"You Are Not A Warrior, You're A Beginner." The New Street Fighter X Tekken 2013 Combo Thread


#1

Sorry to start off on a negative note, but this new SRK is pretty horrible. <br><br>I started a thread a month ago in regards to character combos. If you guys recall, I wanted to make a universal character combo guide, of sorts. Basically, a place for players to look up their character or a character they’re interested in, and gain knowledge from people who have mained said characters. This thread is for X Tekken 2013, a place where we can discuss our characters combos and talk about what they gained/lost.<br><br>I will be covering my main, Ryu. Who, despite his nerfs, can still hit pretty hard, for a SF character that is. <br><br>Character images can be found <a href=“http://wiki.shoryuken.com/Street_Fighter_X_Tekken”>here.</a><br><br>The old thread can be found <a href=“Who Is Your Character And What Can He Do?”>here</a>.<br><br>I truly hope we will all be able to learn something from this thread. :)<br>


Yoshimitsu Combo Thread
Street Fighter x Tekken v2013 Combo Tier Lists!
Newcomer to Street Fighter x Tekken
Who Is Your Character And What Can He Do?
#2

Reserved for Ryu.<br>


#3

<span style=“font-size:1.5em”><b>Hwoarang</b></span><br>
<br>
<a href=“https://docs.google.com/spreadsheet/lv?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE&f=true&noheader=true&gid=22”>Hwoarang frame data</a> (incomplete)<p><a href="Hwoarang Combo Thread 2013 combo thread</a><br></p>
<br><p>
<b>Strengths:</b> Footsies, rushdown, pressure, mix-ups, okizeme, defense, team dynamics</p><p><b>Weaknesses:</b> Varying damage output, lack of 3f attacks, most people can’t spell or pronounce his name</p><p><b>Best partners:</b> Bob, Julia, Alisa<br></p>
<b>Raw tag punish:</b><br><ul><li>
FLA MK>LK>f, FLA MP>MP>f, FLA HK xx hcb+[P]>f~f, cr.MP xx qcb+HK (405)<br></li><li>FLA MK>LK>f, FLA MP>MP>f, FLA HK xx dp+HP xx hcb+LP, dp+HP xx dp+HK (415)</li><li>FLA MP-HK xx qcb+KK, j.HK, cr.MP xx qcb+HK (492; 1 bar)<br></li></ul>
<b>Hit-confirms:</b><br><ul><li>cr.LP-st.MK>MK>HK xx qcb+HK (252)<br></li><li>
cr.LP-st.MK>MK>f, FLA MP-HP+HK (234)<br></li><li>cr.LP-st.MK>MK>HK xx qcb+KK, j.HK, cr.MP xx qcb+HK (377; 1 bar)</li><li>st.LK>MK>f, FLA MK>LK>df, cr.LP-st.MK>MK>HK xx qcb+HK (308)</li></ul><p>
<b>Overhead combos:</b><br></p><ul><li>f+MK>df, cr.LK-st.MK>MK>HK xx qcb+HK (277)<br></li><li>f+MK>f, FLA MP>MP>f, FLA HK xx dp+HP xx hcb+LP, dp+HP xx dp+HK (406) </li><li>f+HK, FLA MP>MP>f, dp+HP xx dp+HK (335)</li></ul><p>
<b>Anti-air and air-to-air combos:</b></p><ul><li>FLA HK xx dp+HP xx hcb+P, dp+HP xx dp+HK (290) </li><li>FLA HK xx hcb+[P]>f~f, cr.MP xx qcb+HK (270) </li><li>CH st.MP, cr.HK (165)</li><li>CH j.LP>MP, st.HK xx qcb+HK (287)<b><br></b></li></ul><p><b>Tag-in juggles:</b><br></p><ul><li>cr.MP, cr.MP xx qcb+HK<br></li><li>st.HK xx qcb+HK</li><li>st.HK xx hcb+P, dp+HP xx dp+HK </li><li>st.MK>MK>df, st.HK xx qcb+HK<br></li><li>st.MP>MP xx hcb+[P]>f~f, cr.MP xx qcb+HK</li><li>FLA MP>MP>f, dp+HP xx dp+HK<br></li><li>FLA MK>LK>df, st.HK xx qcb+HK</li><li>j.HK, cr.MP/st.HK xx qcb+HK<br></li><li>j.HK, st.MP>MP xx qcb+HK</li><li>j.HK, FLA MK>LK xx qcb+HK<br></li><li>j.HK, st.HK xx hcb+[P]>f~f, cr.MP xx qcb+HK</li></ul>
<b>Preferred team position:</b> Position optimization tends to depend on the partner. Characters with good neutral games and long knockdown times on their launchers and/or switch cancels (e.g. Alisa) work well on point (Hwoarang sub). Characters with strong post-launcher options (e.g. Julia) work well playing sub (Hwoarang point).


