Juggle [single & Team]

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retsu_himura
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#1 “Quote” Edit Post
Lets share these from arcadia

qcf+2 _ ws+3 _ uf+4, f+3,4, f+1, db+1+2 b!, ff+4,3, b+1+2
f+4~b, f,2~1 b!, 3,3, d+4,1+2
BT d+3, 1,f+1, f+4,3b!, f+3,4
uf+4_ws+3_qcf+2_f+3,4, f+3,4, f+1, db+1+2 b!, f+3,4
f+4~b, f , u+2 b!, f+3,4, f+1, f+3,4
ch qcf+1, dash in 1+4, db+1+2 b!, ff+4,3, b+1+2
low parry, f+3,4, f+1, ff+4,3, b+1+2
post b! wall ender: 3,3,4

Lars/Feng
Lars f+1+2~5, Feng f+3,4~5, Lars 2, ff,db+2~f, SE df+1b!~5, Feng f+3,4, Lars ff+2~f, SE 1
Lars b+2,3 w!, f+3~1+2 ~5 b!, Feng 3,3,4, Lars f+4,1,2,1
Feng f+4~b~b, u+2~5 b!, Lars ff+2~f, SE 3, Feng ff+4,3, b+1+2
Feng f+3+4,2~5, Lars uf+3, ws+2, db+2~f, SE df+1 b!, ff,df+1, ff,db+2~f, SE 1
Feng w! f+4,3~5 b!, Lars f+4,1,2,1, Feng f+2,1,2

Leo/Feng
Feng qcf+2, f+3,4, f+1, qcf+1+2~5 b!, Leo f+3~d, BOK 1,2, Feng 3~4,3

Bryan/Feng
Bryan ws+2~2 ~5, Feng u+2~5 b!, Bryan b+2,1,4, Feng ff+4,3, b+1+2

edit: ok, i sorry for the misleading note when i first posted this, cause i hasn't played the game yet.
finally now that i had a better understanding of the tag assult system

Last edited by retsu_himura on Jan 3rd, 2012 at 18:21

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retsu_himura
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#2 “Quote” Edit Post
ok, heres some friendly advice from the guide:

tag assault deat great damage, but it doesn't cut on the recovery gauge.
meaning if your opponent has the chance to tag out he can have time to recover his life bar.
look like single and normal tag juggle is still very useful

Last edited by retsu_himura on Jan 7th, 2012 at 19:54

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orochimaru
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#3 “Quote” Edit Post
Let me Help you out with few of the combos I did with Feng/Leo(Which is my Main) since you put some combos that are already here. But all these are Feng Starters only

Feng Starters:
SS 4, f+3,4~tag Leo: 1 , d/b+2,2~tag (Feng: f+3,4_ ff+4,3) f+1+2
f+4~b~f u+2~tag (Leo: d/b+3) f+3,4 , 1 , f+3,4
u/f+4, qcf+1+2~tag (Leo: f+3~d~BOK 4~KNK 1~d~1,2) 3~4,3

Wall:
d/b+2,2,2~tag (Leo: f+4~d/f~ws+1,4,1) f+3,4

and there are some Ideas that I'm Willing to try with feng/leo. If it works, I might aswell post it here!
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OffInBed
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#4 “Quote” Edit Post
Hey Orichimaru!


You bother with trying to use Feng's uf+3+4 somewhere in there?


Just throwing ideas out lol.
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orochimaru
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#5 “Quote” Edit Post
I don't really use that move much but the only combo I know using it is....

u/f+3+4, 1, d/b+1+2 b!

Sorry....
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OffInBed
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#6 “Quote” Edit Post
Heh.. no problem...I'm just DYING inside because I can't play it til console release. My mind is just overflowing with my imagination of the possibilities now. It really helps if you update with w/e you got any time you can lol.


What's significant after CH (1), 1?

Would f,3,4 allow him to launch high enough to get a 1 jab?

On a scale of 1-10 how useful is 1+4 as far as picking up opponents to bound?

