Team Bear (+ Solo) Juggles: Just Beclaws We Can :D

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CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5580
From: USA California
PSN: SCA__Reborn
#1 “Quote” Edit Post
OK so this will be the bear combo thread. And at first i thought it might be redundant but as i start using the bear team there are so many tricks only a bear player would appreciate.

Note: These combos assume you're using Kuma and Panda. If the combo doesn't use the tag button, then it doesn't matter of course.

CH f+1,1,1:
b+2,1, d/f+2, d/f+2,1 = 63 dmg

d/b+4
d/b+4, WS+4, d/f+2, d/f+2,1 = 47 dmg
ssl db+4, ~u, df+4, db+1,2 b!

HBS 1+2
HBS 1+2, d/f+3,2, b! b+2,1,1+2 = 73 dmg

ROL 1+2
ROL 1+2, d/f+3,2, d/f+2, d/f+2,1 = 65 dmg (for this one, I thought you could do b+2,1,1+2 as ender but couldn't pull it off last night for some reason)

Low Parry
(wait) b+2,1,1+2 = 22 dmg (you can't do b+2 immediately after low parry, have to wait a bit)
u/f+3,4,1+2 = 24 dmg

f+1+2
f+1+2~5, d/f+2, d/f+2, d/f+2,1 = 45 dmg

Tag Assault
u/f+3, d/f+3,2~5, u/f+4,3, u/f+1+2, d/f+2,1 = 77 dmg
u/f+3, d/f+3,2~5, HBS b+1+2,1+2, u/f+1+2, btp = 79 dmg
WS+2, d/f+3,2~5, u/f+4,3, u/f+1+2, d/f+2,1 = 80 dmg
F+1+2~5, d/f+3,2, d/f2,1 =

BTP (d/f+2,1)
BTP~5, d/f+3,2~5 B! u/f+4,3 -> u/f+4,3 = 91 dmg (regular characters)
BTP~5, d/b+1,2 B! u/f+4,3 -> u/f+4,3 = 85 dmg (small chars like Xiaoyu)

f+1+2
f+1+2~5, d/f+3,2~5 B! u/f+4,3 -> u/f+4,3 = 83 dmg
f+1+2~5, d/f+3,2~5 B! u/f+4,3 -> u/f+1+2, BTP = 87 dmg
f+1+2~5 f+1, d/f+3,2~5 B! u/f+4,3 -> BTP = 76 dmg (more consistent than the two options above)

f,f+2
f,f+2 (opt. ~5), u/f+1+2, d/f+3,2~5 B! u/f+4,3 -> dash, u/f+4,3 = 99 dmg
f+f,2 (opt. ~5), u/f+1+2, d/f+3,2~5 B! 3+4, HBS b+1+2,1+2 -> d/f+1+2 = 98 dmg + running unblockable setup

WS+2
WS+2, d/f+3,2~5 B! 3+4, HBS b+1+2,1+2 -> u/f+1+2, BTP = 82 dmg

u+3
u+3, d/b+1,2~5 B! u/f+4,3 -> u/f+1+2, BTP = 71 dmg

BHS (d/b+4)
BHS, FC d/f+2,d/f+1, CC d/b+1,2~5 B! u/f+4,3 -> dash, d/f+1+2 = 73 dmg
BHS, CC d/f+4, u/f+3,4, d+1+2 = 53 dmg (solo)
BHS, FC d/f+2,d/f+1, WS+1,1 = 54 dmg (solo)
BHS, CC b+1,3+4 = 48 dmg (solo) + HBS oki (note: b+1 will count as a combo only when timed well)

low parry
lp, 4, f+1, b+2,1<1+2 = 34 dmg
lp, 4, 2, b+1~3+4 = 30 dmg + HBS oki

wall
f+2,1 W! b, d/f+3,2~5 B! u/f+4,3 -> u/f+3,4,1+2,3+4 = 100 dmg + HBS oki (the most consistent wall combo I've found so far; d/b+1+2,1+2,2 whiffs against Xiaoyu in most -if not all - cases)
f+2,1 W! b, d/f+3,2~5 B! f+3+4,1+2 -> 1+2,1+2,1+2 = 110 dmg (very strict timing)

