What's new

Combo List - Tanya Tanya Combo Thread

xXstealthflameXx

Finding a Main
Using DN, in the combo 112, DF3, D2, F2, D2, F2, JI2, ect, I am having trouble with the final F2 into JI2. Tanya will, for whatever reason, not turn around. I am using Sub Zero as a dummy in practice, so any advice would be appreciate.
If Tanya doesn't hit them crossup and attacks the wrong way, you're doing it too early. Also, do ji1.
 
Anyone have any good DN bnbs against goro in the corner off of 112? the only consistent thing i can get is 112>df2>pogo>njp>run under>34>db4
Your 112 combo is good although you dont have to run you can just dash regularly and do 34 db4.112, df3, d2 (pogo) , d2 (pogo), d2(delayed) njp, (regular dash under) 34, db4 (32%) ofcourse if you want to run to make it more comfortable you can. Off of f2 I can get a better combo everytime. F2, df3, d2 pogo, f2 d2 pogo, f2, (it crosses up large charcter in corner)j2, f2 df3, j1, 2u4, (dash) 34, db4 (38%) It sounds confusing but I would just do f2 or 112 to pogo d2 then f2 pogo and while your doing that watch where goro or the large character ends up and then do the 1 of two combos. Heres a link its more consistent on f2 tho.
sorry to sound confusing
 

Burnout

Keep et Classy
Bunch of Dragon Naginata combos. Most of them I'm sure it's already known but just for the sake of my kombo video kollection.



Combo1: f3 (hold) - Run - f2 xx db4 (23%)
Combo2: b32 xx TP Cancel - 112 xx db4 (22%)
Combo3: b32 xx TP Cancel - 34 xx db4 (24%)
Combo4: b32 xx TP Cancel - Throw (19%)
Combo5: f2 xx fTP - d2 - f2 - d2 - njP - RUN - 34 xx db4 (32%)
Combo6: 112 xx fTP - d2 - f2 - d2 - f2 - jiP - b32 (29%)
Combo7: 112 xx fTP - d2 - f2 - d2 - f2 - jiP - b32 xx TP Cancel - Throw (33%)
Combo8: 112 xx fTP - d2 - f2 - d2 - f2 - jiP - 2u3 - Run - 34 xx bf2 (34%)
Combo9: 112 xx fTP - d2 - f2 - d2 - f2 - jiP - 2u3 - Run - 34 xx db4 (35%)
Combo10: f2 xx fTP - d2 - f2 - d2 - njP - jiK xx fTP - jiP - Run - f2 xx db4 (31%)
Combo1bar1: f2 xx fTP - d2 - f2 - d2 - f2 - jiP - 2u3 - Run - 34 xx EX fTP - jiP xx fTP - njP - 34 xx bf4 (41%)
Combo1bar2: f2 xx fTP - d2 - f2 - d2 - f2 - jiP - 2u3 - Run - 34 xx EX fTP - jiP xx fTP - njP - 34 xx bf2 (41%)
Combo1bar3: b32 xx TP Cancel - 4 xx EX bf4 - 112 xx bf4 (29%)
Combo1bar4: 112 xx fTP - d2 - f2 - d2 - f2 - jiP - 2u3 - Run - 4 xx EX bf4 - 4 xx bf4 (38%)
Combo1bar5: 112 xx fTP - d2 - f2 - d2 - f2 - jiP - 2u3 - Run - 4 xx EX bf4 - 34 xx db4 (40%)
Korner1: 112 xx fTP - d2 - f2 - jiP - d2 - 1 - 4 - 34 xx db4 (38%)
Korner2: 112 xx fTP - d2 - f2 - jiP - 4 xx fTP - d2 - f2 - jiP - 2u3 - njP - jiK - 4 - 112 xx db4 (41%)
Korner3: f2 xx fTP - d2 - f2 - d2 - b2 - jiP xx fTP - jiP - 2u3 - njP - jiK - 4 xx db4 (36%)
Korner1bar1: (Male Characters only) 112 xx fTP - d2 - f2 - jiP - 24 xx fTP - d2 - f2 - jiP - 24 xx EX bf4 - njP - 4 - 11 - 11 - Throw (45%)
 

M2Dave

Zoning Master
Bread and butter Pycromancer combos?

f+2 / b+3,1 xx EX forward teleport, JK xx back teleport, NJP, run 3,4 xx flip kick. 33% / 32%.