#4

<span style=“font-size:1.5em”><b>Yoshimitsu</b></span><br>
<br>
<br>
<b>Strengths: </b>Good mixups,  good AAs, great air to airs, good
ground control, great CADC, excellent okizeme, comeback and
reset potential.<br>
<br>
<b>Weaknesses:</b>  Weak wake up/reversals, tiny backdash, slow movement/normals,
huge meter whore, can’t duck under certain
projectiles.<br><br><b>Preferred team position:</b>   Works both ways so it’s mostly preference.  <br><br><b>Best partners:</b> 
Christie, Asuka, Heihachi, Lili, Law, Hwoarang, Juri, Kazuya, King, Kuma,
Marduk, Zangief, Hugo  etc. (basically any character with strong mixups or any
grappler)<br><br>Most of Yoshimitsu’s special moves keep the opponent standing
on the ground.
This gives you full control every time about who you want to keep in the
back. This also makes Yoshimitsu one of the best characters to setup
damaging resets. As such, he works best with mixup characters and
grapplers. His primary role is to assist the powerhouse character (who
usually struggles to get in). His secondary role is to protect the life
lead thanks to his ground+air control. But Yoshimitsu himself can also
be used as a mixup and okizeme anchor.<br><br>Note: Yoshimitsu without
meter is average (still ok) but Yoshimitsu with meter is something
else.  So ideally his partner should be a decent battery (and not rely too much
on meter) in addition to having a really solid up close game.<br><br>Gehosen: dp+P<br>Windmill: hcb+P<br>Poison Breath: hcb+K<br>SlapUSilly: qcf+P<br>Stone Fists: qcf+K<br>Suicide: hcb,f+P<br>Teleport: f,d,df+PPP/KKK or b,d,db+PPP/KKK<br>air target: b+lk,mk (during forward jump)<br><br>Best Combos (updated for ver 2013):<br>
<br>
<b>Punish:</b><br><ul><li>
j.hp, cl.mp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (365 dmg)</li><li>j.hp, raw Launcher > BnB ender (~360-420 dmg)</li><li>j.hp, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 1 bar)</li><li>j.hp, s.mk xx EX Suicide xx switch > BnB ender or launch back to yoshi (~628-678 dmg, 2 bars)</li></ul>
<b>Hit-confirms:</b><br><ul><li> j.mk, cl.mp, s.lp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (323 dmg)</li><li>
j.mk, cl.mp, cr.lp xx HK Stone Fists xx switch > BnB ender or launch back to yoshi (~360 dmg, 1 bar)</li><li>j.mk, cl.mp, s.lp xx s.mk xx EX Poison Breath, throw (290 dmg, 1 bar)</li><li>j.hp/air target, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~470-510 dmg, 1 bar)*</li></ul><p>*It’s
possible to hit confirm with j.hp or air target alone since it’s multiple hits. (you
can visually see/hear if the opponent is blocking or not)<br></p><p>
