Street Fighter x Tekken v2013 Combo Tier Lists!

@Gemakai

You get 589. The most damage I got from a counterhit when testing earlier was 594, which was Double Back Knuckle, cl.HP xx EX Snake Pit, cr.HP xx Face Crusher.

I tried pretty much everything Bryan had with counterhits, but the main problem is Bryan doesn’t get anything off of a counterhit except with his overhead, so you’re better off starting with a jump in for max damage with the first two unscaled hits. Less is more in Bryan’s case to get the most damage with his Super.

Something higher for Abel.

Meterless
[382] Abel [c.HP (2nd hit) xx HK Wheel Kick, Forward Kick xx Dash, cl.HP (1st hit) xx HP Falling Sky]

Corner
[386] Abel [Finish Low, dash forward, cl.MP, Forward Kick xx Dash, cl.HP (1st hit) xx HP Falling Sky]

Counter Hit
[408] Abel [HP Shoulder Tackle, c.HP (1st hit) xx LK Wheel Kick, Forward Kick xx Dash, cl.HP (1st hit) xx HP Falling Sky]

2 Bars
[530] Abel [Finish Low, EX Shoulder Tackle, j.HP, EX Shoulder Tackle, j.HP, HP Falling Sky]

MAX DAMAGE
[530] Abel [Finish Low, EX Shoulder Tackle, j.HP, EX Shoulder Tackle, j.HP, HP Falling Sky]

Xiaoyu should be located higher than Bob in Meterless. I’m failing at increasing Xiaoyu’s max damage btw :frowning:

To quote an old german proverb: “In der Kürze liegt die Würze.” (literally: “In shortness lies the spice”) meaning, “Keep it simple with your combos ffs!” xD I bet that will increase the overall damage, since it scales less. then again, Xiayou’s super doesn’t deal exactly much damage.

I like that proverb.

However, Xiaoyu’s Super deals low damage (270), and has low juggle potential (4 juggle potential for 1st and 2nd hit, but the first hit increases juggle point by 1). I’ll try it, but I doubt it’ll make the damage higher.

@GlassLemon

All right. Just sometimes when character has relatively high damage supers, less hits with a CH start results in larger damage, but not in this cas eI see.

The rule ch or jump in is exactly for that purpose.

With a jump in you get a free cl.hp or whatever on top. a mere ch cl.hp would only increase the damage by 23. However, some characters have special properties on CH, making it a viable damage increase in comparison to a jump in. A ch jump in would void that catch up tho and would in 99% of the cases be the best option. this just ensures more diversity.

@zUkUu

Copy paste -

For Nina super deluxe, this does the same damage, less buttons,

(ch) EX Blonde Bomb, cr. fierce xx hk geyser, cr. fierce xx hk geyser, SUPER ART = 621

again, same damage, less bar, this time for 2 bars,

j. roundhouse, cr. fierce xx HK geyser, ivory cutter, SUPER ART = 538

I’m going to call my combos, “optimal,” because even though the damage is the same they’re much easier to do.

2 bars uses jump in, so that doesn’t count. ^^

I though that did not hit on every character in this combo??

Mostly impractical (doesn’t matter in this thread) higher damage (matters in this thread) combos for Yoshi.

Meterless
[327] Yoshimitsu [Flea, Flea to Sling Headbutt (maximum range), HK Poison Breath, s.MK xx HP Gehosen, st.LK, st.MK xx HP Gehosen]

Corner
[343] Yoshimitsu [Flea, Flea to Sling Headbutt (maximum range), HK Poison Breath, s.MK xx HP Gehosen, cr.MK, cr.LP, cr.MK xx HP Gehosen]

Counter Hit
[342] Yoshimitsu [Flea, Flea to Sling Headbutt (maximum range), HK Poison Breath, s.MK xx HP Gehosen, st.LK, st.MK xx HP Gehosen]

2 Bars
[400] Yoshimitsu [Flea, Flea to Sling Headbutt (maximum range), HK Poison Breath, s.MK xx Super Art]

MAX DAMAGE
[546] Yoshimitsu [(corner) j.HP, EX Poison Breath, c.MK xx HP Gehosen, LP Gehosen, Super]

I don’t know what to say about Corner tho. The opponent IS in the corner, but to do max range headbutt Yoshi has to stay away a good distance from the corner.

@JLALloyd
I updated meterless, the rest was already there or better (your max dmg does 627 - currently we have 649 for asuka)
[649] Asuka [(ch) s.HK xx EX Onikubigari, c.HP xx Onikubigari, c.HP xx EX Falling Rain, c.HP xx EX Onikubigari]

@Street11
[530] Abel [Finish Low, EX Shoulder Tackle, j.HP, EX Shoulder Tackle, j.HP, HP Falling Sky]
Y u no ch?

Vega s.HP, df.HK
that comboes on ch? Oo
I’m glad that you changed df.HK to Cosmic Heel so I can rename it to df.HK again xD

@Enygmatic Gentlemen
Those are some sick Steve combos. Damn, he is scary.

Damage does not change on CH because Abel’s Finish Low is a hit throw.

Vega’s s.HP crumple on CH, so you can walk back to space yourself for max range.

I like the name Cosmic Heel tho :frowning:

Only larger characters, but it’s still a good chunk of the cast, so I figured why not.

It’s because if the multi-stage hitbox on Julia’s cHP.

Also, I forgot Abel’s hp tackle now bounces on CH… :frowning:

HOLY CRAP I found it! Thank you weird Super scaling.

Max Damage
[584] Xiaoyu [(corner, ch) Phoenix stance, HP Flower Power, cr.HP xx Phoenix stance, EX Double Map Sweep, cr.LP xx Phoenix stance, HP Wave Crest, LP Hakkesho, Super Art]

See, I told you!

Yea. Thanks! It was as far as I could go tho since fierce canceled into Super does lower dmg due to 3rd&5th hit whiff :frowning:

Corner
[420] Hwoarang [FLA MK>LK>f, FLA MP>MP>f, FLA HP xx CADC, st.HK xx HK Hunting Hawk]

@zUkUu
Thats why I play him :wink:

Need confirmation for 2013 since I did them on PC (keyboard is lame btw):

Corner
[402] Guile [f.HK, cl.HP xx LP Sonic Boom, df.HK, cr.MP, cr.MP, cr.MP xx HK Flash Kick]

Max Damage
[555] Guile [(corner) j.HK, f.HK, cl.HP xx EX Sonic Boom, df.HK, cr.MP, Super Art]