Sure Marduk players know about this already but what's new is- its very consistent.
meaning if you have trouble timing VTSc, f,f+1+2 you can rely upon it for some
extra damage & leave:
d/f+1, 2, d/f+4,2 B! d/f+3,1, f+1+3_2+4.
Other than this, the first juggle works equally easy from d/f+3,d+1, d+1+2 etc.
keeping up with the namco tradition of dumbing shit down, i found a combo that replaces my staple combo does the same damage and requires no VTSc.
my old open field juggle was launcher, 2, d/f+4,2,B!, d/f+3,1,2,VTSc, 1+3. i like the 1+3 ender as it has better oki than the ff+1+2, i'm not super consistent with the ff+1+2 and its only 5 more damage than the 1+3.
well now i just found out that launcher, 2,2, d/f+4,2,B!, d/f+3,1, f+1+3 does the same damage with no need to VTSc. i dont mess up VTSc often but this new juggle is really idiot/tourney nerves//distraction proof.
god i hate you namco.
also somebody see if they can find a better juggle off of f+2,d+1,2 in the back. all ive got is d/b+1, WS+1,2
it still does like mid 80s damage but i want MOAR!!!!
just played with both statements... unless im doing something wrong, i cant actually hit that juggle unless its off d/f+3,d+1. i think im gonna keep my vstc
and you have the best idea i can think of for f+2,d+1,2 in the back on open ground unless you want to just do ws+1 vts into throw or tackle after they tech...
something funny for you colin... if you do the wall tech trap ive talked about earlier, you can do f+2,d+1,2 in their back and land d/f+4,2 B!
im not sure if its cuz the wall pushes you closer or its off axis... who knows. but bind works in that instance.
i noticed that with d/f+1 max range that juggle is iffy, but off of d+1+2, d/f+3,d+1, or qcf+1 it works well.
i messed around and the d/b+1 WS+1,2 juggle is indeed the best option i could find. tackle afterwards is a good tech trap, to one side you get the UB tackle.
i like your tech trap but it seems like i needs to specific of a distance/angle at the wall to be used often.
after seeing the feng and ganryu 2 hit launcher tech traps i was hoping craig would have something similar in d/f+3,d+1 or f+2, d+1,2 but couldnt get either to work really.
hmm
i havent played any tekken in a while, but i remember testing out that combo when u posted it. i dont remember getting off any launcher unless i was at range absolute 0.