<b>Overhead combos:</b><br></p><ul><li>f.mk, mp xx switch > BnB ender or launch back to yoshi (~315-350 dmg, 1 bar)</li><li>f.mk, mp, bb xx EX Gehosen, HP Gehosen (289 dmg, 1 bar)<br></li><li> LP Suicide xx switch > BnB ender or launch back to yoshi (~510-567 dmg, 1 bar)</li><li>EX Suicide xx switch > BnB ender or launch back to yoshi (~600 dmg, 2 bars)<br></li></ul><p>
<b>Counter/Reversal combos:</b></p><ul><li>EX Gehosen, HP Gehosen (250 dmg, 1 bar) xx switch (~450-470 dmg, 2 bars)<br></li><li>EX SlapUSilly/Stone Fists xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 2 bars)</li><li>EX SlapUSilly/Stone Fists xx switch > charge EX to Super (500+ dmg, 3 meters)</li></ul><p>
<b>Anti-Air combos:</b></p><ul><li>LP Gehosen, s.mk xx HP Gehosen (228 dmg) xx switch (~375 dmg, 1 bar)</li><li>LP Gehosen, HP Gehosen, HP Gehosen (278 dmg) xx switch (~400-440 dmg, 1 bar)</li><li>cr.hp (ch), s.mk xx HP Gehosen (298 dmg) xx switch (~420-460 dmg, 1 bar)</li><li>cr.hp (ch), s.mk xx Cross-Art (~550-600 dmg, 3 bars)<b><br></b></li></ul><p>
<b>Air-to-Air combos:</b></p><ul><li> fj.hk, cl.mp, s.mk xx HP Gehosen (285 dmg) xx switch (~400 dmg, 1 bar)</li><li>bj.hk, Super (415 dmg, 2 bars)</li><li>air target, s.mk xx HP Gehosen (235 dmg) xx switch (~350 dmg, 1 bar)</li><li>air target, Super (377 dmg, 2 bars)</li><li>bj.mp (ch) xx switch (~300 dmg, 1 bar)</li></ul><p><b>Post-Launch ender:</b><br></p><ul><li>cl.mp xx CADC, cl.mp/cr.lp, s.mk xx HP Gehosen (max damage)<br></li><li>cl.mp, s.lp, s.mk xx LP Gehosen  (best okizeme)</li><li>cl.mp, cr.hk xx CH store<br></li><li>cl.mp, cl.mp, cl.mp xx HP Gehosen (corner)<br></li></ul><p><b>Post-Switch ender:</b><br></p><ul><li>same as post-launch</li><li>HP Gehosen, MP Gehosen, HP Gehosen</li><li>(j.mp/hp/hk), cl.mp, s.mk xx HP Gehosen</li></ul><p>Possible links for hit confirming:<br><br>1. cs.mp, s.lp (this one is all you really need to practice)<br>2. cs.mp, cr.lp<br>3. cs.mp, s.lk<br>4. cs.mp, cr.lk<br>5. s.lp, s.lp<br>6. s.lp, cr.lp<br>7. s.lp, s.lk<br>8. cr.lk (ch), cr.lk<br>9. s.lk (ch), s.lk<br>10. cs.mp (ch), cr.mk (great for counter hit hunting because cr.mk can combo into Windmill unlike lights)<br><br>Mid-range buffers:<br><br>1. s.lk xx s.hp xx Launcher<br>2. s.lk xx s.mk xx EX PB / EX Windmill<br>3. s.lk xx s.mk xx EX SUS xx switch<br>4. cr.mp xx Windmill xx switch<br>5. s.mk xx HP Gehosen / MK PB<br><br>You should punish things with (fastest to slowest): <br><br>1. cr.lp/s.lk xx boost/HP Gehosen (4f)<br>2. EX Windmill or Super (6f)<br>3. cr.mk xx HP Gehosen/Windmill (7f)<br>4. s.mk xx HP Gehosen/Windmill (8f)<br>5. Cross-Art (8f)<br>6. cr.hp xx Launcher (11f?)<br>7. Flea to Sling Headbutt, s.mk xx Windmill xx switch / HP Gehosen / Launcher (17f)<br>8. Windmill xx switch (18f)<br>9. j.hp, s.mk xx Windmill/EX Suicide xx switch (for long recovery moves like raw tags)</p>


#5

Neato , a new one of these. Am I qualified for Jack?


