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retsu_himura
Iron Fist God
Joined: Nov 2001
Posts: 1544
From: Singapore
PSN: acceber evol samoht
XBL: ? ! ? ! ?
#1 “Quote” Edit Post
ok, I love ogre from the ttt, nice to see him back.
Anyway, let's me share some ogre juggle from Arcadia

df+1+2, UF,4, 3,2, db+1 b!, ff,b+4,3,3+4
ss+2, ub+3~f,1, 3,2, db+1 b!, hcf+2:1+2
ub+3~f,1, 3,2, db+1 b!, ff,b+4,3, f1+4
ws+2, df+1, 3,2, db+1 b!, ff,b+4,3,3+4
b+2 CH, 3,2, 1, db+1 b!, ff,b+4,3,3+4
f+4 or fc,df+2, d+3+4
df,df+2+4, u+1+2, df+1, df+2,1,2
Low parry, 3,2, b+4,3, f+1+4
pre b! Wall ender: df+3,2 b!, df+3+4,3+4
post b! Wall ender: 1,2,f1+4

Last edited by retsu_himura on Jan 28th, 2012 at 03:40

Signature Every new tekken series is a new game.
no matter how early u started tekken,
if u cant follow up with the changes then u'll be out for good.
retsu_himura
Iron Fist God
Joined: Nov 2001
Posts: 1544
From: Singapore
PSN: acceber evol samoht
XBL: ? ! ? ! ?
#2 “Quote” Edit Post
heres more:

raven/ogre
raven ws+1~5, ogre ub+3~f+1, 3,2, db+1~5 b!, raven ff,df+3, ogre ub+3~f+1,2,1+2

jack6/ogre
ogre f+1+2 w!, df+3,2~5 b!, jack6 u+1+2, ogre u+4~u~2

marduk/ogre
marduk uf+3 w!, vts f+1,2~5 b!, ogre hcf+2:1+2, marduk 1+3_2+4
Signature Every new tekken series is a new game.
no matter how early u started tekken,
if u cant follow up with the changes then u'll be out for good.
rbkaiser
Dragon Lord
Joined: Mar 2007
Posts: 852
From: Philippines
#3 “Quote” Edit Post
AMK DU 1+2,2 d+2~5 OGR 3,2 AMK uf+3 GS
OGR ws+2 b+4,3 3,2 db+1~5 AMK 1+2,2 OGR wr+1+2 (dunno if AMK 3+4,2 will work)
Signature Sadako <FTW-FC> -- til hell freezes over --
http://cosplay.ph/
co-discovered iGS (f~db~f+1) for the Kings

sadakoNeko Crescentine
leonized
War Lord
Joined: Oct 2011
Posts: 784
#4 “Quote” Edit Post
Alisa:Lead
Ogre:Assist

~*
ws2~3+4 fly3 ws4 b2,1~5B! TA df3+4 3+4 f414
df2 b1 ws12 b2,1~5B! TA df3+4 3+4 f414
uf4,4~5B! TA uf3,4,3+4 f414
b3+4 3+4~5 B! TA uf3,4,3+4 f414
ff1+2 d1 ws12 b2,1~5B! TA df3+4 3+4 f414
CH4 deep dash b1 ws 1,2 b2,1~5B! df3+4 3+4 f414


*the enders might need some dashing just calculate the space(though i think definitely does)

Red Life killer

1+2~5 df1 3,2 db1 B! dash b4,3,3+4

Wall bound

w! uf4,4~5B! TA uf1+2 1+2 ff1+2,2

_______________________________________

Ogre:Lead
Alisa:assist

~
df1+2 df3,2~5B! TA ff344 dash b4,3,3+4
ws2 u3+4~5B! TA fly 1,2,1,3+4 run ub3~F1,2,1+2
u4~u 1,2,1+2~5 B! TA ff344 dash b4,3,3+4
ss2 df1 32 db1~5B! TA db1~4 dash b4,3,3+4
CH b3_b2 iws4 3,2 db1~5B! TA ff344 dash b4,3,3+4

