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tribaL
Old Post #1 The REAL Steve Fox combo thread
livin' in the past.
Member Since: Nov 2000
From: Japan
PSN: tribaL216
Posted: Dec 13th, 2004 07:33 Edit/Delete PostReply With Quote

since the other one has like, no posts, and no info in the first post, i'm jus going to type shit in here. i'll update often and change the format as we get more juggles in here. just a few to start off:

d/f+2-
1, 1,2,1~b, flk b+2
1, 1, 1,2,1~b, flk b+2
1,2,1~b, flk 1,1,(1),2
1, ff1, ff1...1,2,1~b (wall), flk 1,1,1,2
d/f+2~3,1~b, flk11f+1
d/ f+2(wall)~f+3,1+212121212121
~3,1,1, f+2,1~B, FLK 2_f+2**
d/f+1,2,1, f+2,1, f+2,1 (o_O!?)

u/f+2-
same as d/f+2 besides those noted as **

dck2-
DCK2 flk111 f+21 b+2
DCK2 flk111 1, ff+2_ffn+2
DCK2 flk111 121~b (wall) FLK1112
DCK2, d/f+1,2,1, f+2,1~b, flk b+2

d/f+2,2 (low launch)-
d/f+1+2
1,2,1~b, flk b+2
1, f+21~b, flk b+2

alb 2 (ch)_ff+2 (ch)_flk b+2 (ch)-
3,1~b, 1,1,(1),2
3,1~b, 1,1,1
d/f+2, 1,2,1~b, flk b+2

4,2 (ch)-
alb 2
alb d+2

d/b+3,2-
(wall) d/b+3,2

Last edited by tribaL on Dec 24th, 2004 at 06:32

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JannaKazama
Old Post #2
BIG $$$ JK
Member Since: May 2001
From: USA Minnesota
PSN: DarwinsB1tch
Posted: Dec 13th, 2004 13:57 Edit/Delete PostReply With Quote

u/f+2 you can do the standard steve combos
d/f+121~b 11(1)2 or
d/f+121~b, 1f+1(sometimes you can do 2 flicker jabs based on spacing)


those 2 juggles are the easiest damage possible



launcher, 121, flicker 2 is good because i believe if you just do flicker 2 without flicker jabs it slams down with good oki


DCK2 d/f+1~b+3,1 is notable just because i always hoped i could hit b+3,1 in a juggle...but its useless


but um thats just to contribute

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Breakin Gorilla
Old Post #3
Tekken Maniac
Member Since: Aug 2004
From: England
Posted: Dec 13th, 2004 14:15 Edit/Delete PostReply With Quote

Okay I was just think after the typical counter hit stuff that leaves the opponent standing and open for combos (CH alb spin, CH quick Hook, CH flk B+2) can you use d/f+2 to get them into the air to do a variation of juggle or should we rely on the old 3,1~b, 1~b, 1,f+1 (oki game) or if near wall 3,1~b, 1~b, 1~b, B+2 (for wall game). Then again if the 3,1 combos are more damaging then I'll do them any way but just in case there are some more damaging options I'd like to know please

Also what's the best combo for after CH b+3,1 cos I've always been crap at those combos and need to know what gets them launched or at the minimum what puts them down for oki game (and if they do nice damage to that would be great ) Thanks you lots and lots in advance of your great wisdom

Sorry I just realised that I didn't read the first post properly, can you d/f2,2 low launch after the CH stuff I listed, also what combos are available from a low launch and what damage and variations are there to it? Once again, thanks.

Last edited by Breakin Gorilla on Dec 13th, 2004 at 14:20

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FatCat
Old Post #4
Tekken Newbie
Member Since: Feb 2001
Posted: Dec 13th, 2004 18:22 Edit/Delete PostReply With Quote

Somebody posted in the Steve thread that arcadia posted:
After low parry, df+22, 1, f+21~b, flk b+2.

If that works, then perhaps it will always work for low level juggle. Other than that, I just see people mention df+1+2 for low level juggle, into a cheap shot or oki.

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Breakin Gorilla
Old Post #5
Tekken Maniac
Member Since: Aug 2004
From: England
Posted: Dec 14th, 2004 15:02 Edit/Delete PostReply With Quote

Just thought of some thing that you might be able to do but I'm a bit iffy on(if you don't understand me, iffy means unsure). After a DCK2 could you get a (2),1 like the old combo from T4 but but instead of doing 1,2,1~b, FLK B+2, do d/f+2,2 to get a low level launcher and combo from there? so it would go DCK2, (2),1, d/f+2,2, 1, f+2,1~b, FLK B+2 (or even 1,f+1 at FLK for oki game). Or would you have to go DCK2 straight to d/f+2,2 for the low level launcher, either way I don't know if any is possible but I might go have a try for it at least. As far as kicks go in a combo, Steve for me has to be punches all the way

Thanks for reading to the rantings of a mad man

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JinDo
Old Post #6
Royal Tekkenite
Member Since: Oct 2002
Posted: Dec 15th, 2004 05:49 Edit/Delete PostReply With Quote

Quote
Originally posted by FatCat
Somebody posted in the Steve thread that arcadia posted:
After low parry, df+22, 1, f+21~b, flk b+2.

