Charge Cancel Combos

ZOMBIEBEAR666

[09] Warrior
This thread is dedicated to the discovery of combos achieved by the "Charge Cancel" Skill...
Rules:
*CC! is the abrieveation for Charge Cancel (A+B+K)
*I use G! for Guard Turn, hope that's not a problem...
*Guaranteed combos only (no tech trap combos (too much, this is just for fun))
*If you post a combo please list the Equipment, Weapon, and Skill you have on that character
*List all the damages of your combo
*Discussion on Combos is appreciated...
*NEW: Test your combos on regular (P1) Nightmare, thanks...
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OK, combo time:
(all my combos are tested on Nightmare)

Darth Vader
Weapon - Lightsaber (gives 130pts of Atk.)
Item - Protect Gem: Multiple
Skill:
1. Charge Cancel
2. Soul Guage Recovery A
3. Nullify Counter B
4. N/A

Combos:
*44B, CC!, A+B - 61d.
*44bA+BG, iFC A+B, CC!, 66A+B - 56d.
*11B, FC A+B, CC!, 1BA - 81d.
*11B, FC A+B, CC!, 2B+K, 2B+K, 44B - 103d.~105d. (on tech)
*6_3A+B~IMP, A, 1BA, CC!, B+KBB - 65d.
*6_3A+B~IMP, A, 1BA, CC! 44bA+BG, 2B+K, 2B+K, 3KB - 73d.~87d. (on tech)
*6_3A+B~IMP, A, CC!, G!, 44B+K-A+B - 79d.
*6_3A+B~IMP, A, CC!, BT B+K, 66B - 49d.~54d. (on tech)
*6_3A+B~IMP, B, CC!, 88B - 57d.
*33B, CC!, 2B+K, 2B+K, 3KB - 73d.~81d. (on tech)
*33B, CC!, A+B - 67d.
*44B+K, CC!, 44A+K, 66B - ~77d. (damage depends on which way they roll when 44A+K connects)
*44B+K-A+B, CC!, 88B - 97d.
*44A+K, CC!, 2A+B, 2B+K, 44B - 59d.~61d. (on tech)
*44A+K, CC, 2A+B, 22B - 54d.
*22_88B, CC!, 44B+K, 2B+K, 2B+K, 44B - 86d.~98d. (on tech)
*22_88B, CC!, 44B+K-A+B - 92d.
*4B, CC!, 2[A+B], 44B - 51d.


Rock
Weapon - Giant Mace
Equipment:
Head - Tsurugi Shiragame
Face - N/A
Neck - Shinobi Cloak
Shoulders - Demonic Pauldrons
Undergarments - Usurper's Suit
Upper Body - Death's Cuirass
Arms - Usurper's Gauntlets
Lower Body - Santa's Pants
Ankles - Bandages
Legs - Santa's Boots
Skill:
1. Charge Cancel
2. Soul Guage Boost A
3. N/A
4. N/A

Combos:
*66K, CC!, A+B, CC!, 6B+K - 75d. (in midair) ~ 81d. (hits grounded)
*66K, CC!, A+B, CC!, 8A+B - 90d.
*66K, CC!, A+B, CC!, 8A+B, W!, {dash} 1A+G_1B+G (head) - 125d._108d.
*3B, CC!, 3A - 49d. (+SHK)
*3B, CC!, 4A+B, 3A+G_3B+G (feet) - 49d._67d.
*3B, CC!, 4A+B, CC!, WR A - 57d. (+SHK)
*3B, CC!, 44BB, CC!, G!, 2A+B - 64d.
*4A+B, CC!, WR A - 43d. (+SHK)
*4A+B, CC!, 3B, CC!, 66AB, 2A+G_2B+G - 74d._74d.
~* 4A+B, CC!, 3B, CC!, 66AB, 2B+G, 9B, 2A+K - 85d.
*4A+B, CC!, 6[A+B], 1A+G_1B+G - 68d._55d.
*22B, CC!, 4A+B, CC!, 3B, 1A+G_1B+G - 108d._92d.
*22B, CC!, 6[A+B], 88B - 93d.
*1A, CC!, 22B - 63d.
*44[A], CC!, 22A+B, CC!, 6B+K - 81d.
*236B+K, CC!, A+B, +RO!_+W! - 138d.
*236B+K, CC!, 22A+K - 151d.
*236B+K, CC!, 22B, CC!, 2B - 172d.
~*236B+K, CC!, A+B, W!, 2A+G_2B+G (on ~BT opponent) - 184d.
~*236B+K, CC!, A+B, W!, 3B, CC!, 66AB, 2A+G_2B+G (on ~BT opponent) - 190d.