2, u+3, run 3,4 xx EX forward teleport, JK xx forward teleport, NJP, run 4 xx flip kick. 34%.

Fully charged f+3, f+2,2 xx EX forward teleport, JK xx back teleport, NJP, run 4 xx flip kick. 37%.

If Dark Shroud hits, fully charged f+3 / appropriately run canceled b+3 seems to be a safe 50/50 mix up.

Fully charged f+3 cannot be interrupted with any move, including X-Rays, after Dark Shroud hits.

Any better combos?
 

DarksydeDash

You know me as RisingShieldBro online.
Bread and butter Pycromancer combos?

f+2 / b+3,1 xx EX forward teleport, JK xx back teleport, NJP, run 3,4 xx flip kick. 33% / 32%.

2, u+3, run 3,4 xx EX forward teleport, JK xx forward teleport, NJP, run 4 xx flip kick. 34%.

Fully charged f+3, f+2,2 xx EX forward teleport, JK xx back teleport, NJP, run 4 xx flip kick. 37%.

If Dark Shroud hits, fully charged f+3 / appropriately run canceled b+3 seems to be a safe 50/50 mix up.

Fully charged f+3 cannot be interrupted with any move, including X-Rays, after Dark Shroud hits.

Any better combos?
Some overhead combos:
40% midscreen with dust and off fully charged F3:
F3, F2xxMB front teleport, Jkxx Front teleport, NjP, Run, B312.

39% corner activates dust during combo:
F3 fully charged, 24xxMB dust, 112xx fireball

37% in corner activates dust during combo:
2u3, 4xx MB'd dust, 11, 112xx fireball

Easier version: lose 1%
2u3, 4xx MB'd dust, b312

Just trying to help. :)
 
Last edited:

Pan1cMode

AUS FGC represent!
Bread and butter Pycromancer combos?

f+2 / b+3,1 xx EX forward teleport, JK xx back teleport, NJP, run 3,4 xx flip kick. 33% / 32%.

2, u+3, run 3,4 xx EX forward teleport, JK xx forward teleport, NJP, run 4 xx flip kick. 34%.

Fully charged f+3, f+2,2 xx EX forward teleport, JK xx back teleport, NJP, run 4 xx flip kick. 37%.

If Dark Shroud hits, fully charged f+3 / appropriately run canceled b+3 seems to be a safe 50/50 mix up.

Fully charged f+3 cannot be interrupted with any move, including X-Rays, after Dark Shroud hits.

Any better combos?
Against bigger hitbox chars you can go f2~df3, j2, for some meterless stuff. It's char specific but you do get some nice damage off it though.
 

delbuster

hungry
nah f2 fteleport jd2 works on every char, but doesn't quite go into jd2 pf2 jd2 pf2 ji1 on really big chars so you do jd2 pf2 jd2 p2 njP on those guys (does a little less dmg)

f2 fteleport ji1(and ji2) does not work on every char

(p = pogo)

in corner, things get super wonky and i think corner drag nag combos being wonky is why i won't main her sadly. the pogo stuff is really weird on normal sized male chars - f2 fteleport jd2 sometimes leaves them in the corner and sometimes puts tanya in the corner.
if it leaves them in the corner, just do jd2 p2 jd2 and that will put them out of the corner so pf2 ji1 will work and put them back in the corner.

you can definitely make it work but i can't confirm it fast enough.