Sorry to nag you lol.. please save me
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wooden-man
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#7 “Quote” Edit Post
Originally posted by retsu_himura
ok, heres some friendly advice from the guide:

tag assault deat great damage, but it doesn't cut on the recovery gauge.
meaning if your opponent has the chance to tag out he can have time to recover his life bar.
look like single and normal tag juggle is still very useful
Finally got to play today, not worry about the recovery bar, cause the recovery is real slow, most match will not last that long for them to recover.
But then it sucks cause I think the life bar is real low and the tag assault juggle cuts too much. The game just released so it's gonna cost more to play. Challenger keep coming, I say it's too expensive to test stuff here. I think I'll just gonna wait for console or the arcade price to drop.
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wooden-man
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#8 “Quote” Edit Post
Originally posted by retsu_himura
post b! wall ender: 3,3,4

Leo/Feng
Feng qcf+2, f+3,4, f+1, qcf+1+2~5 b!, Leo f+3~d, BOK 1,2, Feng 3~4,3

Bryan/Feng
Bryan ws+2~2 ~5, Feng u+2~5 b!, Bryan b+2,1,4, Feng ff+4,3, b+1+2


which is a better post bounce wall ender b+2,3,4,1 or 3,3,4 ?

Anyway, for the tag assult juggle, is there a logic to it?
I assume that any moves like Leo BOK 1,2 that lifted the b! opponent high and far will allow 3~4,3 ?
and any moves that float the b! opponent close will allow f,f+4,3, b+1+2 ?

Perhaps since u have those Arcadia books, u might be a able to compile something that link everyone to feng.
tag assault > partner character filler > then feng ends with 3~4,3 or ff4,3, b+1+2 ?
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OffInBed
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#9 “Quote” Edit Post
Sorry to bother you guys more!!

What about using d1+2 as a wall combo ender with a tag assault?

I feel like it has potential because it would keep opponents splatted on the wall for quite some time.


Just throwing out ideas lol
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adipati
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#10 “Quote” Edit Post
Originally posted by wooden-man
which is a better post bounce wall ender b+2,3,4,1 or 3,3,4 ?


Do you mean W!B! b2342 or 334?
well, b2342 still techable, so our opponent could TAG out on the last 2.
and CMIIW, 334 cant be used as a staple W!BI. because the last 4 is too slow, and most of the time it will whiffed.

Originally posted by wooden-man
Anyway, for the tag assult juggle, is there a logic to it?
I assume that any moves like Leo BOK 1,2 that lifted the b! opponent high and far will allow 3~4,3 ?
and any moves that float the b! opponent close will allow f,f+4,3, b+1+2 ?

Perhaps since u have those Arcadia books, u might be a able to compile something that link everyone to feng.
tag assault > partner character filler > then feng ends with 3~4,3 or ff4,3, b+1+2 ?


again, CMIIW
but, there is still a rule in how many moves could link in a TAG Assault.
The rules is, the number of moves that could link in a TAG assault is 3 moves.
and remember, ff43_f34_3~4,3 is still counted as ONE move.
Just like uf43 from Hei, Ogre, Baek, Hwo etc.

thats why, personally, i think that TTT2 is soo fun, because we can show our creativity with TAG Assaulting, by combining our team moves depending our desired situations, like oki hunting, wall carrying, high damaging, and so on.

going back to woddys question.

if Leo's BOK 1,2 is counted as one moves, then i think ff43,b1+2 should connect.
but of Leo's BOK 1,2 counted as two moves, then b1+2 couldnt connect.

example.
this should be our staple.
FENG KND FUFT 3+4, f1, db1+2,5B! Bob b22, Feng f34, d4,1+2
the last 1+2 couldnt connect because d4 and 1+2 is counted as two moves, which is low kick to double palm.

So now, i think you guys could do the math on your own. Just pick a single move as a Tag Assault filler (eventhough it consist of strings of attacks, like Dragunov f334, or Ogre ub12222 or Hwoarang unblockable), and then follow it up with anything that you think could reach the juggled opponents.

Or you could just spiked 'em, and have a trap/oki game or wait and punish a Tag ins opponent.


Originally posted by OffInBed
What about using d1+2 as a wall combo ender with a tag assault?


you should know well that a kick attacks is gives a better damage than punches.
So d1+2,2,2 still connects, but it has low damage output. Aris also said that even we should remove b212 from our staple W!. So, what do we should've used?
dunno. im in the middle of figuring this thing out too myself.


Originally posted by OffInBed
What's significant after CH (1), 1?