If that works, then perhaps it will always work for low level juggle. Other than that, I just see people mention df+1+2 for low level juggle, into a cheap shot or oki.



how can the first 1 hit in low level?
it hits coz the df+22 takes them into mid level after low parry

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Breakin Gorilla
Old Post #7
Tekken Maniac
Member Since: Aug 2004
From: England
Posted: Dec 15th, 2004 18:42 Edit/Delete PostReply With Quote

So after d/f+2,2 you can only get mid and low hits, ok, I'll start rethinking the plan on the re-launch (esque) combo, thanks.

Also, tribal you posted that off a d/f+2,2 low launch you can get a 1,2,1~b, FLK b+2. Is there any way you can get a FLK 1,f+1? Possibly 2,1~b before or maybe something else (cos if it's like the re~ish-launch combo then there would be 2 lots of 2,1 in there and I like variation, I'm a bit picky) so that you have d/f+2,2 (low launch), 2,1~b, FLK 1,f+1 (for oki game).

P.S. I'll post if I have any success, thanks.

Last edited by Breakin Gorilla on Dec 15th, 2004 at 18:51

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Leviatan
Old Post #8
Tekken Master
Member Since: Jun 2002
From: USA New York
PSN: libertador22
Posted: Dec 16th, 2004 01:41 Edit/Delete PostReply With Quote

Today I tried d/f+1,2,1(CH) after that I did u/f+4, 2,1(flicker),1,d+1. It worked, try this one.

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Murakumo
Old Post #9
King of Iron Fist
Member Since: Jan 2000
From: USA Washington
PSN: TZMurakumo
Posted: Dec 16th, 2004 10:22 Edit/Delete PostReply With Quote

d/f+2,2, 1, f+2,1~b, [FLK]b+2 does work... pretty iffy though.

I often am just out of range for 1 to hit... I don't appear to have enough time for dash 1. Sometimes the [FLK]b+2 is just out of range even if everything else hit. It all depends on the range starting the combo IMO, and how far you're angled to the side after each individual low parry (and to which side).

Fortunately, I was tech catching with run up d/f+2,2... it seemed to work fine all day long from that setup (good angle+close).

On a note, if you hit standinding Marduk with d/f+2,2, then the second 2 hits, it does not whiff, then you get 1 at it's furthest range leading me to believe that on standing Marduk you can get either...
-d/f+2,2, 1, f+2,1~b, [FLK]b+2 (making it essantially the same way of performing the combo for standing or ducking Marduk)
or...
-d/f+2,2, 1,(2),1~b, [FLK]b+2 or something of the sort.

I think d/f+2,2 reacts the same against Jimpachi as it does against Craig.

To get to the wall, the most I could hit into FLK was...

1, ff, 1, ff, 1, ff, 1, ff, 1,(2),1~b

My stupid setup for tech catch was...

1, ff, 1, ff, 1, ff, 1, ff, 1,2 then run forward.
a)If you got to a wall 1,2,1,2 or 1,2,1,d+2
b)If you didn't get to a wall and they tech rolled, d/f+2,2 worked as a catch from running up. Then free combo (including 1,2,1~b, [FLK]1,1,1,2 if you got close enough to a wall by then).
c)If they tech back roll, I think the run turns into the unblockable shoulder? Still have to check this.
d)If they roll forward, it would be free running d/f+1,2,1~b into juggle. But can you tech forward roll?
e)Not sure if they have time to kick before you run them over or do something.

It seems they usually teched and got caught into another juggle. So, weaker juggle, longer range, more damage if you make it to a wall, and possible tech catch if you don't. Say you do it, tech catch, then make it to a wall... about 70-80% or so total.

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Cynnik
Old Post #10
Moderator alot deep
Member Since: Feb 2000
From: USA California
PSN: Cynnik
Posted: Dec 16th, 2004 12:03 Edit/Delete PostReply With Quote

best non-wall juggle seems to be [DCK] 2, d/f+1,2,1, f+2,1~b, [FLK]b+2 in terms of damage. Just about 1/2 life. Off d/f+2 launcher seems to get about 40%.

