to know what's your highest combo chain, and for what two characters used.
Oh, and they must be "highest guaranteed juggles". I know some can be countered and escapable, so only the ones that are guaranteed to succeed.
And, experiment between:
Light class
Middle class
Heavy class
Light character's can be juggled longer whereas heavy characters cannot. Experiment to see for yourself.
Guess i can start this one off.
Team: Ayane and Kasumi
Highest chain: 11 hits
Works on: Light/Middle classes (sometimes on heavy)
Guaranteed on humans: yes
This one's pretty simple:
Ayane: P P :right: P P (tag)
Kasumi: P P :diagupleft: K (tag)
Ayane: P P :right: P P (tag)
Pretty simple, always gets the job done for me.
As long as the first chain launches opponents airborne, then the other hits are guaranteed to connect. Still doing more experiments on other possible combinations with these two and others, so i'll update once that happens.
blueboy - August 30, 2004 07:00 PM (GMT)
Here's another:
Team: Ein and Ayane
Highest chain: 13 - 14 hit combo
Works on: All classes (14 on light/medium, 13 on heavy)
Guaranteed on humans: Yes
Ein: :left:P :down:K P (tag)
Ayane: P P :right:P P (tag)
Ein: :left: P :down:K P (tag)
Ayane: P P :right:P P (:right: tag)
Ein: comes in with mid-punch attack
Note: after launching with ayane, ein's 3-hit combo must be timed from that point on. Otherwise his part of the juggle will not connect...thus ending the possible combo chain.
Tapping :right: and the tag button allows ein to tag in with his mid-punch. Your opponent will be high enough for this attack to connect. Enviornmental damage can be added if near a wall.
Ayane - August 30, 2004 07:02 PM (GMT)
I have to practice these when the game comes out, thanks for taking the time to post it :china:
blueboy - August 30, 2004 07:24 PM (GMT)
No problem. No one playes me in 1 on 1 tag anymore....so it's kinda depressing. I guess it's not all bad, my bro and i are getting better at syncronising our juggles more, makes for good pratice in team tag battles. :yes:
Queen Helena - August 31, 2004 10:33 AM (GMT)
I'm a little to slow for the combo's, so my best is 7 hit combo with Kasumi and Helena.
It's really simlpe, if the first attack hits you can't counter it anymore.
Start with Kasumi.
:up: K - P - P - :diagupleft: K then tag to Helena
P-P-K
that's the best I got so far
blueboy - August 31, 2004 02:59 PM (GMT)
| QUOTE (Queen Helena @ Aug 31 2004, 02:33 AM) |
I'm a little to slow for the combo's, so my best is 7 hit combo with Kasumi and Helena.
It's really simlpe, if the first attack hits you can't counter it anymore. Start with Kasumi.
:up: K - P - P - :diagupleft: K then tag to Helena
P-P-K
that's the best I got so far |
Anything that works for you is great in my book. I hadn't found a suitable combo for these two yet, but this will help my brother and i in tag.
Thankx again.
blueboy - August 31, 2004 03:16 PM (GMT)
Team: Tina and Hayabusa
Highest chain: 8-hit combo (cpu only registers 7-hit)
Works on: All classes
Guaranteed on humans: Yes
Tina: P P P K (tag)
Hayabusa: :right:P K (tag)
Tina: :right:P P :down:K (:down: tag)
Hayabusa: Comes in with down attack
Note: This combo is very tricky due to it's timing. Light or medium characters will pop up higher than a heavy character. Hayabusa's tag must be acurately timed depending on the character's weight class. Since hayabusa only deals two hits, both hits MUST connect...otherwise, tina WILL miss with her portion of the tag combo...thus breaking the chain.