Red life killer

WM~5 f3+4~4 ws1+2* ws1,2 b2,1 B! dash f414 -fly4 needs to be fast
ws2~5 b1 ws12 f1 b43 B! f414
df1+2~5 b1 ws12 f1 b43 B! f414
ss2~5 b1 ws12 f1 b43 B! f414

Wall bound

w! df3,2~5B! TA b3+4 3+4 4 HCF2-the 4 needs to hit in between alisa's b3+4 3+4


NOTE: *THIS COMBOS ARE MADE OUT OF CALCULATION AND SPECULATION FROM JDCR'S OGRE/JINPACHI COMBOS AND ALISA'S STAPLE
*TO BE TESTED
*ALL ENDERS NEEDS DASH TO BE CONSISTENT

PLEASE COMMENT ON WHAT YOU THINK I NEED TO CHANGE OR IS NOT GUARANTEED

question: can alisa's unblockable rocket be a tag filler?
CrimsonSe7en
6th Dan
Joined: Apr 2012
Posts: 71
#5 “Quote” Edit Post
^most of these will NOT connect

heres a staple alisa/ogre combo,... i kinda tried to experiment and surprisingly they're both very efficient at tag assault thus maximizing the damage

Alisa LEAD/Ogre ASSIST
-(A)df2/CH4 b1 ws2,1 f1 b4,3~5B! TA (O)df1+2(A) ff2,3
-(A)uf4,4/b3+4,3+4~5 B! TA (O) uf3,4,3+4 (A) WR 3,4 (land this and you see your opponent half life)
-(A)ff1+2 d1 ws1,2 b2,1~5B! TA(O)df3+4 3+4 (A) WR2
Red life killer
-(A)b3+4~5(O)fly 1 dash 3,2 db1B! dash b4,3,3+4
WALL
-(A)W! uf4,4~5B!(O)uf1+2 1+2(A) ff344/ff1+2,2

Ogre LEAD/alisa ASSIST
-(O)df1+2 df3,2~5B! TA (A) ff344 (O) ffly1,2,1+2
-(O)ws2 u3+4~5B! TA(A)ff344 (O)Dash ub3~f1,2,1+2
-(O)CH SS+4, WS+4, df3,2~5B! TA(A)b3+4 3+4(O)ffly 1,2,1+2
-(O)u+4~u, FLY+1,2,1+2~5B! TA(A)b3+4 3+4(O) ffly 1,2,1+2

Red life killer
-(O)ss2~5(A) b1 ws1,2 f1 b4,3 b! ff f414
WALL
-(O)w! df3,2~5B! TA(A)b3+4 3+4(O)[*in between alisa's b3+4 3+4]4 uf1+2 1+2

notice how i try to do an early bound for almost every combo, imo its the best way to maximize they're capabilities of Tag assist which is where they both excel at.
Signature FlyMagpie*

aheadtaro
1st Dan
Joined: Feb 2012
Posts: 12
From: Malaysia
#6 “Quote” Edit Post
Originally posted by CrimsonSe7en
^most of these will NOT connect

heres a staple alisa/ogre combo,... i kinda tried to experiment and surprisingly they're both very efficient at tag assault thus maximizing the damage

Alisa LEAD/Ogre ASSIST
-(A)df2/CH4 b1 ws2,1 f1 b4,3~5B! TA (O)df1+2(A) ff2,3
-(A)uf4,4/b3+4,3+4~5 B! TA (O) uf3,4,3+4 (A) WR 3,4 (land this and you see your opponent half life)
-(A)ff1+2 d1 ws1,2 b2,1~5B! TA(O)df3+4 3+4 (A) WR2
Red life killer
-(A)b3+4~5(O)fly 1 dash 3,2 db1B! dash b4,3,3+4
WALL
-(A)W! uf4,4~5B!(O)uf1+2 1+2(A) ff344/ff1+2,2