Last edited by CD-DT on Sep 27th, 2012 at 06:27

Signature Team: Dumb Luck...members 1....level 4....I like long walks on the beach...which usually happen after a long night of drinking
w1r3d
aguantame eso ahi
Joined: Feb 2002
Posts: 3027
From: Puerto Rico
PSN: obw1r3d
#2 “Quote” Edit Post
Since the other thread is for non-bear partner combos, I thought I'd post my "findings" here (not new, just stuff I wrote down last night). Maybe we can get an "official" list going in the first post for quick reference? Then maybe we can narrow it down to staple combos, etc. (CD-DT or a mod, could you please include this in the first post?)

Note: These combos assume you're using Kuma and Panda. If the combo doesn't use the tag button, then it doesn't matter of course.

f+1,1,1:
f+1,1,1, b+2,1, d/f+2, d/f+2,1 = 63 dmg

d/b+4
d/b+4, WS+4, d/f+2, d/f+2,1 = 47 dmg

HBS 1+2
HBS 1+2, d/f+3,2, b+2,1,1+2 = 73 dmg

ROL 1+2
ROL 1+2, d/f+3,2, d/f+2, d/f+2,1 = 65 dmg (for this one, I thought you could do b+2,1,1+2 as ender but couldn't pull it off last night for some reason)

Low Parry
(wait) b+2,1,1+2 = 22 dmg (you can't do b+2 immediately after low parry, have to wait a bit)
u/f+3,4,1+2 = 24 dmg

f+1+2
f+1+2~5, d/f+2, d/f+2, d/f+2,1 = 45 dmg

Tag Assault
u/f+3, d/f+3,2~5, u/f+4,3, u/f+1+2, d/f+2,1 = 77 dmg
WS+2, d/f+3,2~5, u/f+4,3, u/f+1+2, d/f+2,1 = 80 dmg
Signature grace upon grace
Di_
Pandastic
Joined: May 2005
Posts: 1204
From: Poland
#3 “Quote” Edit Post
( -> means ending TA)

BTP~5, d/f+3,2~5 B! u/f+4,3 -> u/f+4,3 = 91 dmg (regular characters)
BTP~5, d/b+1,2 B! u/f+4,3 -> u/f+4,3 = 85 dmg (small chars like Xiaoyu)

f+1+2~5, d/f+3,2~5 B! u/f+4,3 -> u/f+4,3 = 83 dmg
f+1+2~5, d/f+3,2~5 B! u/f+4,3 -> u/f+1+2, BTP = 87 dmg

More to come soon.


Note that in all cases you can do b+2,1<1+2 instead of u/f+4,3 for 1 dmg less but oki instead.

EDIT: Found a 73 dmg combo off d/b+4 working against Xiaoyu .
d/b+4, FC d/f+2,d/f+1, CC d/b+1,2~5 B! u/f+4,3 -> dash, d/f+1+2
This is very hard to do but rewarding, dealing 19 points more than the staple single d/b+4, FC d/f+2,d/f+1, WS+1,1 (the last hit of which whiffs against Xiaoyu, by the way). Why d/f+1+2 at the end? This seem to be the most damaging single attack (43 at 135%) which may be used there. Opponent is too far for u/f+4,3 and BTP deals 2 points less. Also, d/f+1+2 works in a similar way to Paul's deadfist as a juggle ender, sending the opponent at the second side of the stage (running unblockable setup).