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JannaKazama
Old Post #11
BIG $$$ JK
Member Since: May 2001
From: USA Minnesota
PSN: DarwinsB1tch
Posted: Dec 16th, 2004 13:48 Edit/Delete PostReply With Quote

Quote
Originally posted by Cynnik
best non-wall juggle seems to be [DCK] 2, d/f+1,2,1, f+2,1~b, [FLK]b+2 in terms of damage. Just about 1/2 life. Off d/f+2 launcher seems to get about 40%.

i beg to differ!

BOW TO MY COMBO GREATNESS!!!

DCK2 iFLK1(1)1 2,1~b, 1(1)2!!!!!!!!!!!!!!!



also
DCK2 FLK111 f+21 b+2
DCK2 FLK111 1, ff+2_ffn+2
DCK2 FLK111 121~b(WALL) FLK1112
(basically you can do almost anything after flicker 111....i have been TRYING to hit 111 into fff+2...alas i dont think my instant running 2's are that fast yet though)

d/f+2(wall)~f+3,1+212121212121etc
d/f+2~3,1~b, flk11f+1



there are a few more things i got up my sleeve...but i want to play with them more

Signature"Snapple: Babies aren't dishwasher safe
Who doesn't know that Snapple? Well, I suppose, If they save at least one it was worth it."

"Kangaroo's can't jump backwards. You are going to remember that for years, you will be on vacation in Australia and your friend will be getting attacked by a rabid kangaroo and you will yell 'GET BEHIND HIM!!!...wait how did I KNOW that??!?'
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salmon spartan
Old Post #12
Royal Tekkenite
Member Since: Dec 2004
From: USA Colorado
Posted: Dec 16th, 2004 15:31 Edit/Delete PostReply With Quote

ive been using d/f 2 1,2, 1+2 al the time. i sthere anything that is that easy to time? i have no practicet time since whenever i go i have a line of ten guys to deal with, so i need sometnihg till my timing gets better. also , is there anything guaranteed of of the 4,2 or b 2?

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Cynnik
Old Post #13
Moderator alot deep
Member Since: Feb 2000
From: USA California
PSN: Cynnik
Posted: Dec 16th, 2004 22:51 Edit/Delete PostReply With Quote

Quote
Originally posted by JannaKazama
i beg to differ!

BOW TO MY COMBO GREATNESS!!!

DCK2 iFLK1(1)1 2,1~b, 1(1)2!!!!!!!!!!!!!!!



also
DCK2 FLK111 f+21 b+2
DCK2 FLK111 1, ff+2_ffn+2
DCK2 FLK111 121~b(WALL) FLK1112
(basically you can do almost anything after flicker 111....i have been TRYING to hit 111 into fff+2...alas i dont think my instant running 2's are that fast yet though)

d/f+2(wall)~f+3,1+212121212121etc
d/f+2~3,1~b, flk11f+1



there are a few more things i got up my sleeve...but i want to play with them more



those juggles you mentioned are about the same or less in damage as the one i posted. its not tremendously more damaging than mine.

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JannaKazama
Old Post #14
BIG $$$ JK
Member Since: May 2001
From: USA Minnesota
PSN: DarwinsB1tch
Posted: Dec 17th, 2004 14:45 Edit/Delete PostReply With Quote

ok you said BEST combo...which implies a whole lot more than just damage but ya if you wanna WAX that shit on me then
YES my juggle does 10% more than yours so.....eat me

the rest is just juggle conversation

Signature"Snapple: Babies aren't dishwasher safe
Who doesn't know that Snapple? Well, I suppose, If they save at least one it was worth it."

"Kangaroo's can't jump backwards. You are going to remember that for years, you will be on vacation in Australia and your friend will be getting attacked by a rabid kangaroo and you will yell 'GET BEHIND HIM!!!...wait how did I KNOW that??!?'
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Ray Guy
Old Post #15
Tekken Maniac
Member Since: Dec 2004
From: Singapore
Posted: Dec 18th, 2004 01:59 Edit/Delete PostReply With Quote

Can someone tell me, how to do Steve's ten hit combo. I watched the video several times, but I can't seem to do it.

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Cynnik
Old Post #16
Moderator alot deep
Member Since: Feb 2000
From: USA California
PSN: Cynnik
Posted: Dec 18th, 2004 02:47 Edit/Delete PostReply With Quote

Quote
Originally posted by JannaKazama
ok you said BEST combo...which implies a whole lot more than just damage but ya if you wanna WAX that shit on me then
YES my juggle does 10% more than yours so.....eat me

the rest is just juggle conversation



no, i said best juggle IN TERMS OF DAMAGE, not best in terms of style or other bullshit. i wasnt sure if he had more damaging juggles than the one i posted so far and i was just looking for damage. so go reread the post so you dont get your panties all up in bunch again.