Ogre LEAD/alisa ASSIST
-(O)df1+2 df3,2~5B! TA (A) ff344 (O) ffly1,2,1+2
-(O)ws2 u3+4~5B! TA(A)ff344 (O)Dash ub3~f1,2,1+2
-(O)CH SS+4, WS+4, df3,2~5B! TA(A)b3+4 3+4(O)ffly 1,2,1+2
-(O)u+4~u, FLY+1,2,1+2~5B! TA(A)b3+4 3+4(O) ffly 1,2,1+2

Red life killer
-(O)ss2~5(A) b1 ws1,2 f1 b4,3 b! ff f414
WALL
-(O)w! df3,2~5B! TA(A)b3+4 3+4(O)[*in between alisa's b3+4 3+4]4 uf1+2 1+2

notice how i try to do an early bound for almost every combo, imo its the best way to maximize they're capabilities of Tag assist which is where they both excel at.


Wow, I followed your combos and I must say, it's not so bad anymore playing Ogre.
This combo avoids the rival from doing rash decisions. It is really butthurt.
-(A)uf4,4/b3+4,3+4~5 B! TA (O) uf3,4,3+4 (A) WR 3,4 (land this and you see your opponent half life)

But I would like to make a bit of adjustments.
-(O)df1+2 df3,2~5B! TA (A) ff344 (O) ffly1,2,1+2

Actually I used DB 2 2 instead of FF 3 4 4, much easier to execute.
KINGofIRONfist
Malec
Joined: Mar 2003
Posts: 2660
From: Germany
PSN: Malec1983
#7 “Quote” Edit Post
also posted in the Ancient Ogre board:

Ancient Ogre (AO), True Ogre (TO) sexiest team ever ^^ thats what i found out so far:

(on all juggles that use True Ogres U4 Fly 2 as wallender, if u dont get a high wallsplat, use u/f+1+2,1+2 or hcf2:+1+2 to finish the wallcombo)

Ancient Ogre leading:

(AO) u/f4 / d+3+4 / ss2 / ws2 / d+1+2 (u might wanna use 2 instead of d/f1 on that one):

(AO) d/f1, 2,d1+2~5 (TO) d/b1, hcf2:1+2 (red life killing)
(AO) d/f1, 3,2, d1~5 (TO) hcf2:1+2 (AO) u/f3,4,3+4 (need to run up to hit that, max damage without walls)
(AO) d/f1, 3,2, d1~5 (TO) hcf2:1+2 (AO) b1,2 W! d/f2,1,2 (also works, if TOs hcf2:1+2 caused high wallsplat, b1,2, d/f2,1,2 still all connect)
(AO) d/f1, 2,d1+2~5 (TO) d/b1~5 (AO) u/f3,4,3+4 W! (TO) U4, fly2 (need to run up to hit that. only works if its a high wallsplat. depending on the wall range, u might want to use AOs 2,d+1+2 as tag assault, if the wall is to close)

(AO) u+1+2 / fc,f1 / ff3 (cut the first 3 on that one, or it dosent connect at all):

(AO) 3, 3,2, d1~5 (TO) hcf2:1+2 (AO) u/f3,4,3+4 (on small chars: cut the first 3, or the bound could whiff)
(AO) 3, 3,2, d1~5 (TO) hcf2:1+2 (AO) b1,2 W! d/f2,1,2 (on small chars: cut the first 3, or the bound could whiff)

(AO) b,f4 / d,d/b4:

(AO) ~5 (TO) U/F4, 3,2, d/b1~5 (AO) u/f3,4,3+4 (TO) running 3 (on blazing kick only)
(AO) U/F4, 3,2, d1~5 (TO) hcf2:1+2 (AO) u/f3,4,3+4
(AO) U/F4, 3,2, d1~5 (TO) hcf2:1+2 (AO) b1,2 W! d/f2,1,2

