Highest damage output teams? Gimme Super Turbo/3S damages

Personally - I think it’s more damage this way, also you build more meter this way (considering you don’t do the super at the end and do, say, Tiger Strike or HK.Rising Kick instead)

With Tiger Strike, you also get a hard knockdown which meaties into SSE (hcf+hp) perfectly. If they roll and you expect it, you can do the lp version and still be safe.

Great video. It’s always good to actually see the combo in game rather than describing them. I managed to pull off the super charge with my Jack/Law team a few times, does almost 500 damage. With the right gems, you got yourself some hard hitting stuff! (PS. What’s the name of the music in the vid?)

I suppose you can, but sneaking in a few heavy punches/kicks helps building up some meter again. And certain damage gems can “ignore” the damage scaling due to the extra %, so it would seem you never used heavies in the first place. :slight_smile:

Doable. Depends on your circumstances. Her super is fast but the damage is alright. If you can bring her in and instead of letting Law bind or launch the character up, use Julia to push them out and do her CADC loop to build meter back, do a little more damage and push them toward the corner.
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Michelle’s theme track from Tekken 2

No meter, no switch, very practical

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Yeah, he’s the only exception. Very few characters have really great meterless grounded combos.

I’ve been saying this since the beginning, a lot of people need access to that kind of damage on the roster. It made no sense to me when I was running through the characters and seeing their specials doing only an extra 10 damage or 20 damage off EX versions compared to their medium normals which may or may not have been useful. On top of that, I still hope 2013 buffs all HP+HK to 100 damage mid combo.

Honestly, it really depends. There’s some teams that can do big damage in the corner with enough meter and some that can do it with the right gems. Tbh the issue is less what teams do the most damage and more how well can you think of what to do with them. In very few instances can most teams do more than 400 with only 1 bar. It’s been said alot here but Kazuya paired with anyone does alot of damage in general, and paired with someone like Ryu in the corner, can do nasty damage, but given enough meter (note of course that in 2013 alot of this might change and alot more characters can do big damage together):

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The use of power gems really helps alot, and the only one I can recommend that isn’t conditional really (since it activates on startup) is the super art gem (Immense Power Lv. 2, no. 22). It’s free for the Tekken characters but you’ll have to buy it for the SF characters. Worth it trust me, because it can really make the difference. Here’s an example of meter combined with gems, along with creativity, to do some really heavy damage in the corner:

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Also, to echo what some have said, the timeout thing is honestly just playstyle. It’s a body montage if one person is alot better or if both people go in. Like any game if you turtle all day then yeah of course the clock will run. But it doesn’t mean people should just go ham JUST cause getting a timeout is ‘boring’, no one’s gonna play stupid just because getting timeouts is inevitable. So really, good hit confirms and jumping heavy attacks to start off with will always be the gateway to decent damage, the standard damage for a combo with cross rush in it is about 300, the standard damage for a combo with a switch cancel is 400-500, depending on moves used and meter used.

And although without the use of gems, two of my combo videos show typical combos that hurt, using from 1-3 bars, involving either a cross rush or a switch cancel:

A Kazuya/Jin combo video:
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A Lars/Jin combo video:
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Plus, a solo Jin combo with 2 bars:
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Best thing to do is see what gems fit more your playstyle first then the character second, cause it depends on when they’ll activate and how you’ll implement them. But if you want damage though you’re gonna have to get real fancy. Only other ‘big damage’ I can think of is Pandora stuff, but I suppose you might not be interested in that in this thread, haha.

Also, check this video out:

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It’s more of what you’ve seen already, however I did it to demonstrate two things- firstly, that characters that can leave an opponent standing can allow a free cross rush to be used for only one meter, meaning you can quite easily do whatever you want afterwards for decent damage. Secondly, there’s no need to be too fancy because as long as the character is still standing all you need is a standing heavy into launcher, which will do a surprising amount of damage in the long run. This simple combo here did 539 damage, when all Lars had to do was standing heavy punch into launcher. Given the right power gems a combo like this that leaves them standing does devastating damage.

Enjoy a reset combo!

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I think… you aren’t asking the right question.

Believe it or not, damage in ideal situations is pretty standardized in this game. What you really need, is a character that is good at setting up tag-cancels, and characters who are good at being the tag cancel-y.

Pretty much any combination can give you a consistent 400 dmg.

More like consistent…270-350? Just depending on if he mashes lights? If not, and he has meter, then yea. But without meter…and if he did a good 2+ light jabs before getting to the meat n’ potatoes…then yea, huge damage output nuke.

I mean, watching those vids, a lot of them opened with heavy jumping attacks. Who gets hit by jumping heavy in the middle of a neutral game? o_O

Your best bet is to see the damage you’d get from combos if you started with a cross-up hit. If you use Cammy, jumping light kick. If you’re using Jin…then yea, jumping heavy kick.

Still, I had fun head-banging to those bgm vids. I mean…watching those Mishima combo vids…

Buffer your pokes properly.

You should almost never get less than 300 unless your really mashed the crap out of the lights.

Pretty much that. Although, my finger speed is utter garbage, tbh. Kind of throws off the juggles I could do at any given point. Main reason I stick to quarter circle chars. Still, depending on where you start + what you do, I wouldn’t always guarantee 300+ without meter on any char.

If Juri’s losing the jump cancel normal this is finito!

I’d work on your buffering theory, alot of what people think are “GDLK Confirms” in games like 3S and such, are just properly bufferred pokes.

For example, if you throw a poke just outside of range, you can safely (mostly) buffer it into something big an unsafe. Like cMK>HK Pinwheel with Juri. The reason for this is that the only ways that move will connect and the buffer will come out, is is the enemy steps forward, or sticks something into the poke. This opens up some huge footsie damage in this game because you can then confirm the special with a Tag into huge damage.

To be honest you’d be surprised the amount of times people get hit by jumping heavies online, especially if the jumping heavy crosses up. Also, I don’t see someone making a combo video that demonstrates combos where you should mash light punch first. At the end of the day, in the heat of actual matches you need to do what must be done. But if you’re smart with your pokes, jump ins and anti-airs then you’ve got the space you need to lay down the hurt.

Side note, I mean come on, isn’t that so old and cliche to say now? “But how is this viable in a real match” >_> Well just like any other combo if they block it then it won’t work. ‘Practical’ doesn’t even come into it. The whole point of combo videos is to show the most effective combos that CAN be done, not what will work 100% of the time and could never be blocked/reversal’d.

Oh…you meant TAG into 300+? I thought you meant solo. XD

Nvm in that case. As far as my personal rule, I try to make it so that:

1 meter: 400 or more
2meter: around 500 (if not more)
3meter: around 550 (if not more. Cross Assault’s a wild card)

Of course, there are times where I just go for the easy damage, but for the most part, those are my in general guidelines.

@above: I’d rather practice combos I could squeeze in as much as possible with as much gain as possible than something that starts with a blatant standing heavy punch with nothing leading into it. It’s not that hard to just start off with a jumping mid kick.

And then there’s Kazuya who can confirm a Jab into 450.

Because EWGF is totally not overpowered… :frowning:

I don’t even Kazuya’s to be considered as a normal character in the game.

He exists on a plane where balancing doesn’t give a fk. x_x

It suddenly got real biased up in here, rofl. Not surprised though I guess

Don’t worry. I hate Cammy, Cody, Jin, and Heihachi too. XD

Kaz is just…so…so much damage…