When it comes to wall combos: (I'm writing dmg from memory, there may be some mistakes)
f+2,1, d/f+3,2~5* B! f+3+4,1+2** -> 1+2,1+2,1+2 = 110 dmg
f+2,1, d/f+3,2~5 B! u/f+4,3 -> d/b+1+2,1+2,2 = 98-100 dmg

* - has to be done as soon as possible, otherwise the second hit may whiff
** - the first attack has to be delayed



EDIT2: Decided to make a list of new combos for the sake of clearness .

BTP (d/f+2,1)
BTP~5, d/f+3,2~5 B! u/f+4,3 -> u/f+4,3 = 91 dmg (regular characters)
BTP~5, d/b+1,2 B! u/f+4,3 -> u/f+4,3 = 85 dmg (small chars like Xiaoyu)

f+1+2
f+1+2~5, d/f+3,2~5 B! u/f+4,3 -> u/f+4,3 = 83 dmg
f+1+2~5, d/f+3,2~5 B! u/f+4,3 -> u/f+1+2, BTP = 87 dmg
f+1+2~5 f+1, d/f+3,2~5 B! u/f+4,3 -> BTP = 76 dmg (more consistent than the two options above)

f,f+2
f,f+2 (opt. ~5), u/f+1+2, d/f+3,2~5 B! u/f+4,3 -> dash, u/f+4,3 = 99 dmg
f+f,2 (opt. ~5), u/f+1+2, d/f+3,2~5 B! 3+4, HBS b+1+2,1+2 -> d/f+1+2 = 98 dmg + running unblockable setup

WS+2
WS+2, d/f+3,2~5 B! 3+4, HBS b+1+2,1+2 -> u/f+1+2, BTP = 82 dmg

u+3
u+3, d/b+1,2~5 B! u/f+4,3 -> u/f+1+2, BTP = 71 dmg

BHS (d/b+4)
BHS, FC d/f+2,d/f+1, CC d/b+1,2~5 B! u/f+4,3 -> dash, d/f+1+2 = 73 dmg
BHS, CC d/f+4, u/f+3,4, d+1+2 = 53 dmg (solo)
BHS, FC d/f+2,d/f+1, WS+1,1 = 54 dmg (solo)
BHS, CC b+1,3+4 = 48 dmg (solo) + HBS oki (note: b+1 will count as a combo only when timed well)

low parry
lp, 4, f+1, b+2,1<1+2 = 34 dmg
lp, 4, 2, b+1~3+4 = 30 dmg + HBS oki

wall
f+2,1 W! b, d/f+3,2~5 B! u/f+4,3 -> u/f+3,4,1+2,3+4 = 100 dmg + HBS oki (the most consistent wall combo I've found so far; d/b+1+2,1+2,2 whiffs against Xiaoyu in most -if not all - cases)
f+2,1 W! b, d/f+3,2~5 B! f+3+4,1+2 -> 1+2,1+2,1+2 = 110 dmg (very strict timing)

Last edited by Di_ on Sep 25th, 2012 at 11:37

CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5580
From: USA California
PSN: SCA__Reborn
#4 “Quote” Edit Post
i'll go ahead and add these combos nice work.
Signature Team: Dumb Luck...members 1....level 4....I like long walks on the beach...which usually happen after a long night of drinking
CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5580
From: USA California
PSN: SCA__Reborn
#5 “Quote” Edit Post
This is the highest damage combo I found off of uf+3 Kuma/Panda.
uf+3, df+3,2~5 B! (HBS b+1+2, 1+2) uf+1+2, d+1+2. 80 dmg*

For setups lately ive been using this
BTP~5 (f+1, db+1,2~5 B!) uf+4,3 (uf+1+2, 1+2~f ROL 3_4_1+2).
If they tag after the 1+2~f ROL 4 seems gauranteed.
If they tag crash it interupts so i think ROL cancel will be a good mixup opportunity.

I haven't found a solid U! BnB setup yet.