The final hit must be timed also. Once the opponent has been knocked down, delay :down:F+P+K for at least 1 second. When your opponent lie motionless, the final attack will connect. The only problem with this hit is if a human player immediataly recovers from being knocked down....yet tina's last hit is a strong attack, so there's about a 20% chance of evasion from the final hit.
blueboy - August 31, 2004 03:28 PM (GMT)
Team: Ein and Kasumi
Highest chain: 13-hit combo (11-hit on heavy)
Works on: All classes
Guaranteed on humans: Yes
13-hit combo
Ein: :left:P :down:K P (tag)
Kasumi: P P :diagupleft:K (tag)
Ein: :left:P :down:K P (tag)
Kasumi: P P :diagupleft:K (tag)
Ein: P P P
or
12-hit combo
Ein: :left:P :down:K P (tag)
Kasumi: P P :diagupleft:K (tag)
Ein: :left:P :down:K P (tag)
Kasumi: P P :diagupleft:K (:right: tag)
Ein: Comes in with mid-punch
Note: For heavy characters:
11-hit combo
Ein: :left:P :down:K P (tag)
Kasumi: P P :diagupleft:K (tag)
Ein: :left:P :down:K P (tag)
Kasumi: P P :diagupleft:K (:right: tag)
Ein: Comes in with mid-punch
Just be sure to change the last portion depending on the character's weight class. Also, Ein's portion must be timed like the ones before to continue the chain.
Alternate: 8-hit combo (cpu only registers 7-hit) (works on all classes)
Ein: :right:P :left:K
Kasumi: P P :diagupleft:K (tag)
Ein: :left:P :down:K P (:left: tag)
Kasumi: Comes in with sweep attack (:down: tag)
Ein: Comes in with down attack
For this one, make sure to time the opponents motion. When completely still, :down:F+P+K will connect.
blueboy - August 31, 2004 03:50 PM (GMT)
Team: Hitomi and Kasumi
Highest chain: 12-hit (10-hit on heavy)
Works on: All classes
Guaranteed on humans: Yes
12-hit (light/medium only)
Hitomi: :up:P :diagupright:K (tag)
Kasumi: P P :diagupleft:K (tag)
Hitomi: :left:P :down:K P (tag)
Kasumi: P P :diagupleft:K (:right: tag)
Hitomi:Comes in with a strong mid-kick
Note: As soon as hitomi pops up the opponent with :diagupright:K, immediately tag in with kasumi for her P P :diagupleft:K. If kasumi's portion is delayed, hitomi's portion will miss...thus breaking the chain.
If a human player tries to counter, delay :diagupright:K with hitomi....from a mis-counter, the chain should still work effectly.
10-hit (heavy only)
Hitomi: :up:P :diagupright:K (tag)
Kasumi: P P :diagupleft:K (tag)
Hitomi: :left:P :down:K P (:left: tag)
Kasumi: Comes in with sweep attack(:down: tag)
Hitomi: Comes in with down attack
Note: For the final hit, delay :down:F+P+K. Attack will connect once the opponent lie motionless.
Also, if the two above gives you difficulty, alternate hitomi's beginning attack:
For both 12 and 10-hit combos
Hitomi: :diagupright:P K
Note: This execute's much faster than the previous beginning chain, so counter-feinds will eat every hit.
Queen Helena - September 1, 2004 12:58 AM (GMT)
Oh !! really great combo's !! I'm gonna try the ones with Kasumi and Hitomi !! Thanx ;)
Hayabusa316 - September 1, 2004 07:04 AM (GMT)
There is one combo, actually its no real combo, but it looks just too heavy for me.
I played with my friends:
me: Ayane and Hayabusa
them: Bass and Leon
And i nearly felt some tears going down my face when Bass pressed the a button to make a partner attack. :no:
blueboy - September 2, 2004 12:42 AM (GMT)
Lol, i think i know what you're talking about. That is a devistating tag combination.
blueboy - September 2, 2004 01:21 AM (GMT)
Team: Bayman and Tina
Highest chain: 14-hit
Works on: Light only
Guaranteed on humans: Yes
Bayman: :right:K P
Tina: P P :right:P
Bayman: P P P
Tina: :right:P P K
Bayman: :right:P P K
Note: Be sure to execute tina's combo (PP :right:P) as quickly as you can. Because the last hit is a mid attack, a human player can get tricked into countering high, thus making this combo effective.
