Xiba Combo Discussion

22B is godly if used well and sparingly. Its a TC-ing (And later TJ-ing) Step-ing Mid wiff punisher for 74+ damage. Ducks most high horizontal step catchers and all regular grabs while stepping many vertical mid launchers.

3B doesn't have virtually any of these evasive qualities. Not necessarily meaning one is better than the other, but really just that these moves are to be used in different situations and not really interchangeably.
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.

and anyone airteching can avoid the followup KK leaving you at heavy disadvantage.
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.
 
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.

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
 
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.
 
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.
 
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.
 
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
 
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.
 
CH :6: :B: :K: :A+B: :B: as a combo for medium to larger chars. So far from exp and testing it doesn't work on smaller chars. The first hit will whiff and they can tech and you're open. But consistently with other chars all three hits connect doing more dmg than :2: :A+B: and it leaves me close to them on wakeup. Usually I try to follow up with another :6: :B: or a mixup depending on the situation.

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.
 
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
 
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?
 
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..
 
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
 
CH 66BBB, 6AkA+B+K .. strict timing, hits if you catch them as high as possible with the 6A portion.. you can follow the BE up with a step forward 6B.. this is strict timing as well. this combo is best used in the wall combo I posted earlier as a flashier yet less reliable alternative to the 3kB

AAK W!, 6BkA+B+K W!, 66BBB, 6AkA+B+K, step forward, 6B .. ends up being ~210-220 damage for 2 brave edges
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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