Voldo
Weapon - Guillotine
Equipment:
Head - Nightmare Helm Agony
Face - N/A
Neck - Dark Knight's Cloak
Shoulders - Usurper's Spaulders
Undergarments - Usurper's Suit
Upper Body - Death's Cuirass
Arms - Engraved Gauntlets
Lower Body - Guimian Yecha
Ankles - Bandages
Legs - Death's Boots
Skill:
1. Charge Cancel
2. Soul Guage Boost A
3. Soul Guage Rate Up C

Combos:
*6A, CC!, BS 1K, 22B, CC!, 6:6 - 70d.
*4A, CC!, BS 3B, BS 66K, CC!, BS 44K - 80d.
*WR A, CC!, 1K, 6:6, CC!, 2A+B236, CR K - 81d.
*WR A, CC!, 4BA, CC!, 1K, 6:6, 4B - 95d.
*CH WR A, CC!, 2A+B236, CR B+K, MCFT 6A+K, CC!, 2A+B236, CR K - 93d.
*CH WR A, CC!, 44A, CC!, BS 3B, BS A+B, 2A+B236, CR K - 113d.~114d. (on tech)
*CH WR A, CC!, 44A, CC!, BS 22A, BS 22B - 97d.~116d. (on tech)
*BS AA, CC!, BS 3B, BS 66K, CC!, BS 22B - 114d.
*44A, CC!, BS 3B, BS 3B, CC!, BS 2A+B4 - 120d.
*44A, CC!, BS 22B, 6:6, CC!, 2A+B236, CR K - 97d.~115d. (on tech)
*44A, CC!, BCR B, BS 1K, CC!, BS 3B, BS 2A+B64 - 125d.
*44A, CC!, BCR B, BS 1K, CC!, BS 3B, BS 66K, BS 66B - 124d.~141. (on tech)
*44A, CC!, BCR B, BS 1K, CC!, BS 3B, BS 66K, BS 22B (on inverted midair KND) - 125d.~154d. (on tech)
*CH BS 6ABB, CC!, 4BA, CC!, 1K, 6:6 - 121d.
*CH BS 6ABB, CC!, 4BA, CC!, 1K, W!, 66B, 6:6B, 11BBB - 145d.
*CH BS 6ABB, CC!, 66B, 6:6B, CC!, 1[K], BS 2B+K, MCHT K - 140d.~151d. (on tech)
*CH BS 6ABB, CC!, 66B, 6:6B, CC!, 1K, W!, 1[K], BS 2B+K, MCHT K - 156d.~160d. (on tech)
*BS 3A, CC!, BS 3B, BS 66K, CC!, BS 22B - 103d.
*1A, CC!, 6:6 - 70d.
*3BB, CC!, 4BA, CC!, BS 66K, BS 66B - 124d. (on right AC'ing opponent)
*3BB, CC!, 22A, 87d.
*3B, CC!, 6:6 - 61d.~59d. (on tech)
*3B, CC!, 2A+B236, CR K - 75d.
*BS 1A, CC!, BS 22B, CC!, 6:6 - 89d.
*MCHT K, CC!, BS 22B, CC!, 6:6 - 81d.
*CH MCHT K, CC!, BS 66K, BS 2K - 73d.
*CH MCHT K, CC!, BS 66K, CC!, BS 22B - 82d.
*4A+B (3 hits), CC!, BS AA, CC!, BS 1K, BS 2B+K, MCHT K - 120d.~128d. (on tech)
*CH 6B, CC!, 66B, 6:6B, CC!, 1K, 6:6 - 80d.
*CH 6B, CC!, 66B, 6:6B, CC!, 1[K], BS 2B+K, MCHT K - 98d.~110d. (on tech)
*WR , MCFT A+K, CC!, 2A+B236, CR K - 87d.
*2A+B, CC!, 44, MCHT 66 - 87d.
*CH 2A+B236, MC B+K, CC!, 22B, CC!, BS 33B - 80d.
*CH 2A+B236, MC B+K, CC!, 6:6, CC!, 2A+B236, CR K - 83d.
*1K, 6:6B, CC!, 2A+B236, CR K - 98d.
*1K, CC!, BS 3B, CC!, BS 2A+B64 - 100d.
*1K, CC!, BS 22B, CC!, 2A+B236, CR K - 102d.
*1K, CC!, BS 4A+B (4 hits), CC!, 22A - 65d.
*1K, CC!, BS A+B, CC!, 2A+B236, CR K - 103d.~98d. (on tech)
*BS 3B, CC!, BS 3B, CC!, BS 2A+B64 - 112d.
*6:6B, CC!, [B+K] (3 hits), CC!, 66B, 6:6B, 11BBB - 106d.
*6:6B, 66B, 6:6B, CC!, 1K, W!, A+B, CC!, aBB, BS 22B - 86d.
*BS 22_88K, CC!, BS 1K, CC!, BS 66K, BS 22B - 95d.~133d. (on tech)
*BS 22_88K, CC!, BS FC 2B, BS 22B, CC!, 6:6 - 76d.
*BS 6K, CC!, BS 1K, CC!, BS 4KA - 82d.
*BS 33BB, CC!, BS 1K, CC!, BS 3B, BS A+B, 2A+B236, CR K - 113d.
*FC 3B, CC!, 2A+B236, CR K - 78d.
*CH BS 22_88A, CC!, BCR B, BS 1K, CC!, BS 3B, BS 66K, BS 22B - 127d.~151d. (on tech)
*CH BS 22_88A, CC!, BS 4BA, CC!, BS 2A+BG, MCHT 66 - 95d.
*CH BS 22_88A, CC!, BS 6ABB, CC!, 2A+B236, CR B+K, MCFT 6A+K, MCFT B - 103d.
*CH BS 22_88A, CC!, BS 6ABB, CC!, 2A+B236, CR B+K, MCFT 6A+K, W!, MCFT B+K, MCFT 6A+K, MCFT B - 141d.
*CH BS 22_88A, CC!, BS 6ABB, CC!, 66B, 6:6B, 11BBB - 105d.
*BS 4K, CC!, BS 66K, CC!, BS 22B - 79d.
*MCHT A, CC!, BS 22B, CC!, 6:6 - 77d.
*MCHT A, CC!, BS 33BB, CC!, 6:6 - 81d.
*MCFT A, CC!, 4K, CC!, FC 3B - 80d.
*MCFT A, CC!, WR , MCFT A+K, CC!, 1B - 77d. (with +10 advantage)
*MCFT A, CC!, WR , MCFT A+K, CC!, 2A+B236, CR K - 85d.
*MCFT A, CC!, WR A, CC!, 2A+B236, CR B+K, MCFT 6A+K, MCFT B - 109d.
*MCFT B+K, CC!, 44A+K, CC!, 2A+B236, CR A+B - 153d.~176d. (on backwards AC'ing opponent it will hit grounded)