(AO) ch f3:

(AO) 2, f3,2~5 (TO) hcf2:1+2 (AO) u/f3,4,3+4
(AO) 2, f3,2~5 (TO) hcf2:1+2 (AO) b1,2 W! d/f2,1,2

(AO) ch d/b2 / ch b3:

(AO) ws4 2,d1+2~5 (TO) d/b1, hcf2:1+2 (on ch d/b2 only)
(AO) ws4 2,d1+2~5 (TO) d/b1~5 (AO) u/f3,4,3+4 W! (TO) U4, fly2 (on ch d/b2 only)
(AO) cc, d/f2, 3,2, d1~5 (TO) hcf2:1+2 (AO) u/f3,4,3+4
(AO) cc, d/f2, 3,2, d1~5 (TO) hcf2:1+2 (AO) b1,2 W! d/f2,1,2

(AO) after any wallsplatting move, ff3~5 or easier f4~5, (TO) hcf2:1+2, (AO) b2,1

(AO) low parry:

(AO) b4,3, f1, b1,2
(AO) b4,3, 2,d1+2~5 (TO) hcf2:1+2

after AOs waning moon (d/f,d/f+2+4) running up, d+3+4 in the back seems guaranteed, only option i am not sure is tagging out, but that would be a good 50/50 cause tagging is hella unsafe, well:
(AO) wm, d+3+4, d/f1, 2,d1+2~5 (TO) d/b1, hcf2:1+2
(AO) wm, d+3+4, d/f1, 2,d1+2~5 (TO) d/b1~5 (AO) u/f3,4,3+4 (TO) running 3


True Ogre leading: (never used u4 or ss2 starter so far, so no juggles there)

(TO) u/b3~f boot (on this, it realy depends on the range to the wall what u want to use, i show up some options)

(TO) u/b3~f, boot 1, 3,2, d/b1~5 (AO) u/f3,4,3+4 (TO) running 3 (max damage without walls)
(TO) u/b3~f, boot 1,2, 3,2, d/b1~5 (AO) u/f3,4,3+4 W! (TO) U4 Fly 2 (max damage and max carry wallcombo)
well all realy depends on wall range, if u have to use boot 1,2 or only boot 1, using (AO) u/f3,4,3+4 or 2,d1+2

(TO) d/f+1+2:

(TO) U/F4, 3,2, d/b1~5 (AO) u/f3,4,3+4 (TO) running 3
(TO) ~5 (AO) U/F4, 2,d1+2~5 (TO) d/b1, hcf2:1+2
(TO) ~5 (AO) U/F4, 3,2, d1~5 (TO) hcf2:1+2 (AO) u/f3,4,3+4
(TO) ~5 (AO) U/F4, 3,2, d1~5 (TO) hcf2:1+2 (AO) b1,2 W! d/f2,1,2
(TO) ~5 (AO) U/F4, 2,d1+2~5 (TO) d/b1~5 (AO) u/f3,4,3+4 W! (TO) U4, fly2

(TO) ff3:

(TO) 3,2, d/b1~5 (AO) 2,d1+2 (TO) u/b3~f boot 1,2,1+2
(TO) 3,2, d/b1~5 (AO) u/f3,4,3+4 W! (TO) U4, fly2

(TO) ch b2 / ws2 (u can tag buffer ws2 and just do the ancient ogre ws2 combos that are more damaging):

(TO) dash up 3,2, d/b1~5 (AO) 2,d1+2 (TO) u/b3~f boot 1,2,1+2 (need to run up to hit the u/b3)
(TO) dash up, b4,3, 3,2, d/b1~5 (AO) u/f3,4,3+4 W! (TO) U4, fly2
depending on the range u have to vary your juggles, b4,3, 3,2 or just b4,3, 3, or just 3,2 and ancient ogres tag assault can vary too

(TO) ch b3:

