Maximizing the spirit, Jun's Juggle Compendium

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MiyusRibbons
Virtuoso
Joined: Dec 2009
Posts: 208
From: United Kingdom
PSN: MiyusRibbons
XBL: MiyusRibbons
#1 “Quote” Edit Post
Ok i'd like to have a max damage juggle thread for Jun with and without the use of TAs, so if you have found anything that you deem easy enough to pull off without sacrificing too much damage to be considered staple or something that out damages the current juggle please post and i'll try and keep this as up to date as possible.

For TA's i think we'll have to see what people post, i'm assuming most people will be doing an early TA to shred red health or after the max solo juggle so it'll probably be a case of add in the character after bind then a different post bind on point character.

solo damage in [], if there isn't any solo damage yet its because i haven't gotten round to retesting the juggle

CH 4
dash, 1, b+4,2, f+3, b+2,1, f+1+2, IZU 1+2 B! ff+2,3 = 82 dmg
dash, (1)+4,2,1,2, f+1+2, IZU 1,2 B! ff+2,3 = 73 dmg
dash, 1+4,2, f+3, f+1+2, IZU 1+2 B! ff+2,3 = 72 dmg
dash, (1)+4,2, f+3, f+1+2, IZU 1+2 B! ff+2,3 = 70 dmg

CH 1+2 (stun is breakable with f or b)
- f+2, 3, b+4,2, b+2,1, IZU, 1+2 B! ff+2,3 = 113 [107] dmg
- f+2, 3, b+4,2, f+3, f+1+2, IZU, 12 B! ff+2,3 = 113 [107] dmg

f2 / (b3),2
- 3, b+4,2, b+2,1, f+1+2, IZU, 1+2 B! ff+2,3 = 85 [82] dmg
- 3, b+4,2, f+3, f+1+2, IZU, 1,2 B! ff+2,3 = 85 [82] dmg

f4
- dash, 1+4, f+3, b+2,1, f+1+2, IZU 1+2 B! 3+4 = 71 [68] dmg
- f+3, f+1+2, IZU, 1,2 B! ff+2,3 = 67 [64] dmg

CH IZU (1),2
- b+2,1, b+2,1, f+1+2, IZU, 1,2 B! ff+2,3 = 73 [70] dmg

IZU 2
- b+4,2, f+3, b+2,1, f+1+2, IZU 1+2 B! ff+2,3 = 82 [79] dmg
- b+4,2, b+2,1, f+1+2, IZU, 1,2 B! ff+2,3 = 79 [76] dmg
- b+4,2, f+3, f+1+2, IZU, 1,2 B! ff+2,3 = 78 [75] dmg

IZU 3+4 / d3+4
- 3, b+4,2, b+2,1, f+1+2, IZU, 1+2 B! ff+2,3 = 91 [88] dmg
- b+4,2, f+3, b+2,1, f1+2, IZU 1+2, B! ff+2,3 = 88 [85] dmg

CH d2
- WS+2, b+4,2, b+2,1, f+1+2, IZU 1+2 B! ff+2,3 = 83 dmg
- WS+2, 1, b+2,1, f+1+2, IZU, 1,2 B!, ff+2,3 = 74 dmg

(db+4),3
- d+2 B! dash, b+4,2, b+2,1, f+1+2, IZU 1+2 = 86 dmg
- d+2 B! f3, b+2,1, f+1+2, IZU 1+2 = 80 dmg

b3,4
- (1)+4, 2,1,(2), f+1+2, IZU, 1,2 B! ff+2,3 = 75 dmg

CH (b4),2
- 3, b+4,2, b+2,1, f+1+2, IZU, 1+2 B! ff+2,3 = 84 dmg

CH GEN 3
- b+4,2, f+3, b+2,1, f+1+2, IZU 1+2 B! ff+2,3 = 83 dmg
- b+4,2, b+2,1, f+1+2, IZU, 1,2 B! ff+2,3 = 80 dmg

CH GEN 4
???