Would f,3,4 allow him to launch high enough to get a 1 jab?

On a scale of 1-10 how useful is 1+4 as far as picking up opponents to bound?


Any T6BR followup from CH11 still works.

f34, df1_f1 still works. Although you might want to use Tag Assault for a better damage after a f34.

i havent found anymore way to picked up opponent with 1+4 other than CH qcf1.
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adipati
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#11 “Quote” Edit Post
and oh yeah, Feng weakness in low damage output should be covered now by utilizing every Tag able situation with Tag Assault.

db4, 2~1, B! 5Tag
KND FUFT 3+4, f1, db1+2,5B! Bob b22, Feng ff43, b1+2
db222, B! 5Tag
f34, 5Tag
Etc
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wooden-man
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#12 “Quote” Edit Post
Not sure about b+2342 teachable
When I get lucky enough, I finish juggle with f+3,4 and get a w!, I always run up to finish with b+2,3,4,2. Hasn't seen anyone tech that yet, maybe I hasn't played enough
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Rudy024
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#13 “Quote” Edit Post
CH GU3; 1+4 db1+2 for B!
b2,3,4,2 is untechable after a 1-hit B! move at the wall (f4,3 isn't allowed, qcf1+2/db1+2 is allowed, also works for tag assaults; e.g. Leo's d2 will allow b2,3,4,2 but not b2,1+2). It's my standard after bounding at the wall with Generic tag assault (1+2+5)
While on topic, 1+2+5 has greater range and larger hitbox than either f4,3 and qcf1+2, so after a long W! combo 1+2+5 and db2,2,2 are very consistent.

Not to start any fights, but combos are still the same from T6BR, with respect to pushback in juggles with each hit and post B! or post TA!. It's just possible to get more hits since the other character moves forward and recovers quickly after when the other char does the Tag Assault filler. I don't think there is a number of hit rule, when doing TA's, just a specific number of hits before a specific ender is viable, just like in T6BR.

e.g.

ff4,3; b1+2 works as long as you are close enough and the combo preceding it has 4/5 or less hits depending on how close you are and your anngle.
3~4,3 works on all occasions, as long as they are high enough for the initial 3~4 to hit.
f3,4 works on almost all occasions, as long as you dash very deep.
3,3,4 and b2,3,4,2 doesn't work for 2-hit wall B!, except 3,3,4 for TA.

My leo/feng BnB is:
Feng launch, df1, 1, f4,3 B! (f3~d BOK1,2) dash 3~4,3
Feng point W! f4,3_1+2+5 TA! (f4~df~ws1,4,1) f3,4
Leo point W! b2,1+2 TA! (3,3,4) ws1,4,1
Leo point W! 1+2+5 TA! (b2,3,4,2) ws1,4,1

During Tag assault, the first hit resplats the opp, so the first hit doesn't count if it resplats them. b2,3,4,2 doesn't work since the first hit doesn't resplat, it spikes them.
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wooden-man
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#14 “Quote” Edit Post
Hi guys, got another noob question here,
today while playing feng, I mashed out a move that looks like Bryan b+1 and it tag out into tag assault mode. What was that? Going directly into tag assault from a starter? I saw the com did it a few times with other characters, I believe it's a generic moves that everyone has.

Anyway, tips for newbie like me who hasn't had enough knowledge and experience for ttt2,
use the auto tag assault by holding on to the tag button, then finish off with simple dash f+3,4
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#15 “Quote” Edit Post
Originally posted by OffInBed
Heh.. no problem...I'm just DYING inside because I can't play it til console release. My mind is just overflowing with my imagination of the possibilities now. It really helps if you update with w/e you got any time you can lol.


What's significant after CH (1), 1?

Would f,3,4 allow him to launch high enough to get a 1 jab?

On a scale of 1-10 how useful is 1+4 as far as picking up opponents to bound?

Sorry to nag you lol.. please save me


f+3,4 lifts opponent much higher than T6 days during juggle, you can say his 2nd hit of f+3,4 lift the opponent as high or maybe higher than Bryan's db+2 and once you land you just have enough time to catch the opponent with 1

What you mean by usable? If you mean timing wise, its quite hard, but once master I would say that should be your standard pick up from get up 3, CH qcf+1 and a more damaging option for certain stun moves that had only ff d+4,1+2 follow up in T6

Originally posted by wooden-man
Hi guys, got another noob question here,
today while playing feng, I mashed out a move that looks like Bryan b+1 and it tag out into tag assault mode. What was that? Going directly into tag assault from a starter? I saw the com did it a few times with other characters, I believe it's a generic moves that everyone has.