(TO) cc, d/f2, 3,2, d/b1~5 u/f3,4,3+4 (TO) running 3
(TO) cc, d/f2, 3,2, d/b1~5 u/f3,4,3+4 W! (TO) U4, fly2

(TO) u1+2:

(TO) 3,2, d/b1~5 (AO) 2,d1+2 (TO) u/b3~f boot 1,2,1+2
(TO) b4,3, 3,2, d/b1~5 u/f3,4,3+4 W! (TO) U4, fly2

(TO) after any wallsplatting move, d/f3,2~5 (AO) u/b3,2 (TO) 1+2,1+2,1+2 (all hits if timed right)

(TO) low parry, b4,3, 3,2, f1+4

(TO) wm, u1+2, d/f2, d/f2,1,2

Last edited by KINGofIRONfist on Sep 19th, 2012 at 22:52

Keebs
6th Dan
Joined: Jan 2010
Posts: 63
From: United Kingdom
PSN: BlackJaguarXD
#8 “Quote” Edit Post
AK/Ogre combos. Used Leonized's format because it was nice. Apologies in advance if my notations seem off.


AK:Lead
Ogre:Assist

DU/uf+4, df+1, 1+2,2 ,d+2~5B! ub+3~f1,2,1+2 iSW - 103/92 Damage. The df+1 needs to be done when the opponent is quite low to the ground otherwise the d+2 will whiff.

You can pretty much do any AK launcher into ub+3~f1,2,1+2 iSW,so...

db+3 counter, WS4, d+2~etc
SS2,1 ~ etc

You get the idea. You can also replace Ogre's filler ub+3~f1,2,1+2 with uf+3,4,3+4.It's easier to connect AK's isw but it does 1 less damage than the ub+3~f1,2,1+2 filler.


Red life killer
DU~5, ub+3~f1, 3,2, db1, hcf2,1+2 86 Damage


Ogre:Lead
AK:Assist

ub+3~f1, 3,2, db+1~5B! 3+4,2 f3+4,1,2,1+2! 89 Damage
WS2~5,df+1, 1+2,2 ,d+2~5B! ub+3~f1,2,1+2 iSW 104 Damage
u4~u, 1,2,1+2~5B! 3+4,2 dash ub+3~f1,2,1+2 94 Damage
u1+2, 3,2, db1~5B! 3+4,2 dash ub+3~f1,2,1+2 107 Damage

Alternatively you could end combos with u1+2 to have some oki advantage if you please, and with that being said, if you're going to use that ender, you can use ub3~f1,2 instead of using ub3~f1.

wanning moon, u1+2, 3,2, db1~5B! 3+4,2 dash ub+3~f1,2,1+2 117 Damage BUT I have only gotten this to work on AK and King. ARGH!

Red life killer
WS2~5, DU~5, 3,2, db1, hcf2,1+2 84 Damage

Last edited by Keebs on Sep 24th, 2012 at 18:04

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Logos
1st Dan
Joined: Jul 2009
Posts: 10
From: South Korea
PSN: True_Logos
XBL: Jujubeast
#9 “Quote” Edit Post
^ damn, good stuff guys. Nice to see more stuff in this thread.

Anyways, posted this in the Jinpachi forums already but figured it can go in both. Basically just some decent stuff with Jinpachi/Ogre. I left out a bunch of variations that don't seem as viable/practical as well as some combo starters, but I think it's a fairly comprehensive list.