13-hit (light only)
Bayman: :left:P+K
Tina: P P :right:P
Bayman: P P P
Tina: :right:P P K
Bayman: :right:P P K or P :right:P K
Note: Bayman's final tag can be somewhat difficult to execute mainly due to rhythimatic purposes. You have two options for his ender, so choose whatever works for you.
13-hit (medium only)
Bayman: :right:K P
Tina: P P :right:P
Bayman: P P P
Tina: :right:P P K
Bayman: :right:P P (ground grab possible)
Note: Once bayman's tagged in, take a step forward and execute :down:F+P. This is the only way to accurately connect his ground grab effectively.
12-hit (medium only)
Bayman: :left:P+K
Tina: P P :right:P
Bayman: P P P
Tina: :right:P P K
Bayman: :right:P P K or P :right:P K
Note: Bayman's final tag is somewhat wierd. Sometimes all three hits will connect, or just the first two will connect, and his leg attack will miss. Against a human player, you may be able to sneak in a ground grab as bayman, or quickly tag in as tina and try for a ground grab. They are both possible, but you may just have a 50-50 chance at success.
12-hit (heavy only) (cpu only registers 11-hit)
Bayman: :right:K P
Tina: P P :right:P
Bayman: P P P
Tina: :right:P P :down:K
Bayman: Ground grab
Note: The ground grab doesn't register because it's not recorded as a combo attack. Like stated above, take a step foward, then :down:F+P...and it should connect.
11-hit (heavy only)
Bayman: :left:P+K
Tina: P P :right:P
Bayman: P P P
Tina: :right:P P :down:K
Bayman: Ground grab
Note: Like the above stated, take a step forward, then execute his ground grab.
blueboy - September 2, 2004 10:29 PM (GMT)
If anyone has any requests on a tag team, just give a post...and i'll see what i can come up with.
Queen Helena - September 3, 2004 11:09 AM (GMT)
I'm working on a ten hit combo with Helena and Kasumi, I will get back to you once I know how to do it ;)
No_Doubt - September 3, 2004 05:56 PM (GMT)
Thank you! These will help a lot!
lasdferret - September 3, 2004 06:04 PM (GMT)
Thank you BlueBoy! :worship:
blueboy - September 7, 2004 04:09 PM (GMT)
Team: Zack and Hitomi
Highest chain: 16-hit
Works on: Light only
Guaranteed on humans: Yes
Zack: P P :right:P P
Hitomi: :left:P :down:K P
Zack: P P :right:P P
Hitomi: :left:P :down:K P
Zack: P P :right:P P (:left: tag)
Hitomi: comes in with mid-punch
Note: Once the opponent is launched, execute all attacks immediately without delay. Every hit will connect if not delayed.
14-hit (medium only) (cpu only registers 13-hits)
Zack: P P :right:P P
Hitomi: :left:P :down:K P
Zack: P P :right:P P
Hitomi: :left:P :down:K P
Zack: :right:P P (:down: tag)
Hitomi: come in with down attack
Note: Because opponent is of medium class, the final combo strand needs to be changed. These hits are guaranteed though, so you should still be okay.
12-hit (heavy only) (cpu only registers 11-hits)
Zack: P P :right:P P
Hitomi: :left:P :down:K P
Zack: P P :right:P P
Hitomi: :left:P :down:K P (:down: tag)
Zack: comes in with down attack
Note: Just like the medium class, execute a down attack to ensure maximum damage.
blueboy - September 7, 2004 04:17 PM (GMT)
Team: Hayate and Ayane
Highest chain: 17-hit
Works on: Light and Medium only
Guaranteed on humans: Yes
Hayate: P P :down:K P
Ayane: P P :right:P P
Hayate: P P :down:K P
Ayane: P P :right:P P
Hayate: P P :down:K K
Note: This combo string is so rediculous, i found myself crying from laughing so hard. All hits are guaranteed after the initial pop-up. Since opponents are on the ground during initial startup, counters are still possible from the opponent. Delaying of combos are also possible during initial startup (Hayate: P P :down:K P
Ayane: P P :right:P P), so experiment and see what works for you.