#6

Gonna reserve a post for Xiaoyu again. Most of her old combos still work, just a little bit of tweaking needs to be done to optimize her old bnb’s to get that damage.<br>


#7

reserved for Juri. I’ll let Freegus do Asuka… >.>


#8

I’ll reserve this one for Bryan.


#9

Reserved for Asuka


#10

Ogre

Ogre Frame Data: https://docs.google.com/spreadsheet/lv?key=0Ahj9eopeop0SdDltVUdvbWx4ZjFUMWNBRW1mdmFwUEE&f=true&noheader=false&gid=32

Strengths:
Rushdown, frame traps, high damage combos, anti-airs, doesn’t need meter to do damage.

Weaknesses:
No grab-invulnerable reversal, no safe overheads (except Infinite Kicks’s second hit), slow walk speed.

Best partners:
Akuma, Ken, Chun-Li, Kazuya, Xiaoyu, etc. Ogre needs either a good battery if played in the anchor position (Chun-Li, Kazuya, Ken, Akuma), or a good character at capitalizing on Ogre’s tag cancels and setting up damaging tag-cancel combos for Ogre (Chun-Li, Ken, Xiaoyu) if played in either position. According my personal bias, Poison is a good partner as a battery/point character.

Preferred Team Position:
Ogre can played point or anchor, and this mostly depends on what role you want Ogre to play. As a point character Ogre will be limited at the start of the match due to lack of meter, which will hurt his defensive options a bit. However, Ogre builds meter well and doesn’t rely on meter for damage. As an anchor, Ogre can do clean-up for your point character and will be even scarier due to (hopefully) having plenty of meter to play with, giving him access to a solid reversal/anti-air in his EX Blazing Kick and his highly damaging Super Art.

Links:

  • Cr. LK, Cr. LK/Cr. LP
  • Cr. LK, Cr. MK
  • Cr. LK, Cl. HP/Cl. HK
  • Cr. LK, F + HK (Infinite Kicks Combo starter)
  • LP ~LP, Cr. MK/St. MP
  • St. MP, Cr. MK/St. MP
  • Far HP, Cr. LK/Cr. MK
  • Far HK, Cr. MK

Notable normal attacks:

  • St. LP has a great hitbox and leads into the LP ~LP string, which is +9 on hit, +7 on block.
  • St. LK and Cr. LK are great moves to hit-confirm with due to their speed and frame advantage.
  • Cr. MK is an outstanding poke. It’s as good as Ryu’s in terms of range and priority, but with even better frames (+4 on hit, +0 on block).
  • Cr. MP has great range and is cancelable, leading to combos into LK Owl’s Hunt and CADC gimmicks.
  • St. MK and Cr. HK are effective anti-airs.
  • Far HK is a great counter-poke and gives good frame advantage.
  • Jumping MK is a cross-up.
  • Jumping MP causes bound on an airborne target.

Punish Combos:
(from close range) Cl. HK xx LK Owl’s Hunt, UF + LK ~MK, Cl. HK xx LK Owl’s Hunt (384 dmg, with HP Waning Moon ender, 414)
(from close range) Cr. HK CADC forward, Cl. HK CADC forward, Cl. HP xx LK Owl’s Hunt (362 dmg, with HP Waning Moon ender, 398)
(from full screen, for punishing projectiles and raw tags) HK/EX Owl’s Hunt, UF + LK ~MK, Cl. HK xx LK Owl’s Hunt (318 dmg, with HP Waning Moon ender, 354)