Thats it for me, I'll keep this thread updated, and I hope at least some people are interested...
 
Maybe get some damage for this and list that character's atk. %... that'd be nice... sounds cool at least...
Voldo Cancel Combos added~
The last combo is completely inescapable near a wall, but it requires specific timing in order for the 2A+B236 to hit grounded in the center of a stage...
 
This isn't the kind of thing I would document specific damage numbers for, but I'll post a few situations where I feel CC is useful. There's way too many applications of CC to have an easy time documenting it, but not very many that are worth noting due to damage reduction and how much Soul Gauge is taken each time. Also, since characters will always have varying attack/defense stats in Special vs, I see even less reason to post the actual numbers for combo damage. Anyway, here are some tips for characters I've messed with;

-Turns many of Rock's (hit), ground throw combos into (hit), CC!, crouch throw, etc.
-CCing after many of Setsuka's stun hits will allow you to combo into the B+K series for serious damage.
-Doing 66B, CC!, 44K on Nightmare is BADASS. not to mention it ROs across half the fucking stage. Minorly ACable.
-Hilde+CC doesn't work, since CC resets her charges. Don't bother.

I'll mess with more later, I don't have all my characters at the appropriate level to equip CC.
 
I'm sure there could be at least a couple things with Hilde that Charge Cancel helps out...
I never said this would be easy, lol...
These combos are complex and challenging which is what I like about them, on that note I can't wait for Tekken 6...
These are good situations, but no matter how much Soul Guage is taken away by Charge Cancel, this is just for fun, and the damage is sort of a proof that this is what you get when you do this combo right, and it's what most people look at to judge how important the combo is... testing all these combos on regular Nightmare would be a nice comparison, I'll rule it I suppose...
But just because a combo isn't damaging it doesn't mean it doesn't look cool... you know???
 
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