Jinpachi leading:

CH b+2, CH 4, CH f+3, CH ws+3, df+2 (damage numbers based off df+2 starter) -

iws+3, df+1, df+3 1~5 B! (Ogre ub+3~f~1 2 1+2) run up throw - 100 damage
iws+3, df+1, df+3 1~5 B! (Ogre uf+3 4 3+4 OR Ogre hcf+2:1+2) run up uf+3 4 OR uf+3+4 3 4 - 98 damage

df+2,1 -

df+3 1~5 B! (Ogre ub+3~f~1 2 1+2) run up uf+3 4 OR uf+3+4 3 4 OR throw - 97/97/96 damage

df+1+2 -

d+1~5 B! (Ogre ub+3~f~1 2 1+2) run up uf+3 4 OR uf+3+4 3 4 OR throw - 83/83/81 damage

ws+2~5 -

run up 3 2, db+1~5 B! (Jinpachi df+2 1) run up ub+3~f~1 2 1+2 - 98 damage
run up b+4 3, 3 2, db+1 B! hcf+2:1+2 OR run up b+4 3 3+4 - 84 damage


Ogre leading:

ws+2, u+1+2, CH b+2 -

3 2, db+1~5 B! (Jinpachi df+2 1) run up ub+3~f~1 2 1+2 - 95 damage (106 with u+1+2 starter and 94 with CH b+2 starter)

ws+2~5 -

iws+3, df+1, df+3 1~5 B! (Ogre ub+3~f~1 2 1+2) run up throw - 107 damage
iws+3, df+1, df+3 1~5 B! (Ogre hcf+2:1+2) run up uf+3 4 OR uf+3+4 3 4 OR throw - 105/105/104 damage
iws+3, df+1, df+3 1~5 B! (Ogre uf+3 4 3+4) run up uf+3 4 OR uf+3+4 3 4 OR throw - 100/100/101 damage

ub+3~f~1 -

3 2, db+1~5 B! (Jinpachi uf+3+4 3 4) iwr 3+4 - 82 damage

CH b+3 -

ws+1 2~5 B! (Jinpachi df+2 1) run up ub+3~f~1 2 1+2 - 84 damage

Last edited by Logos on Sep 22nd, 2012 at 08:06

IFBPwnstar
Kyu
Joined: Sep 2012
Posts: 1
#10 “Quote” Edit Post
Originally posted by CrimsonSe7en
^most of these will NOT connect

heres a staple alisa/ogre combo,... i kinda tried to experiment and surprisingly they're both very efficient at tag assault thus maximizing the damage

Alisa LEAD/Ogre ASSIST
-(A)df2/CH4 b1 ws2,1 f1 b4,3~5B! TA (O)df1+2(A) ff2,3
-(A)uf4,4/b3+4,3+4~5 B! TA (O) uf3,4,3+4 (A) WR 3,4 (land this and you see your opponent half life)
-(A)ff1+2 d1 ws1,2 b2,1~5B! TA(O)df3+4 3+4 (A) WR2
Red life killer
-(A)b3+4~5(O)fly 1 dash 3,2 db1B! dash b4,3,3+4
WALL
-(A)W! uf4,4~5B!(O)uf1+2 1+2(A) ff344/ff1+2,2

Ogre LEAD/alisa ASSIST
-(O)df1+2 df3,2~5B! TA (A) ff344 (O) ffly1,2,1+2
-(O)ws2 u3+4~5B! TA(A)ff344 (O)Dash ub3~f1,2,1+2
-(O)CH SS+4, WS+4, df3,2~5B! TA(A)b3+4 3+4(O)ffly 1,2,1+2
-(O)u+4~u, FLY+1,2,1+2~5B! TA(A)b3+4 3+4(O) ffly 1,2,1+2

Red life killer
-(O)ss2~5(A) b1 ws1,2 f1 b4,3 b! ff f414
WALL
-(O)w! df3,2~5B! TA(A)b3+4 3+4(O)[*in between alisa's b3+4 3+4]4 uf1+2 1+2

notice how i try to do an early bound for almost every combo, imo its the best way to maximize they're capabilities of Tag assist which is where they both excel at.


I'm new to Tekken and I'm using this pair and I'm having issues with these combos...are there typos or am i missing something?