14-hit (heavy only) (cpu only registers 13-hits)
Hayate: P P :down:K P
Ayane: P P :right:P P
Hayate: P P :down:K P
Ayane: P P :right:P P (:down: tag)
Hayate: comes in with a down attack
Note: Since the class is heavy, the stupidity is diminished by three hits. Execute :down:F+P+K for maximum damage.
blueboy - September 7, 2004 04:25 PM (GMT)
Team: Jann-lee and Leifang
Highest chain: 14-hit
Works on: Light and Medium only
Guaranteed on humans: Yes
Jann: :up:P P
Lei: P P :right:P K
Jann: P P :right:P
Lei: P P :right:P K (:right: tag)
Jann: comes in with mid-kick
Note: Simple and high-damaging combo. All hits are guaranteed after initial popup. Enviornment damage is also added if near a wall.
14-hit (heavy only)
Jann: :up:P P
Lei: P P :right:P K
Jann: P P :right:P
Lei: :right:P K P
Note: Change Lei's final attack to the one stated above. Since her attack gives an immediate knockdown, an additional down attack (:down:F+P+K) is also possible from Jann...which would technically make this a 15-hit combo chain.
blueboy - September 13, 2004 06:16 PM (GMT)
Team: Bass and Tina
Highest chain: 11-hit
Works on: All
Guaranteed on humans: Yes
Bass: P+K or :right:K
Tina: P P :right:P
Bass: :left:P P
Tina: :right:P P K
Bass: :right:K P (guaranteed ground grab *pick-up throw*)
or
Bass: P+K or :right:K
Tina: P P :right:P
Bass: :left:P P
Tina: :right:P P K
Bass: :right:K P (tag)
Tina: :down:F+P (ground grab)
Note: This combination attack makes these two extremely deadly in expert hands!! Not only does the above deal GREAT damage, but it works on ALL CLASSES! Also, due to Bass' ability to grab you from the ground places the opponent in a serious disadvantage. If able to pop your opponent airborne, rinse and repeat....very dangerous!
If you decide to switch to Tina instead, her ground grab is guaranteed and the slight alteration of this combo still does a crapload of damage. :starwars:
The stab (P+K) is only guaranteed from a critical stun. If launched airborne from this attack alone, theres a chance Tina's P P :right:P will miss. :right:P P K from Tina will do just fine from here. Also, since Bass' stab hits high, for counter feinds...use :right:K instead. It hits mid and deals the "critical stun" percentage also. :!:
And although this works on all classes, light characters pop up much higher than the norm, so more than likely part of the chain will need to be altered for accurate efficency.
Using bass' :right:P has a very high rate of limbo stun (character holds their back in pain). From there, the combo is inexapable....if the above measures don't work, use this instead.
Alternate 11-hit (technical 12-hit)
Bass: P+K or :right:K
Tina: P P :right:P
Bass: :left:P P
Tina: :right:P P K
Bass: :right:K P (:down: tag)
Tina: Down attack
Note: Instead of using Bass' ground grab, switch to Tina to deliver a knockdown attack instead. The slight alteration of this combo still delivers great damage to an opponent.
10-hit (Tina must start up this version)
Tina: :diagupright:K :diagupright:P K
Bass: :left:P P
Tina: :right:P P K
Bass: :right:K P
Note: After Bass delivers his last combo attack, :down:F+P (pick up throw), :down:F+P+K or tag in as Tina and deliver :down:F+P. All three are guaranteed so the ability to pick and choose is all up to you.
9-hit
Bass: P+K or :right:K
Tina: P P :right:P
Bass: :left:P P
Tina: :right:P P K
Bass: F+P, F+P again when opponent is on ground
Note: The end portion switches to an air grab as opposed to previous listing. Enviornmental damage is guaranteed if near a wall, and if opponent is unable to recover immediately....:down:F+P+K will connect to add extra damage.
