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:
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
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.
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
QuoteOriginally 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
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
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.
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%.
QuoteOriginally 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)
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?
QuoteOriginally 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)
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
QuoteOriginally 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.
QuoteOriginally 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
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
QuoteOriginally 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!!!