- Alisa f1 doesn't seem to be a move.
- on first combo ff2, 3 doesn't connect. Either whiffs short or you get fff2 if you let her move closer
- Alisa doesn't have a WR 3, 4
Bopper
Iron Fist God
Joined: Sep 2010
Posts: 1429
From: Sweden
PSN: MAGUNITO
#11 “Quote” Edit Post
f+1 is the same as basic 1, the 10f jab. You usually get a bit more range if you do f+1 instead. WR= while running, not while rising (easy to be confused by this heh), so f,f,f+3,4. Cant help you with the combo bit unfortunatly
Signature Brrrrrrrrrrrap
Keebs
6th Dan
Joined: Jan 2010
Posts: 63
From: United Kingdom
PSN: BlackJaguarXD
#12 “Quote” Edit Post
After experimenting with Wanning moon more, I can't get DU or King's u4 to connect, it only worked because the player/cpu didn't hold back. Any launcher i14/i15 doesn't seem to work, hence why I edited my post.

On a side note, Lili's 1+2 worked.

So instead, with AK,

Wanning moon, dash d+4,4, 3,2, db+1~5b!, 3+4, 2, dash ub+3~f1,2,1+2 115 Damage

Last edited by Keebs on Sep 30th, 2012 at 22:42

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Daihuu
6th Dan
Joined: Sep 2012
Posts: 62
From: USA Pennsylvania
XBL: TWH Dai
#13 “Quote” Edit Post
Bob:
U/F+3
D/B+2, D+2,3, 2, FF+2 TA! (Ogre) U/B+4~F+1,2,1+2 (Bob) FFF+3+4 (100 damage)
D/B+2, D+2,3, 2, FF+2 TA! (Ogre) U/B+3, 1,2,1+2 W!(Bob) U/F+1+2,1+2 (103 damage)
D/B+2, D+2,3, 2, FF+2 TA! (Ogre) U/F+1+2,1+2 W!(Bob) 1+2,1+2(100 damage)


Ogre:
WS+2
3,2, D/B+1 TA! (Bob) WS+3,3+4 (Ogre) U/F 3,4,3+4 (94 damage)
3,2, D/B+1 TA! (Bob) WS+3,3+4 (Ogre) U/F 3,4,3+4, W! U/F+1+2,1+2 (112 damage)
3,2, D/B+1 TA! (Bob) WS+3,3+4 (Ogre) U/F 3,4,3+4, HCF+2:1+2 (110 damage)

CH+B+2:
3,2, D/B+1 TA! (Bob) WS+3,3+4 (Ogre) U/F 3,4,3+4 (93 damage)
3,2, D/B+1 TA! (Bob) WS+3,3+4 (Ogre) U/F 3,4,3+4, W! U/F+1+2,1+2 (110 damage)
3,2, D/B+1 TA! (Bob) WS+3,3+4 (Ogre) U/F 3,4,3+4, HCF+2:1+2 (109 damage)

I had Wall splat combos, but I accidentally deleted them...I'll post them tomorrow >.<
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Strider Yoshi
Raijin
Joined: Jan 2000
Posts: 642
From: Canada
XBL: Strider Yoshi
#14 “Quote” Edit Post
Anything off of CH getup 3? Most I could get was CC into d+4,4~5 for 30 damage.
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AZYG4LYFE
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Posts: 5166
From: United Kingdom
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#15 “Quote” Edit Post
Originally posted by Strider Yoshi
Anything off of CH getup 3? Most I could get was CC into d+4,4~5 for 30 damage.


Haven't looked into CH getup 3, though I'm guessing you tried maybe the following
cc d+3+4, ws+1,2B!
ws+1,2 B!
ws+4, 3,2, d/b+1B!
cc 3,2 d/b+1 B!
d/f+2,1,2 (not sure)

AZ
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Strider Yoshi
Raijin
Joined: Jan 2000
Posts: 642
From: Canada
XBL: Strider Yoshi
#16 “Quote” Edit Post
Haven't tried out d/f+2,1,2, but everything else doesn't work. CC into d+3+4 does set up good oki though.