*dmg based on against solo char its probably more vs a team.
Signature Team: Dumb Luck...members 1....level 4....I like long walks on the beach...which usually happen after a long night of drinking
Jordyce
Planet Robobear
Joined: Aug 2006
Posts: 4711
From: New Zealand
PSN: Jordyce
#6 “Quote” Edit Post
Aight, so this will be the thread for Kuma+Panda specific team setups (seriously though... get a partner with good tracking instead lol) AND solo Bear. This is the best way I can think to organize it without merging the two threads, and let's be honest, CD-DT is going to be consistently updating this anyway.
Signature www.twitter.com/jordyce [you know what to do]
Dark_Greeting
2nd Dan
Joined: Jun 2005
Posts: 25
From: Italy
PSN: dark_greeting
#7 “Quote” Edit Post
Hi guys, i'm new here.
First, Sorry for my bad english
Second, i have a question about de jg with db4.

I CANNOT do the juggle with bound. I don't connect the db1,2 after df2,df1 CC.

When u do de df2,df1 u mean the string start from FC or u do df2 and then df1 (windmill punch) ?

can some one post a video of the entire juggle start from db4? maybe i can learn the timing of do the CC.

Thx!


anyway, a little trick for do uf1+2 after ff2.

if u do ff2,b and then rapidly uf1+2, you hit EVERY TIME the opponent and ther'isnt no way to whiff your attack.
try it in solo or even ff2, 5, it works all time

cya soon
Signature Peace&Bears
Di_
Pandastic
Joined: May 2005
Posts: 1204
From: Poland
#8 “Quote” Edit Post
It is the FC d/f+2,d/f+1 string. I'll try to record this when it's possible.
PandaXiaoyu
6th Dan
Joined: Oct 2012
Posts: 71
From: United States
PSN: July30
#9 “Quote” Edit Post
Well I made a 100damage combo with Xiaoyu and Panda(I think it's 100dmg)

Start with panda:
ff2, 5, u/f(jump) 4, ff 1+2+5, d/f 2,1 ,f 2,1,4 (run up fast to get the last hit). Can do a wall combo for extra dmg.

F1+2+5, f 3,2 2,2+5, 3+4 then d1+2, then any one of xiaoyus combo Enders preferably f 1+2 for balacany/wall break.
w1r3d
aguantame eso ahi
Joined: Feb 2002
Posts: 3027
From: Puerto Rico
PSN: obw1r3d
#10 “Quote” Edit Post
What are good wall combos? Also, TA wall combos?
Signature grace upon grace
zsonaa
2nd Dan
Joined: Aug 2011
Posts: 23
From: Finland
PSN: zSonaa
XBL: SQNA
#11 “Quote” Edit Post
Originally posted by w1r3d
What are good wall combos? Also, TA wall combos?

Bears for example on the wall: f+2,1, d/f+3,2 TA! f+3+4, 1+2~5 1+2, 1+2, 1+2 for 111 damage.
CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5580
From: USA California
PSN: SCA__Reborn
#12 “Quote” Edit Post
Originally posted by zsonaa
Bears for example on the wall: f+2,1, d/f+3,2 TA! f+3+4, 1+2~5 1+2, 1+2, 1+2 for 111 damage.


there's no tag after f+3+4,1+2 it's just that the assist char is finished with there move however correct me if i'm wrong you need to hit the primary bear's 1+2 right after f+3+4 hits.

found a good option for BHS (db+4):
BHS,FC DF+2,1, ws+1,1 53 dmg

I personnally like to use his new db+1+2 move at the wall

w! db,1,2~5 (uf+4,3_HBS b+1+2,1+2) db+1+2,1+2,2

If you think they'll tag crash just stop at db+1+2. I need to use the combo above because i think it does the most dmg hands down and should be able to catch both opponents at the wall if they happen to raw tech.
Di_
Pandastic
Joined: May 2005
Posts: 1204
From: Poland
#13 “Quote” Edit Post
CD-DT, that BHS combo is listed in bears' command lists .
Dark_Greeting
2nd Dan
Joined: Jun 2005
Posts: 25
From: Italy
PSN: dark_greeting
#14 “Quote” Edit Post
i finally connect the juggle with !B after db4.

