What's new

Combo List - Tanya Tanya Combo Thread

kevkopdx

Kombatant
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.
Technically speaking, what youre doing is a regular teleport not an instant air teleport. Theyre not bad combos, but these are all easily blocked.
 

PaletteSwap

Misanthropiate
Technically speaking, what youre doing is a regular teleport not an instant air teleport. Theyre not bad combos, but these are all easily blocked.
I know I could have teleported lower and the one in the video isn't technically an instant air teleport. The horizontal one is the one I'm referring to.

I'm going for swag over utility and mixups in these videos haha. I haven't really explored combos starting with b3, 1 yet. I'm gonna mess around with mixups and low starters today.
 

kevkopdx

Kombatant
I know I could have teleported lower and the one in the video isn't technically an instant air teleport. The horizontal one is the one I'm referring to.

I'm going for swag over utility and mixups in these videos haha. I haven't really explored combos starting with b3, 1 yet. I'm gonna mess around with mixups and low starters today.
shes really fun, keep it up!
 

kevkopdx

Kombatant
just out of curiousity, in kobu jutsu, is there any reason not to be using her 7 frame b2 as a punish/combo starter? it has a tiny bit more scaling than using 112 but has a bit more reach...

b2~df2,df1,mbdf2 j3, df3, njp, 34db4 is 32% not bad really

I dont recall seeing any combos using b2 as a starter anywhere in this thread
 

WidowPuppy

Attack pekingese
Dragon Naginata meterless corner

(8 frame punish) 112~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 12, 34~bf2 (41%)

(8 frame punish) 112~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 34~db4 (40%) Better oki than above

(10 frame punish) 24~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 12, 34~bf2 (42%)

(10 frame punish) 24~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 34~db4 (41%) better oki than above

(13 frame advancing mid) f2~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 12, 34~bf2 (41%)

(13 frame advancing mid) f2~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 34~db4 (40%) better oki than above
 

delbuster

hungry
Dragon Naginata meterless corner

(8 frame punish) 112~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 12, 34~bf2 (41%)

(8 frame punish) 112~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 34~db4 (40%) Better oki than above

(10 frame punish) 24~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 12, 34~bf2 (42%)

(10 frame punish) 24~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 34~db4 (41%) better oki than above

(13 frame advancing mid) f2~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 12, 34~bf2 (41%)

(13 frame advancing mid) f2~df3, d2~f2, j1, 24~df3, d2~f2, j1, 2u3, njp, 4, 34~db4 (40%) better oki than above
112 df3 d2 f2 j1 4 df3 d2 f2 j1 2u3 njp 4 4 112 db4 does 42.

relacing 24 with 4 probably scales the damage less
 
Last edited:

Pan1cMode

AUS FGC represent!
New midscreen pyro combos:

(8 frame punish) 112~df3(ex), j3~df3, njp, 11, f2~df2 (31%) [dust setup]

(13 frame advancing mid) f2~df3(ex), j3, df3, njp, 11, f2~df2 (30%) [dust setup]

(low) b31~df3(ex), j3, df3, njp, 11, f2~df2 (29%) [dust setup]

(overhead) f3(charged), RUN~f2~df3(ex), j3, df3, njp, f2~df2 (35%) [dust setup]


MALE ONLY, MUST INITIATE WITH TANYA IN CLOSED STANCE

(8 frame punish) 112~df3, j1, 2u3, RUN~34~db4 (29%)
(8 frame punish) 112~df3, j1, 2u3, RUN~11, f2~df2 (26%) [dust setup]

(8 frame punish) 112~df3, j1, 4~df3(ex), j3, df3, njp, 34~db4 (36%)
(8 frame punish) 112~df3, j1, 4~df3(ex), j3, df3, njp, 11, f2~df2 (34%) [dust setup]


All these combos except two of the male only ones end in dust at the costs of 2-3%. Considering the extra chip/damage gained off dust, I think this is more than a fair trade.

Thoughts?

