Xiba Combo Discussion

Discussion in 'Xiba' started by Ooofmatic, Jan 31, 2012.

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  1. 44K BE. 6B BE(w!). A, A, K(w!). 66B, B, B. CE. 205 damage
  2. DmanXIIX [09] Warrior

    Does it actually step? You step automatically before because the 22_88 but I haven't noticed any actual stepping properties. I'm just not sure it's worth the risk. Anytime I've seen it used I've seen no reason why 3B could not have been used. Maybe I'll play around with it more and start to get a better feel for it.

    You can't air control when 3BKK is done alone. If done as a follow up to a launcher then it can be air controlled but that's not what I was referring to.
  3. Mr.Wah [07] Duelist

    Thanks for clarifying.
  4. Senzait Steamed Buns!!

    The move itself doesn't have stepping properties but since 8wayrun moves in SC5 require step to execute (Unless buffered in certain ways) it automatically steps.

    I have literally used this move tens of times in situations where I would have gotten grabbed or interrupted if I had tried to use 3B or step 3B. The TC frames make it a very solid move. I usually use it when Im on slightly negative to neutral frames.
    Again its to be used in different situations than 3B. If you see your opponent is grab happy after blocking or attempts to kills step with high horizontals test it out.

    ON TOPIC:

    CH 6BK, 6K combo's for 59 damage. In my opinion its far better than CH 6BK, 2A+B since it does the same damage but not only gives you wake-up but also leaves you in FC which allows for a WR K, WR A or FC 2K mix-ups.

    *Someone verify this*
    CH 44AA, RCC, 2A+B = 77 damage
    CH 44AA, RCC, 3A+B = 59 if otg, 84 if tech
    CH 44AA, 6K = ~69 damage + wake-up and FC/WR mix-ups.

    CH 22A{B}, Rem B, 33_99AA: 53 if otg, 72 if tech
    CH 22A{B}, Rem B, 33_99AA BE: 74 if otg, 104 if tech
  5. ArcticKomodo [08] Mercenary

    My bad, I can be such a scrub sometimes.
  6. DmanXIIX [09] Warrior

    High damage wall combo I found. The wall needs to be directly to Xiba's right and your opponent needs to be facing you.

    A+BBK(BE) W! 6BK 2A+B 132 damage

    The damamge alters a little if they are slightly off axis and the combo can work if you are slightly distanced from wall but optimally you should both be next to the wall. Also you can tell if the combo will work depending on how they hit the wall. So a little bit situational but still that's pretty sweet damage.

    EDIT

    I guess it's better off just ending the combo with 66 BBB 3kB for more damage and easier way to guarantee the combo.
  7. Animefreak6969 [11] Champion

    PSN:
    iw2ma
    well no see with a starter like that, and if you're not WAY at an angle, you can get 6B+K after the first W! than 6B-K, 2A+B. But ya 66BBB is normally more damage, but for oki the 6B-K ender is great.

    However if you started the combo with 6B-K than you can't end with it, not allowed the double stun in the same combo.
  8. Dimitri [01] Neophyte

    Hey, I found out something interesting...

    If you do REM B after the BE headbutt that juggles, rather than stun, (either A+B, B, BE ~ or CH 6A, K, BE) it'll ground stun. Don't know if it's techable but no one's gotten out of it yet.
    • Premium Supporter

    hotnikkelz johNNy blaZe

    techable, but REM B gives stun on ground hit
  9. Senzait Steamed Buns!!

    And you get a free 44K (Also get 2A+B, 3A+B or 6K but 44K is best damage not counting 6K's free mix-up on hit) off of REM B ground stun. Does not work at tip range or close though since 44K's range isn't close to REM B's
  10. IKARI263 [01] Neophyte

    44K(BE), 6BK, REM(B), 2A+B: 102 damage, cant be teched
  11. IKARI263 [01] Neophyte

    or for 50% more meter you could use 3AA(BE) instead of the 2A+B for an additional 9 points of damage
  12. maxflax [05] Battler

    22B (not too close) 7K 3kB
    This is a funny combo, remember not to turn around. The 7K makes enemies that are airborne behind you fly up in front of you. You can't aircontrol it either. Can be nice for ring outs.
  13. My5tiC4L [09] Warrior

    Can be teched to the right at REM(B).
  14. CNP [09] Warrior

    I always use this. It works on small characters. You just have to delay it. Timing is kind of tight, but not too bad. There is even a tighter window to get a standing tech trap for the full combo - A+BBK BE 6K. I only got this in training mode, all tech.

    Note: If they don't tech, they only get hit with the last two hits of A+BB. But those alone do as much damage as 2A+B.
  15. Heaton I'm Bane

    PSN:
    Kestryel
    Wall combos are fun. Note that you need to be fairly close to your opponent when you hit with the 6BK(BE) - otherwise you get pushed in a different direction.

    CH 6BK(BE) ~ W!
    • 6B+K ~ W! ~ 22B ~ BT B+K - 149 damage
    • 6B+K ~ W! ~ 66BBB ~ 9K - 157 damage (161 damage w/Clean Hit on 9K)
    • 6B+K ~ W! ~ 66BBB ~ 3kB - 158 damage

    And this one isn't technically a combo, but if your opponent throws their controller in despair, you can get some extra damage:

    CH 6BK(BE) ~ W! ~ 6B+K ~ W! ~ 66BBB ~ 3BKK - 170 damage
  16. KnE2008 [01] Neophyte

    While I was at Arcade Legacy, I discovered one while doing casuals. Idk if anyone knows about this one, but it was still ridiculous because I was able to do full damage on my CE. o.O

    It might be a simplified string, technically, but it might help mix up some things. :3

    66BBB ~ 8K ~ CE = 129 damage.