Yoshi/Ogre juggles

Yoshi lead

d/f+2,2_1+4_FC,b+1
d/f+2,2, 3~4~U, 2~5, Ogre d/b+1 !B dash b+4,3,3+4_HCF+2:1+2

u/f+3
u/f+3, 3, d+2,2,d+1 !TA Ogre u/f+3,4,3+4 Yoshi running 3

CH SS+1
SS+1, 2, d+2,2,d+1 !TA Ogre u/f+3,4,3+4 Yoshi running 3

Ogre lead

d/f+1+2
d/f+1+2, U/F+4, 3,2, d/b+1 !TA Yoshi b+2,1~KIN f+2 Ogre u+1+2

u+1+2_CH b+2
u+1+2, b+4,3, 3,2, d/b+1, !TA Yoshi b+2,1 Ogre running 3_u+1+2

u/b+3
u/b+3~F 1, 3,2, d/b+1 !TA Yoshi b+2,1~KIN f+2 Ogre u+1+2

Wall

Yoshi lead
!W d+2,2,d+1 !TA Ogre u/f+1+2,1+2, Yoshi d/b+3,3,3,3,3,3

Ogre lead
!W d/f+3,2 !TA Yoshi f+3,4 Ogre 1+2,1+2,1+2
SS+4, FC+4, WS+1,2 !TA Yoshi f+3,4 Ogre u/f+1+2,1+2

Using u+1+2 as a bound ender sets up really good oki. d/b+1 afterwards hits rollers, CH's getup kicks for a free ground hit, and hits people getting up blocking low. d+3+4 hits people who lay there or get up standing.
Signature If there's anything I've learned from hentai, it's that virgin couples always start off with a shy, tentative kiss, followed by massive amounts of oral sex.
AZYG4LYFE
Follow The Ladder
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Posts: 5166
From: United Kingdom
PSN: CKT_AZYG4LYFE
#17 “Quote” Edit Post


See 36:28

http://www.youtube.com/watch?v=KKMC...p;feature=g-u-u

edit: my bad, correct by Dino

AZ

Last edited by AZYG4LYFE on Oct 30th, 2012 at 19:38

Signature #CKT, 360Gaming Major: Top 16 (Joint 9th), Warriors Return 3: Top 3 (3rd), Versus Fighting 4: Top 3 (3rd)
5% of my funds are from the Agnes Iro Agency, the rest are from hard work. I am a generous giver too.
Please visit my site, I'd love to hear from you www.azyg4lyfe.com
TheDinosaur
Hurm
Joined: Jan 2002
Posts: 5804
From: United Kingdom
XBL: Archelon
#18 “Quote” Edit Post
thaz normal hit FDFT 3
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Murakumo
1,2,4:4 all day long
Joined: Jan 2000
Posts: 3469
From: Japan
PSN: TZMurakumo
#19 “Quote” Edit Post
d/f+2 hits really low (hits some characters when grounded at certain angles.

Depending on the space between you and your opponent, you can prolly get at most...
[CH] Wakeup 3, ff~d/f+2, 3,2, d/b+1...

And at least...
[CH] Wakeup 3, ff~d/f+2, d/f+2,1,2

or at the very least...
[CH]Wakeup 3, cc~d/f+2,1,2
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KINGofIRONfist
Malec
Joined: Mar 2003
Posts: 2660
From: Germany
PSN: Malec1983
#20 “Quote” Edit Post
Originally posted by Murakumo
d/f+2 hits really low (hits some characters when grounded at certain angles.

Depending on the space between you and your opponent, you can prolly get at most...
[CH] Wakeup 3, ff~d/f+2, 3,2, d/b+1...

And at least...
[CH] Wakeup 3, ff~d/f+2, d/f+2,1,2

or at the very least...
[CH]Wakeup 3, cc~d/f+2,1,2


y d/f+2 is also your best option against all stances, like capos rlx/hsp and all the other crap stances

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