Anyway, tips for newbie like me who hasn't had enough knowledge and experience for ttt2,
use the auto tag assault by holding on to the tag button, then finish off with simple dash f+3,4


Thats 1+2+5 generic TA! b! move, pretty unsafe on block think its like -12 to -14
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retsu_himura
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#16 “Quote” Edit Post
Originally posted by wooden-man
Perhaps since u have those Arcadia books, u might be a able to compile something that link everyone to feng.
tag assault > partner character filler > then feng ends with 3~4,3 or ff4,3, b+1+2 ?


Edit: added filler seen from YouTube and arcade replay
actually i have not played the game much,
anyway, in arcadia monthly issue 137, there are some recommended easy character TA! filler
i've never tried any of them, maybe someone who played often can give them a try to see what can feng or any other character do to follow up.

alisa: db+2,2 _ b+2,4
amour king: uf+3 _ 3+4,2 _ 1+2,2
anna: qcf+2,1 _ ff+3,4,3 _ b+2,2
asuka: b+2,1+2,4 _ db+4,3 _ 2,3
baek: uf+3,4,3 _ ff+4,3 _ u+4,3
bob: ub+3 _ d+2,3
bruce: f+2,4 _ b+4,3,4 _ 3,3
bryan: db+1+2 _ b+3~f~4,1,2 _ 3,3,2 _ df+1,2 _ b+2,1,4
devil jin: b,f+2,1,d+2 _ uf+1+2
dragunov: qcf+2 _ f+4,4,3 _ 4,1
eddy/christie: uf+3+4 _ ws+1,3 _ ss+2,4 _ 1+2~3 _ db+2,3
feng: f+3,4 _ df+3 _ ff+4,3
ganryu: ff+4 _ df+1+2,1
heihachi: cd+4,1 _ tgf
hwoarang: 3~4 _ uf+3,4,3 _ d+4,4 _ 3+4~rff f+3, lfs 1+4 _ 3+4~rff f+3, lfs uf+3,4,3 _ 3+4,rff 3~4~f, rfs f+3,4
jack6: u+1+2 _ b+3,2,2
jaycee: f+2,2,1 _ ff+3 _ db+2
jin: b+2,1 _ df+1,4 _ b+3~f~cds1,2
jinpachi: df+2,1 _ ub+1,2~f,3,4 _ db+2,1
jun: b+2,1,4 _ ff+2,3 _ b+4,2
kazuya: b+4,1 _ (devil form) u+1+2 _ wgf
king: b+1,2 _ f+2,2,1 _ df+2,1
kuma/panda: uf+4,3 _ df+2,1 _ f+2,1
lars: uf+3 _ ff+2~f, SE 3 _ b+1+2
law: uf+4,3 _ 4,3,4 _ 3,4
lee: df+3,2,3 _ b+2,4,3 _ fn,3,4 _ ub+3
lei: 1+2,2 _ ff+3,4 _ f+3,1 _ f+3,1,2
leo: 3,2~d, bok 1,2 _ uf+2,1 _ f +3~d, bok 1,2
lili: f+2,3 _ d+2,2,3 _ d+3+4
marduk: 2,d+1+2 _ d+1+2 _ any airthrow
miguel: df+2,1 _ df+1~f, sav 1,2,1
nina: ss+1~f~2 _ b+1+4
ogre: uf+3,4,3+4 _ df+3+4,3+4 _ df+1+2
paul: qcf+2 _ d+1,4,2 _ uf+3,4
raven: b+2,2,3 _ df+3 _ uf+4,4
roger: cd+1 _ uf+3,3 _ df+3,3
steve: df+1+2 _ df1,2~1~b, flk 1~b, 3+4,2, d+2
wang: b+3,4 _ db+2,1,2 _ d+2,1+2 _ db+4,2
xiaoyu: f+2,1,4 _ b+4,4 _ ub+3+4
yoshimitsu: b+2,1 _ d+2,2,1 _ 2,3
zafina: ws+1,2 _ ff+3+4 _ db+4,2

