What’s up all? I just recently finished grinding out the Fight Lab and unlocking all of Combot’s available moves, but I’ve been pretty stumped as to how to build a working moveset. TTT2 is my first Tekken game, so I’m very unfamiliar with a lot of these moves and what makes a good character movelist. So far, I’ve been going through each of the categories and choosing moves based on how fast or safe they look, whether you can tag from them, if they bound, etc., but I have a feeling I’m doing something wrong. Anyone have any tips for building a movelist for Combot?
:eek: Wow, it’s funny you made this topic because I was just discussing Combot the other weekend with a buddy of mine.
It’s hard to explain (at least for me) what to look for if you’re not familiar with general moves. You essentially want a strong mix of pokes, strings, punishers and power moves. You have great speedy pokes like Michelle’s f,f+1 or Feng’s b+2. For something a bit more beefy you have Jin’s b+2,1. Good punishers are Mishima WS+4,4 and Ganryu’s b+1+2. For your power moves, you’ve got anything that does beefy damage or yields a combo like Mishima f,n,d,d/f+2 and Raven’s f,f+4. Strings, combo fillers and combo enders will become more obvious the better you get at normal combos, but things like Asuka’s 2,1,1+2 and Alisa’s f+4,1,4. Quick one hit binds that hit low are great for hit confirmation or for performing combos that couldn’t perform otherwise like Bryan’s b+1.
Don’t forget when choosing a movelist to have some good lows, some quick mids and safe highs. For launchers, you want to be able to have some really generic ones like a WS+2 or a d/f+2 for quick launching but you also want at least one strong whiff punisher like Jun f+2 or Mishima f,f+3. You can sprinkle in some moves that crush or have special counterhit properties as well.
But this is all if you want a rounded Combot. You can actually build it to be more defensive than even some of the best defensive characters in the game or you can choose to go for an attack-based route as well. It’s up to you.
I just up and trolled with my combot and gave him like 8 bound moves. but yeah what Yannick said.
Thanks for the response Yannick. I’ve taken your advice and went back to retune my Combot with more scrutiny, but one thing still stumps me. I’ve read on Tekken Zaibatsu that Combot really doesn’t have that great a selection of lows so when I looked through the movelist, I noticed he’s got Kazuya’s f, n, d, d/f+4, 1 Spinning Demon to Left Hook combo. I was going to give this to Combot, but this move takes up the same Limited Move slot as EWGF. I know both are part of why the Mishimas are so scary, but since Combot can’t access both, which is better to have? The unseeable low or the 12 frame launcher?
:eek: That choice is all you, friend.
EWGF!
So after some time messing around in training mode, I came to the conclusion that Hellsweep is a better choice for Combot than EWGF is. Combot doesn’t have enough good lows, and certainly not any lows without it from wavedash to make EWGF scary in pressure. Besides, Jin’s Right Roundhouse Punch does the same job as a pressure and punishment tool, even if it can’t start a combo like EWGF.
Also, I thought I saw earlier that I was able to connect Heihachi’s WS 1 into Phoenix Smasher. I was testing random things on Xiaoyu and I got it to connect once, but I didn’t have any luck after that. Am I not doing it right or was I seeing things and it actually doesn’t work?
:eek: Well, if it said 2 hit combo, then chances are it’s good. You may have been off-axis or spaced particularly enough to make it work.
I know Heihachi’s own deathfist connects after his WS1 normally, so I’m sure Paul’s does.
I finally figured out how to get Heihachi’s WS1 to combo into Phoenix Smasher. I don’t know why I’ve had to do this, but to get the Phoenix Smasher to actually come out, I had to resort to using a half-circle forward motion. It could be that my execution’s ass and I still need to get more familiar with the buffer window in this game, but that’s the only way I’ve gotten Phoenix Smasher or any quarter-circle forward move to connect in combos. Otherwise, I get whatever f+2 I had assigned.
Also, having Lee’s u+3 flip fake is so good. It could be old news, but I found out you can use it as a really ghetto low crush. I’ve mostly been using it to do the flip into Heihachi’s WS1 into Phoenix Smasher.
…It’s the best answer I could come up with against capoeira players.
:eek: Regarding buffering, please note that you cannot buffer motion inputs in this game.
You can buffer button taps and direction inputs (i.e., 4, **B **and d/f+3 respectively). You cannot, however, buffer motions (QCF+2). The reason why your half circle works for you is that you are starting the half circle motion during what would normally be a buffer window in other fighting games. Since the half circle takes longer to complete than a quarter circle, by the time you get to the d in the b,d/b,d,d/f,f motion, the buffer window that you are expecting is “gone” (i.e., the window that allows the game to capture motion inputs has returned) and the game picks up on your quarter circle motion.
Regarding capos, there is a topic somewhere here on this board called “Quick Low Hitting Moves” or something of the sort. These are moves you want available to fight capos by spiking them or floating them out of RLX stance. Your defense also has to be pretty solid to deal with them when you’re not attacking.
Thanks Yannick. I’ve been grinding it out some more when I’m not playing online and I’ve gotten it much more consistently and without having to do a half-circle motion, though sometimes I miss because I wait too long. That buffer explanation also helped me out timing QCF motions out of wavedash better, though that’s still kind of tricky.
I also checked out some of the moves that was listed in the thread you suggested. I think it’s this one for those who want to check it out: Suitable moves to counter low stance characters
I’ve since modified Combot a little more to incorporate a few of them like Bob’s d+1 (I’m borrowing your notation bolding; it’s a cool idea!) and Feng’s sweep (d/b+4 I think?). Besides that, I’ve been playing around with Combot’s movelist some more and ditching Jin’s f, n, d, d/f+1 and his f, n, d, d/f+2 wavedash punches. I found that just using Asuka’s f+2 launcher to punish whiffs is a lot more reliable and it also floats higher. I ended up replacing Jin’s f, n, d, d/f+2 for Bob’s. It kind of sucks that I don’t really have an electric anymore, but I really wanted a launcher out of wavedash and I didn’t want to give up Kazuya’s hellsweep because it’s too key in my opinion.
Thanks Yannick. I’ve been grinding it out some more when I’m not playing online and I’ve gotten it much more consistently and without having to do a half-circle motion, though sometimes I miss because I wait too long. That buffer explanation also helped me out timing QCF motions out of wavedash better, though that’s still kind of tricky.
I also checked out some of the moves that was listed in the thread you suggested. I think it’s this one for those who want to check it out: Suitable moves to counter low stance characters
I’ve since modified Combot a little more to incorporate a few of them like Bob’s d+1 (I’m borrowing your notation bolding; it’s a cool idea!) and Feng’s sweep (d/b+4 I think?). Besides that, I’ve been playing around with Combot’s movelist some more and ditching Jin’s f, n, d, d/f+1 and his f, n, d, d/f+2 wavedash punches. I found that just using Asuka’s f+2 launcher to punish whiffs is a lot more reliable and it also floats higher. I ended up replacing Jin’s f, n, d, d/f+2 for Bob’s. It kind of sucks that I don’t really have an electric anymore, but I really wanted a launcher out of wavedash and I didn’t want to give up Kazuya’s hellsweep because it’s too key in my opinion.
I used DP(n)+2, dash+3, 3-2, D+2-3, DB+1, dash+3, F+3+4
As in Bob (2x)>Paul>Bob>Ogre>Bob>Devil Jin, it becames 90’s of damages