Hit Confirms:
Cr. LK, Cr. LK ~Cr. MP ~Cr. HP (143 dmg)
LP ~LP, Cr. MK xx MP Waning Moon (227 dmg)
LP ~LP, Snake Blade (D + LK, D +MK, D + MK), UF + LK ~MK, Cl. HP xx M Indigo Punch (277 dmg)
Snake Blade (D + LK, D +MK, D + MK), UF + LK ~MK, Cl. HP xx M Indigo Punch (307 dmg)
Snake Blade (D + LK, D +MK, D + MK), Far HP, Cr. MK xx L Owl’s Hunt (303 dmg, 333 with HP Waning Moon ender)
Cr. LK, Cl. HP xx LK Owl’s Hunt, UF + LK ~MK, Cl. HK xx LK Owl’s Hunt (354 dmg, with HP Waning Moon ender, 378)
Far HP, Snake Blade (D + LK, D +MK, D + MK), UF + LK ~MK, Cl. HP xx M Indigo Punch (347 dmg)
Far HP, Cr. MK~Cl. HK xx EX Indigo Punch, J. HK, Cl. HK xx CADC, Cl. HP xx HP Waning Moon (470 dmg)

Overhead Combos:
Owl’s Hunt, UF + LK ~MK, Cl. HK xx LK Owl’s Hunt (318 dmg, with HP Waning Moon ender, 354)
F + HK (whiff/block), HK ~HK ~HK ~HK xx M Owl’s Hunt (185 dmg)

Corner Combos:
Cl. HK xx LK Owl’s Hunt, Cl. HK CADC forward, Cl. HK xx LK Owl’s Hunt, LP Indigo Punch (460)
Cl. HK xx LK Owl’s Hunt, jump forward MP, Cr. MK, Cl. HP xx MP Indigo Punch (407)
Snake Blade (D + LK, D +MK, D + MK), Cl. HK CADC forward, Cl. HP xx LK Owl’s Hunt (328, 358 with HP Waning Moon ender)

Counter Hit Combos:
TBW

Tag Cancel Combos:
(from high launcher such as Akuma’s HP DP) jump forward HP/HK, Cl. HK xx HP Waning Moon/LK Owl’s Hunt
(from lower knockdown such as Marduk’s Cr. HP) UF + LK ~MK, Cl. HK xx HP Waning Moon/LK Owl’s Hunt
(corner) Cl. HK CADC forward, Cr. MK, Cl. HP xx HP Waning Moon/LK Owl’s Hunt
(corner) St. MP, St. MP, St. MP, Cl. HP xx M Indigo Punch

Cross Rush Post Combo (damage calculated from raw 100 damage launcher):
Launcher, St. MP, UF + LK ~MK, Cl. HP xx MP Indigo Punch (343, good corner carry)
Launcher, UF + LK ~MK, Cl. HK xx LK Owl’s Hunt (318, 354 with HP Waning Moon ender)
Launcher, Cr. HK CADC forward, Cl. HK xx LK Owl’s Hunt (360, 402 with HP Waning Moon ender)

Combos into Super Art:
Snake Blade (D + LK, D +MK, D + MK), Far HP, Cr. MK xx Hell Inferno (423)
Cl. HK xx LK Owl’s Hunt, UF + LK ~MK, Cl. HK xx Hell Inferno (504)
Cr. HK CADC forward, Cl. HK CADC forward, Cl. HP xx Hell Inferno (530)
(corner) Cl. HK xx LK Owl’s Hunt, Cl. HK CADC forward, Cl. HK xx Hell Inferno (554)


SFxT General Discussion #3 - Still Alive
Ogre Combo Thread
#11

I thought Ogre’s EX Blazing Kick was throw invulnerable? Or maybe it just comes out so fast that it just blows up most throw attempts?


#12

@truendymion I am almost positive I’ve been thrown out of it before. If nothing else, be aware that jumping forward on Ogre’s wakeup blows it up!

If no one else wants to do Poison, I’ve got this. :slight_smile:


#13

I thought it was throw invincible too until sanford Kelly threw mine on stream to end the round and he stood up and gave me the ‘I knew dat’ nod