Street Fighter x Tekken v2013 Combo Tier Lists!

Well, I know clHP, dfLK>MK (the target combo) works. And can probably link snake strike after that.

I cant get CHs.HP CADC > c.HK to work

I already had a post tag combo posted but I’ll post it again.
[384] cl.hk xx CADC, cl.hp xx HP Waning Moon
^^^^^^^^^
post tag combo is right damage but i cant do it i had to raw tag > tag cancel it but maybe an ogre main can do it

corner

Corner combo notation correction:
[455] Ogre [cl.HK xx LK Owl’s Hunt, cl.HK xx CADC, cl.HK xx LK Owl’s Hunt, LP Indigo Punch]
it’s 480

Max Damage:
[608+] (corner) j.hp, cl.hk xx LK Owl’s Hunt, cr.hk xx CADC, cl.hk xx Super
626

Max Damage
[912] Balrog [(ch) EX Dash Low Smash, PPP Turn Around Punch (final), c.MP xx KKK Super]

PPP Release and c.MP will probably have to be frame perfect. Doesn’t work close to the corner.

Can you loop EX dash low smash? charge => EX Dash low smash, EX dash low smash… TAP, super etc
wtf 912 dmg >_>

thanks dolanmcduck!

No, TAP has low juggle potential (I think it has 1 JP), and final TAP has such a huge recovery that you can barely link into c.MP as long as you hit them high enough after EX Smash.

I was a bit wondering about pre-charges because Balrog is the only one who can hugely benefit from it (TAP is the only move with a combination of “increasing damage on charge time + can release any time he wants”), but then I thought it’s not so bad to have him at the top.

For the counterhit combo, it’s counterhit st.hp, cr.hk CADC.
For the launch combo, the timing for the cl.hk is pretty tight and it’s easier midscreen.
How did you get 480 for the corner combo? I just tried it and got 480 with counterhits on.

The current 2bar combo for Ogre seems false since I got 557 with a jumpin using that same combo in 2012 and with the added damage to super 575 makes sense with a jump in. The optimal 2bar combo might be [cl.hk xx LK Owl’s Hunt, st.hp, cr.mk xx Super]. That combo deals 521 damage with better super scaling while the one listed deals 525 damage with worse super scaling.

update since counter hit was on for ogre and i was diong theh wrong combo
[608+] (corner) j.hp, cl.hk xx LK Owl’s Hunt, cr.hk xx CADC, cl.hk xx Super
633 max

[455] Ogre [cl.HK xx LK Owl’s Hunt, cl.HK xx CADC, cl.HK xx LK Owl’s Hunt, LP Indigo Punch]
460

i read it wrong since low res tv looked like 480 but it was 460, 410 +50% of 100 = 460

Counterhit:
[468] CH st.hp, cr.hk xx CADC, cl.hk xx CADC, cl.hk xx HP Waning Moon
right damage

I had this combo previously for corner ogre:
[455] Ogre [cl.HK xx LK Owl’s Hunt, cl.HK xx CADC, cl.HK xx CADC, cl.HK xx LK Owl’s Hunt, LP Indigo Punch]

Yeah that notation was wrong so I corrected it in my post.

Juri’s current combos involving stored fireballs should be removed completely.

Characters that need combos from what I can see

Meterless
Kuma, Juri
Post Tag
Kuma
Corner
Juri Kuma Marduk
CH
Juri Kuma
2 Bar
Juri Kuma
Max
Juri Kuma

Juri can use store for max category.

Really, only those few characters? I swear, there are plenty more missing from the feeling of it. I know that many didn’t posted Post Tag combos for their characters.

Oh no, those are just the characters I know that don’t have combos listed.
I don’t even know how many characters are in the game to count the amount of characters missing from the lists lmao.

Did Kuma’s trails and was like “nope”

So Vega’s mask can be removed for the max damage?

You should put two rog combos in max


just read the new max rules and lol ew.

Are trades in?
About to do a 700 damage dudley combo vs sim nj.LP

I know the combos for Kuma, also as I said Heihachi combos are probably wrong.

Kuma Meterless -
f+hp xx Bearstance, F+hp, st.hp xx megaton punch+hp, lp

Corner may be f+hp, xx bearstance, f+hp XN or something of that nature never tested its actual damage though just a shit ton of heavy attacks.

Ch, probably similar except similar except start with second hit of st.fp, mp chain… unless

Others all slight variations on this, max may be something weird, so I am unsure never tested.

looking back on it a lot of unknown to most, practical combos are going to be replaced by set up heavy combos.

the last reserved post should be a ** max damage no rules 100% solo** list.

This early int he game a lot of people are going to need the legit combos from the list.

The last category is basically “max damage no rules 100% solo”. There is only one rule attached to it: jump in or ex charge or ch.
Otherwise ALL combos would begin with a ch jump in or ch ex charge.

You can remove Vega’s mask, but that will cost a meter. :stuck_out_tongue:

The dummy rules remain. No trades, no meaties. We don’t have enough character specialist to explore these options. We can be glad if we have the normal lsit roughly optimized for all characters.

@FullMetalRoss
Care to do these combos and post damage?

SFxT has 50 characters. (+5 exclusive no one cares about)

I did post a post launch combo for Heihachi, but in case you missed it between the Chrome Dome combos

Heihachi Post Launch
[379] cl.HP xx MP Rising Uppercut, cl.HP xx Dragon Uppercut, Follow Up

Yeah I can sometime, prolly not tonight though!

yay good jorb! You should test my heihachi midscreen so I don’t have to!

can you still put both of Balrog’s combos on the list so it doesn’t look like a joke and people know his real max damage combo? (everyone knows Rog would top the lists with Full TAP)

For Rog I’d say that would be okay. Gonna look up streets post that has it.