When i say this tag team alone is INSANE....trust me, i mean it. If playing against these two as a team....make it your highest priority to not be launched or grabed....for if doing so could cost you the entire match. :RIP:
XCTU - September 16, 2004 03:05 AM (GMT)
Kyra Yokomotou - September 25, 2004 12:30 AM (GMT)
Mine is kinda around a middle and heavy weight class:
team: Kasumi-Tina
Combo:
Tina: :right: :right: Y , Y (Tag)
Kasumi: :right: :right: Y , B (Tag)
Tina: Y , Y , Y+X
Dan - February 3, 2005 12:33 AM (GMT)
Team: Leifang and Zack
Highest Chain: 21
Works on: All but in differeent variations
Guaranteed on players: Yes
Weight Class: LW,21:19 MW,7:15 HW,15,17 SHW,15:17
:leifang: PPK
:zack: PP6PP
:leifang: PP6PK
:zack: PP6PP
:leifang: PP6PK
:zack: 2KK
:leifang: 8 Black
you can do this in different variations
You can start out with
:zack: 7K then tag or 33K then tag
:leifang: 33P P+K or 3K P+K or any other variaions you can find
blueboy - February 15, 2005 06:55 PM (GMT)
Team: :tina: and :hayabusa: *Update*
Highest chain: 10hit
Works on: light only
Guaranteed on humans: Yes
Version: DoA3 only
Hayabusa: :diagdownright: PPP
Tina: :right: K :right: PPK
Hayabusa: PP :left: PK
Tina: :down: F+P
Note: This combo generates 100pts of damage if all hits connects. With tina's submission addition adds 30pts...making it 130pts total! An effective tag string that deals great damage.
10hit (medium or heavy)
Hayabusa: :diagdownright: PPP :up: K
Tina: :right: PPK
Hayabusa: PP :left: PK
Tina: :down: F+P
Note: Due to the weight class, the chain needs to be altered. You still receive the effective hits, and tina can still get a free submission from the ordeal. 125pts are the total from this chain.
10hit (all classes)
Hayabusa: :diagdownright: PPP :up:K
Tina: :right: :right: PPP
Hayabusa: PP :left: PP
Tina: ?? Take a step foward, :down: F+P or :down:F+P+K
Note: Another good juggle, yet the end ressult is somewhat wierd. Because of hayabusa's inability of his ending combo kick, tina's re-entry may not be guaranteed. A player can rebound his or herself from PP :left: PP, making tina's ground submission obsolite. Her tag attack from the air can work in place of her submission, yet lacks the damage potential. 125pts total from this one. Also, keep in mind of tina's 1st tag in. Because of the :right: :right: factor, this needs to be timed for efficentcy. If you miss with this portion, the rest of the chain won't connect at all.
9hit (light only)
Playable on both DoAU and DoA3
Hayabusa: K
Tina: :right:K :right: PPK
Hayabusa: PP :left: PK
Tina: (DoA3) :down: F+P (DoAU) :down: P
Note: This one's kinda funny. It works because hayabusa's initial startup deals CRITICAL, so this chain is possible to execute. 130pts total. For DoAU gameplay, execute :down: P as tina. She doesn't have her submissions in this version, so that is all you're left with.
6hit (All Classes)
DoAU and DoA3
Tina: :diagdownright: :diagdownright: K
Hayabusa: :up: K PP :left: PK
Tina: (DoA3) :down: F+P (DoAU) :down: P
Note: Another chain that's funny to see. Once again, the initial startup is a critical hit, so this becomes possible also. 99pts total.
10hit (All classes)
DoAU and DoA3
Tina: :diagdownright: K
Hayabusa: :right: PK
Tina: :right: PPK
Hayabusa: (light) PP :left: PK (medium/heavy) PP :left: PP
Note: Deals 101pts on light and 98pts on mid/heavy.
10hit (All classes)
DoAU and DoA3
Tina: :left: K
Hayabusa: :right: PK
Tina: :right: PPK
Hayabusa: (light)PP :left: PK (mids/heavy)PP :left: PP
Note: Deals 100pts on light, 97pts on mids/heavy.
Quite a list i'd say. Anyways, every last one of these combo chains ARE effective due to the initial hits being Critical hits. Even if you aren't able to effectively tie in every last hit, you still have the pop-up priority...and in the end, this will play quite well in the future.
-blueboy-
P.S. :tina: & :hayabusa: rocks as a tag duo!