Last edited by retsu_himura on Mar 24th, 2012 at 05:28

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wooden-man
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#17 “Quote” Edit Post
What a long list, just wondering if the tag assault partner does an air throw or moves that smack opponent right down to ground, do feng gets a gaurentee stomp? Or maybe possibility of strong oki game.
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wooden-man
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#18 “Quote” Edit Post
Originally posted by wooden-man
What a long list, just wondering if the tag assault partner does an air throw or moves that smack opponent right down to ground, do feng gets a gaurentee stomp? Or maybe possibility of strong oki game.

tried it a few time today, the stomp doesn't work

the TA! system is kind of weird to me, the TA! partner will stay in depending on the moves u do.
certain strings moves makes the main character switch in before it is complete, certain string allow the TA! partner to stay in till finish.
dashing and running up after the main character switch is very inconsistant for me or is there any tips or shortcut?
finishing with 3~4,3 seem in consistant too, f+3,4 is still the best and easiest ender.
and i saw from the replay machine some japanese ends with f+3,4~5 to have the partner tag in with a running cross block or slide (fff1+2_fff4) seem pretty useful.

after watching some video, i'm kind of addicted to jack6 TA! filler, u+1+2, it lifted the opponent high enough so the when the main character switch in, they can do a big after jump kick UF,4. still trying out on what feng can do off that.

now it think we have good TA! juggle information, but we still lack w! type TA! combo.

seem very quiet on the foum recently, why not everyone here just watch some youtube video and post whatever juggle u see good here.
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wooden-man
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#19 “Quote” Edit Post
Saw these from hao video

Feng/Jin
Feng laucher, df+1, f+4,3~5 TA!, Jin b+3~f, CDS 1,2, Feng dash, b+1+2_1,1_df+2,2
Feng w! db+2,2,2~5 TA!, Jin b+3~f, CDS 1,2, Feng b+1+2
Jin launcher, b,f+2,1, 1,3~3~5 TA!, Feng f,f+4,3, Jin dash, b+2,1_fff+3_b+3~f,CDS 4
Jin w!, ws+1,2~5 TA!, Feng f+4,3, Jin db+2,2,3

Saw these from taizo video
Feng laucher, df+1, f+4,3~5 TA!, Lee b+2,4,3, Feng dash, 3~4,3
Lee w!, b+4~5 TA!, Feng 3,3,4, Lee ub+3
Feng f+4~b,f, u+2~5 TA!, Lee ub+3, Feng dash, f+3,4, f+1, f+3,4
Feng w!, qcf+1+2~5 TA!, Lee b+2~f, 4,u+3, Feng 3,3,4, but well taizo did not complete this one as opponent tag crush it, but I think b+1+2 should hit.

Last edited by wooden-man on Feb 8th, 2012 at 18:28

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wooden-man
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#20 “Quote” Edit Post
Hey, mod maybe u can join the two combo thread together,

Anyway, here are some lei/feng TA! starter, sorry my finishing are weak, I'm still researching on this area
lei ff+3~5, feng f+3,4, f+1, qcf+1+2~5 TA!
feng f+3,4_ws+3~5, lei 1+2,1, BT 4,4~5 TA!

anyway, I feel the lesser hit used in the TA! filler will allow the main character to perform stronger finisher? Not too sure on this
For feng the filler I know are f+3,4_ff+4,3_df+3
the finish I've seen are 3~4,3_f+3,4_f+1+2_dash b+1+2_dash 1,1_dash df+2,2_fff+3
depending on the filler used, not all option allows u to end with 3~4,3
Like those Jin filler used by hao, which hit the opponent really far, only allows those dash in hit to end.
less people I see uses that df+3 as filler, but I suspends this one could give a stronger finisher.
after seeing one Japanese player from that giant replay recorder, I love the idea of ending with f+3,4~5 into fff+1+2 or fff+4 mixup

for lei, I have limited knowledge for I hasn't been watching a lot of lei on YouTube
I just keep to those posted by retsu and f+3,1_f+3,1,2
the ender I see so far are 4~3,4_fff+3_dash 3(dealt same damage as running3, but stand3 gives wall splat)

Why does my iPhone safari keep closing while I'm typing half way?
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