@General M2Dave
@SaltShaker
@DarksydeDash
@Pyro Tanya users
 

SaltShaker

In Zoning We Trust
New midscreen pyro combos:

(8 frame punish) 112~df3(ex), j3~df3, njp, 11, f2~df2 (31%) [dust setup]

(13 frame advancing mid) f2~df3(ex), j3, df3, njp, 11, f2~df2 (30%) [dust setup]

(low) b31~df3(ex), j3, df3, njp, 11, f2~df2 (29%) [dust setup]

(overhead) f3(charged), RUN~f2~df3(ex), j3, df3, njp, f2~df2 (35%) [dust setup]


MALE ONLY, MUST INITIATE WITH TANYA IN CLOSED STANCE

(8 frame punish) 112~df3, j1, 2u3, RUN~34~db4 (29%)
(8 frame punish) 112~df3, j1, 2u3, RUN~11, f2~df2 (26%) [dust setup]

(8 frame punish) 112~df3, j1, 4~df3(ex), j3, df3, njp, 34~db4 (36%)
(8 frame punish) 112~df3, j1, 4~df3(ex), j3, df3, njp, 11, f2~df2 (34%) [dust setup]


All these combos except two of the male only ones end in dust at the costs of 2-3%. Considering the extra chip/damage gained off dust, I think this is more than a fair trade.

Thoughts?

@General M2Dave
@SaltShaker
@DarksydeDash
@Pyro Tanya users
Niceee stuff! I'm going to start using these asap. My 1 bar combos I have been ending in flip kick, and anything meterless with dust. Or if they already are in dust certain combos I would end in fireball or EX Fireball. This adds much more options for match damage.

I'd much rather end combos in dust for a couple of % less because the potential damage is huge and even the chip is more worth it. I'll be using these adjustments any time they aren't glowing.

Great work man!
 

DarksydeDash

You know me as RisingShieldBro online.
New midscreen pyro combos:

(8 frame punish) 112~df3(ex), j3~df3, njp, 11, f2~df2 (31%) [dust setup]

(13 frame advancing mid) f2~df3(ex), j3, df3, njp, 11, f2~df2 (30%) [dust setup]

(low) b31~df3(ex), j3, df3, njp, 11, f2~df2 (29%) [dust setup]

(overhead) f3(charged), RUN~f2~df3(ex), j3, df3, njp, f2~df2 (35%) [dust setup]


MALE ONLY, MUST INITIATE WITH TANYA IN CLOSED STANCE

(8 frame punish) 112~df3, j1, 2u3, RUN~34~db4 (29%)
(8 frame punish) 112~df3, j1, 2u3, RUN~11, f2~df2 (26%) [dust setup]

(8 frame punish) 112~df3, j1, 4~df3(ex), j3, df3, njp, 34~db4 (36%)
(8 frame punish) 112~df3, j1, 4~df3(ex), j3, df3, njp, 11, f2~df2 (34%) [dust setup]


All these combos except two of the male only ones end in dust at the costs of 2-3%. Considering the extra chip/damage gained off dust, I think this is more than a fair trade.

Thoughts?

@General M2Dave
@SaltShaker
@DarksydeDash
@Pyro Tanya users
Nice find! Quite practical and easy, keep up the good work.
 

SM StarGazer

The voice of reason in a Sea of Salt
I must say Tanya seems the most well-rounded throughout all stances. I'm slightly iffy on pyro because I'm alittle TOO zone happy when armed with such devices, besides Kobujutsu having that sweet melee pressure into back teleport(ha ha all I wanted was chip anyway) retreats. It's just...I dare say...fap worthy. So let me ask. Would you recommed that added chip from pyro or the more fluid, more safe(IMO) Kobuguessgame for a coward yet rushdown player?
 

Zoidberg747

My blades will find your heart
I dont know if it has been posted yet but you can get around 30% unbreakable damage in Kobu Jitsu(for 3 bars lolol)

Starter EX Toss EX Toss EX Toss Tonfa Toss. EX Toss is a great way to end matches because it is unbreakable. Won a few matches using it.