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Stoic Steve
Old Post #17
King of Iron Fist
Member Since: Apr 2002
Posted: Dec 18th, 2004 06:13 Edit/Delete PostReply With Quote

Well I cant give away my top tier juggle so lets just go with
D/f+2, d/f+1,1+2, f+2,1~B,b+2

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MarkMan
Old Post #18
Senior Moderator SDTEKKEN.COM
Member Since: Jan 2000
From: USA California
PSN: MarkMan
XBL: MarkManSDT
Posted: Dec 18th, 2004 11:17 Edit/Delete PostReply With Quote

Yawn...

d/f+2~3,1,1, f+2,1~B, FLK 2_f+2

Signature- MarkMan
][ [ W W W . S D T E K K E N . C O M] ][
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Stoic Steve
Old Post #19
King of Iron Fist
Member Since: Apr 2002
Posted: Dec 18th, 2004 19:30 Edit/Delete PostReply With Quote

Quote
Originally posted by MarkMan
Yawn...

d/f+2~3,1,1, f+2,1~B, FLK 2_f+2



Hmmm sounds pretty cool Ill have to see what you can do off this .

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Ray Guy
Old Post #20
Tekken Maniac
Member Since: Dec 2004
From: Singapore
Posted: Dec 19th, 2004 02:04 Edit/Delete PostReply With Quote

Can someone tell me how to do Steve's ten-string?

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JannaKazama
Old Post #21
BIG $$$ JK
Member Since: May 2001
From: USA Minnesota
PSN: DarwinsB1tch
Posted: Dec 20th, 2004 13:42 Edit/Delete PostReply With Quote

Quote
Originally posted by Cynnik
no, i said best juggle IN TERMS OF DAMAGE, not best in terms of style or other bullshit. i wasnt sure if he had more damaging juggles than the one i posted so far and i was just looking for damage. so go reread the post so you dont get your panties all up in bunch again.

you need a hug dont you

not my job, but what is...is the fact that i posted one that does more, has better options/variants and looks prettier AND my cock is bigger than yours too

Signature"Snapple: Babies aren't dishwasher safe
Who doesn't know that Snapple? Well, I suppose, If they save at least one it was worth it."

"Kangaroo's can't jump backwards. You are going to remember that for years, you will be on vacation in Australia and your friend will be getting attacked by a rabid kangaroo and you will yell 'GET BEHIND HIM!!!...wait how did I KNOW that??!?'
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Psylent1
Old Post #22
Tekken Guru
Member Since: Dec 2004
From: United States
Posted: Dec 20th, 2004 19:40 Edit/Delete PostReply With Quote

Quote
Originally posted by MarkMan
Yawn...

d/f+2~3,1,1, f+2,1~B, FLK 2_f+2



(How much damage does that do? Does it have any spacing restraints?)

EDIT: About 50% and you have to be pretty close

Last edited by Psylent1 on Dec 25th, 2004 at 06:07

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Breakin Gorilla
Old Post #23
Tekken Maniac
Member Since: Aug 2004
From: England
Posted: Dec 21st, 2004 23:17 Edit/Delete PostReply With Quote

Quote
d/f+2~3,1,1, f+2,1~B, FLK 2_f+2


I pressume that you use the FLK 2 for oki and f+2, well at the moment I can't remember what f+2 is but could you do B+2 for wall game? Just wondering two things though, wouldn't the second 1 after 3,1 be very hard to land? I just haven't experimented much using both the punches as it doesn't come naturally, I only use them in CH combos and then I only use one to launch them. Secondly can you replace the FLK 2 with 1,f+1 or is the range to much? same goes for the f+2, can you replace it with 1~b, B+2?

Also can some one give me some good damage combos off b+3_4,1 (the one based for counter hits, not the large overhead swing that hits mid) as well as some thing fresh for the other CH things, as much as I like 3,1~b, 1~b, 1,f+1 I just want to use something new and if you guys know some thing more damaging with the same oppertunaties it would be great. Thanks in advance of your great knowledge

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Cynnik
Old Post #24
Moderator alot deep
Member Since: Feb 2000
From: USA California
PSN: Cynnik
Posted: Dec 22nd, 2004 11:23 Edit/Delete PostReply With Quote

Quote
Originally posted by JannaKazama
you need a hug dont you

not my job, but what is...is the fact that i posted one that does more, has better options/variants and looks prettier AND my cock is bigger than yours too



ok, sorry to say but you're fuckin gay...... and so is your juggle!!!

that is all.

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*Disco*fabulous
Old Post #25
White Devil
Member Since: Jul 2002
From: USA California
PSN: kalijon
Posted: Dec 23rd, 2004 09:13 Edit/Delete PostReply With Quote

Reading TZ is not as much fun as T5


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