anyway here are the best drag nag combos i know that go into the pogo stuff. dont remember damage

midscreen
normal sized chars
f2/112 fteleport jd2 pf2 jd2 pf2 ji1 2u3 34 db4
(1 meter) f2/112 fteleport jd2 pf2 jd2 pf2 ji1 2u3 run 4 exFteleport j3 airFteleport(hold down) njP slight walk forward 34 db4

big chars
f2/112 fteleport jd2 pf2 jd2 p2 njP 34 db4
f2/112 fteleport ji1 f2 fteleport ji1 2u3 34 db4
(1 meter) f2/112 fteleport ji1 2u3 run 4 exFteleport j3 airFteleport(hold down) njP slight walk forward 34 db4

corner (YES there are better combos than these, but they are way hard and need very close to the corner)
vs females and normal size males most of the time (basically the same starter, different ender after 2u3)
f2/112 fteleport jd2 pf2 jd2 pf2 ji1 2u3 run 4 4 112 db4
(POSSIBLE njP after 2u3 if you are very close to corner)

vs normal size males right in corner (basically same starter but sometimes teleport jd2 doesn't cross)
f2/112 fteleport jd2 p2 jd2 pf2 ji1 2u3 run 4 4 112 db4

big chars i haven't really optimized yet so ye
 

Pan1cMode

AUS FGC represent!
nah f2 fteleport jd2 works on every char, but doesn't quite go into jd2 pf2 jd2 pf2 ji1 on really big chars so you do jd2 pf2 jd2 p2 njP on those guys (does a little less dmg)

f2 fteleport ji1(and ji2) does not work on every char

(p = pogo)

in corner, things get super wonky and i think corner drag nag combos being wonky is why i won't main her sadly. the pogo stuff is really weird on normal sized male chars - f2 fteleport jd2 sometimes leaves them in the corner and sometimes puts tanya in the corner.
if it leaves them in the corner, just do jd2 p2 jd2 and that will put them out of the corner so pf2 ji1 will work and put them back in the corner.

you can definitely make it work but i can't confirm it fast enough.

anyway here are the best drag nag combos i know that go into the pogo stuff. dont remember damage

midscreen
normal sized chars
f2/112 fteleport jd2 pf2 jd2 pf2 ji1 2u3 34 db4
(1 meter) f2/112 fteleport jd2 pf2 jd2 pf2 ji1 2u3 run 4 exFteleport j3 airFteleport(hold down) njP slight walk forward 34 db4

big chars
f2/112 fteleport jd2 pf2 jd2 p2 njP 34 db4
f2/112 fteleport ji1 f2 fteleport ji1 2u3 34 db4
(1 meter) f2/112 fteleport ji1 2u3 run 4 exFteleport j3 airFteleport(hold down) njP slight walk forward 34 db4

corner (YES there are better combos than these, but they are way hard and need very close to the corner)
vs females and normal size males most of the time (basically the same starter, different ender after 2u3)
f2/112 fteleport jd2 pf2 jd2 pf2 ji1 2u3 run 4 4 112 db4
(POSSIBLE njP after 2u3 if you are very close to corner)

vs normal size males right in corner (basically same starter but sometimes teleport jd2 doesn't cross)
f2/112 fteleport jd2 p2 jd2 pf2 ji1 2u3 run 4 4 112 db4

big chars i haven't really optimized yet so ye
I was talking about in pyro. You can get a normal jump attack after f2 against some of the bigger hitbox characters.
 

Pan1cMode

AUS FGC represent!
Just did a massive update of the first post. If there are any errors/amendments necessary please let me know!

Also keep those combos coming and I'll endeavour to keep the first post up to date.
 

Gruff757

The Gruff
Corner
112xxEXdf3, 4xxdf3, NJP, JiK, d1, 112xxdf2 ~ 1 Bar/32%/Shrouded
112xxEXdf3, 4xxdf3, NJP, JiK, b312 ~ 1 Bar/32-36%
 

PaletteSwap

Misanthropiate
I don't know the properties of the teleport to know if this is safe or viable, but in training I'm loving instant air teleport cross up jip as a combo starter. Here's some stuff I've been messing around with. Disregard the two meter combo. Just got carried away there.