Very,very,very difficult, like a just frames.

Some of you guys can connect it repetedly?
Signature Peace&Bears
shauku77
Virtuoso
Joined: Dec 2008
Posts: 229
From: Malaysia
PSN: shauku77
#15 “Quote” Edit Post
here's my 100 dmg with ff2

http://youtu.be/Uz275Brsb8A
Signature my PSN is Shauku77
I upload/collect Kuma/Panda videos regularly on youtube
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CD-DT
Eternal Student
Joined: Jan 2006
Posts: 5580
From: USA California
PSN: SCA__Reborn
#16 “Quote” Edit Post
Originally posted by Di_
CD-DT, that BHS combo is listed in bears' command lists .


lol i rarely look there. it's just the highest dmg staple i know. the db4 B! combo is too tricky imo for consistent use.
Garnzz
2nd Dan
Joined: Sep 2012
Posts: 29
From: New Zealand
PSN: garnz27
#17 “Quote” Edit Post
Wall Combo

Debugger+21, HBS d/f+2~5, d/b+12~5 B! f+3+4 1+2 1+2 1+2 1+2

Damage 130
CH Damage 134

http://www.youtube.com/watch?v=QTeBUrdO14Y&hd=1

Last edited by Garnzz on Oct 25th, 2012 at 21:55

Di_
Pandastic
Joined: May 2005
Posts: 1204
From: Poland
#18 “Quote” Edit Post
Is it possible to use f+3+4,1+2 as TA! when using both bears?

EDIT: I've been working on wall combos and what I've found so far:
- after a wallsplat you should go for (i)WS+1+2,1+2 instead of d/f+3,2 because it is much more consistent
- even if f+3+4,1+2 -> 1+2,1+2,1+2 is not counted as combo (incorrect timing, opponent rolls), the 2nd hit from f+3+4,1+2 is a techtrap for 40 dmg + damage from the last hit of 1+2,1+2,1+2; therefore, this is the combo which should be done all the time, unless I am missing something

Last edited by Di_ on Nov 1st, 2012 at 12:50

Garnzz
2nd Dan
Joined: Sep 2012
Posts: 29
From: New Zealand
PSN: garnz27
#19 “Quote” Edit Post
Originally posted by Di_
Is it possible to use f+3+4,1+2 as TA! when using both bears?

EDIT: I've been working on wall combos and what I've found so far:
- after a wallsplat you should go for (i)WS+1+2,1+2 instead of d/f+3,2 because it is much more consistent
- even if f+3+4,1+2 -> 1+2,1+2,1+2 is not counted as combo (incorrect timing, opponent rolls), the 2nd hit from f+3+4,1+2 is a techtrap for 40 dmg + damage from the last hit of 1+2,1+2,1+2; therefore, this is the combo which should be done all the time, unless I am missing something


When I'm at the wall and use f+3+4 1+2 for tech trap, a lot of the time opponents mash tech roll
-just in-case wall combo doesn't connect properly
-assuming they want to keep the netsu/rage for partner character

I punish them for tech rolling by doing b+1+2~HBS d/f+2~5 b+1

If they don't techroll I'll make them eat b+1~HBS or ff+2~5 b+1~HBS

If they try and get up after the ff+2~5, most of the time they press buttons trying to sneak in a hit and I'll usually do f+1+2~5 BTP~5 b+1~HBS (Have not tried using f+1+2~5 as a starter for wall combo).

Is it possible to do 1+2 1+2 1+2~HBS? or only after the 1st 1+2~HBS? (Can't test anything because I'm waiting for my new joystick parts to arrive and it feels sluggish to play on pad )
PandaXiaoyu
6th Dan
Joined: Oct 2012
Posts: 71
From: United States
PSN: July30
#20 “Quote” Edit Post
Anyone know any combos with d/f+4 that includes a bound?

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