    Maybe it's just because I'm new to this, but I think it's interesting how the opponent can't do anything about it, because they are still in the midst of recovering while it occurs. It's more of a string than a combo because the 66BBB ~ 8K ends when the opponent hits the ground. However, if you do CE precisely, they have no time to react it seems. It goes straight into CE, since their character's head hasn't hit the ground yet.

    Did anyone else discover this or am I going crazy?
  17. Violent_Vodka [09] Warrior

    Wall hits combos.

    Wall straight ahead:
    44K BE 3A.B W! 6B.K BE W! 6B (no ukemi) 2A+B = 146
    44K BE 3A.B W! 6B.K BE W! 6B (ukemi any direction) 3A+B 6B = 176
    44K BE 3A.B W! 6B.K BE W! 6B (ukemi any direction) 1A+B = 178
    44K BE 3A.B W! 6B.K BE W! 6B (ukemi any direction) 3A+B (ukemi any direction) 3B.K.K W! = 237
    44K BE 3A.B W! 6B.K BE W! 66B.B.B 3kB = 168

    Wall to the right:
    A+B.B.K BE W! 66B.B.B 3kB = 142 (can't do a second wall hit here)
    44K BE 6B.K BE W! 3A.B W! 3B.K.K = 163
    CH 6A.K BE W! 3A.B W! 66B.B.B 3kB = 126

    Sorry if these are already in the thread, I just checked the List and they weren't there, so..
  18. AstPlayer [06] Combatant

    Im gonna post the combos I like the most from NCC to wall combos and some 100% combos. All of this was tested by me and it works.

    CH 6B,K ~ A+B,B 65 dmg. Sometimes the first hit of A+B misses with medium/small size characters but then does the same deamage as 2 A+B, however you can do a little step to the right (from 1p side) so the three hits land on the opponent, big characters don't have this problem.

    REM,B 6B,K ~ A+B, B 73 dmg. as above

    44K, BE, 6B,K ~ A+B,B 92 dmg. as above

    22_88 B, 3B,K,K 90-95 dmg. hard timing, will hit only if the opponent moves foward, back or back left after 3B lands

    3 A+B, 6B 44 dmg

    Before the wall combos, I'd like to add a some combos that need tech trap but deals lots of deamge

    22_88B, G (anywhere but left tech) 44K,BE, 6B,K BE 132 dmg

    22_88B, G (anywhere but left tech) 44K,BE, 6B (front tech) A+B,B,K,BE 199 dmg

    22_88B, G (anywhere but left tech) 44K,BE, 6B (anywhere tech) 1A+B (anywhere tech) 3B,K,K 185 dmg. you can end it with just 6b after 2A+B

    Big and some medium size characters can't escape to the left but 22_88B must be done from far and the 44K,BE timing must be presice.

    22_88B, G (front, back tech) REM,B (inmideatly!), 6B,K, BE 115-114 dmg

    22_88B, G (front, back tech) REM,B (inmideatly!), 6B (front tech) A+B,B,K,BE, 6K 180 dmg

    22_88B, G (front, back tech) REM,B (inmideatly!), 6B (anywhere tech) 1A+B (anywhere tech) 3B,K,K 166 dmg.

    Wall Combos

    wall to the right:

    REM,B 6B,K BE (w!) 6B+K (w!) 66B,B,B ~ 3kb 175 dmg

    REM,B 6B,K BE (w!) 6B+K (w!) 66B,B,B ~ CE 185 dmg

    44k BE, B 6B,K BE (w!) 6B+K (w!) 66B,B,B ~ 3kb 190 dmg

    44k BE, B 6B,K BE (w!) 6B+K (w!) 66B,B,B ~ CE 199 dmg

    wall to the right with tech traps:

    REM,B 6B,K BE (w!) 6B+K (w!) 6B (front, back tech) A+B,B (w!) 3A,B (w!) 6,K 228-234 dmg. I dont know why the difference is so big.

    REM,B 6B,K BE (w!) 6B+K (w!) 6B(anywhere tech) 3A+B (anywhere tech) 3B,K,K 240-245!! DMG

    now this one is tricky, if you are too near to the wall it seems that 3A+B will "w!" leting you do nothing but 6B to end the combo doing just about 143 dmg or so

    44k BE, 6B,K BE (w!) 6B+K (w!) 6B (front, back tech) A+B,B (w!) 3A,B (w!) 6K 243-247!! DMG

    44k BE, 6B,K BE (w!) 6B+K (w!) 6B (anywhere tech) 3A+B (anywhere tech) 3B,K,K ... 252!! DMG

    though less tricky happens the same as the REM combo, if you're too near it may not work completly doing just about 197 dmg

    And now for the two final combos, lest put it all together, shall we?

    Wall to the left:

    22_88B,G (Front, back tech) REM,B, 6B,K,BE (w!) 6B+K (w!) 6B (front, back tech) A+B,B (w!) 3A,B (w!) 6K . 254!! DMG
    dependeing on the wall you may be able to land K BE after A+B,B and then land 6,K leting you do 275 dmg or so, im not sure about front tech but you denifenitely can if the opponent techs backwards

    22_88B,G (Front tech) REM,B, 6B,K,BE (w!) 6B+K (w!) 6B (anywhere tech) 3A+B (anywhere tech) 3,B,K,K (w!)

    Ridiculous 276-277 DMG

    if the opponent techs backwards then the combo will end at 3A+B because will "w!" letting do you nothing but 6B 200 dmg
  19. sahiljain512 [01] Neophyte

    XBL:
    PahilPunch
    Works like a charm, its really hard to tell which way to use air control cause the 66BBB has some weird tracking properties (second and third hit only?)

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