CH uf3
- d/b+4,1+4, 2,1,2, f+1+2, IZU 1,2 B! ff+2,3 = 74 dmg
- d+2, b+2,1, b+2,1, f+1+2, IZU, 1+2 = 64 dmg

uf4,3
- B! dash, b+4,2, f+3, b+2,1, f+1+2, IZU 1+2 = 68 dmg
- B! WS+1+2, f+3, b+2,1, f+1+2, IZU 1+2 = 65 dmg
- B! dash, b+4,2, b+2,1, f+1+2, IZU 1+2 = 64 dmg
- B! uf+3, b+2,1, f+1+2, IZU, 1,2 = 60 dmg

CH ff4
- b+4,2, f+3, b+2,1, f+1+2, IZU 1+2 B! ff+2,3 = 89 dmg
- b+4,2, b+2,1, f+1+2, IZU, 1,2 B! ff+2,3 = 86 dmg

ff1+2
- dash, b+4,2, b+2,1, f+1+2, IZU 1,2 B! ff+2,3 = 80 dmg
- 1+4, b+2,1, f+1+2, IZU, 1,2 B! ff+2,3 = 71 dmg

WS+3
- b+4,2, b+2,1, f+1+2, IZU 1,2 B! ff+2,3 = 79 dmg (hard)
- b+4,2, b+2,1, f+1+2, IZU 1+2 B! ff+2,3 = 78 dmg

CH WS1+2
- f+2, 3, b+4,2, f+3, f+1+2, IZU 1+2 B!, ff+2,3 - 116 dmg
- uf+4,3 B! uf+3, b+2,1, f+1+2, IZU, 1,2 = 92 dmg

CH FC df2
-(must crouch cancel) f+2, 3, b+4,2, b+2,1, f+1+2, IZU, 1+2 B! ff+2,3 = 117 dmg
-(must crouch cancel) f+2, 3, b+4,2, f+3, f+1+2, IZU, 1,2 B! ff+2,3 = 117 dmg
- uf+4,3 B! uf+3, b+2,1, f+1+2, IZU, 1,2 = 79 dmg

CH SS4
- b+4,2, f+3, b+2,1, f+1+2, IZU 1+2 B! ff+2,3 = 87 dmg
- b+4,2, b+2,1, f+1+2, IZU, 1,2 B! ff+2,3 = 84 dmg
- b+4,2, 1, f+3, f+1+2, IZU, 1,2 B! ff+2,3 = 84 dmg

Falling Rain - df,d,df+1+2
- 3, b+4,2, b+2,1, f+1+2, IZU 1+2 B! ff+2,3 = 73 dmg

Low Parry
- 3, b+4,2, b+2,1, f+1+2, IZU 1+2 = 45 dmg

Last edited by MiyusRibbons on Oct 8th, 2012 at 01:32

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pIchu
Joined: Jan 2002
Posts: 1684
From: Australia
#2 “Quote” Edit Post
'*b3,2'

Correct notation for attacks that whiff are in brackets ie (b+3),2

Does f+4, f+3,f+1+2, IZU 1+2 work? Had no idea. I've been using f+4, dash 1+4, f+3, b+2,1,f+1+2, IZU 1+2 b!, f,f+3.

f+2 is guaranteed after a CH WS+1+2 so it'll do more damage than u/f+4,3.

There are actually heaps of things you need to fix up.. on my phone so I can list all. I'll have a better look after work.
ashinomori
Lone Wolf
Joined: Apr 2009
Posts: 311
From: Malaysia
#3 “Quote” Edit Post
it works pich.
btw, am digging the CH ss1+2_2. free f2 unless the opponent stunt recovers.
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MiyusRibbons
Virtuoso
Joined: Dec 2009
Posts: 208
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#4 “Quote” Edit Post
@pIchu f4, f3 works really well, i've just tried your juggle and the 1+4 is so inconsistent that i couldn't get the entire juggle down i'm guessing it out damages f4, f3 by quite a bit though.

@ashinomori not sure what you mean, ss2 has a huge knockback and ss1+2 doesn't exist it just does her standing 1+2 which yes is very nice on CH.

Throw all the changes you can at me, the more info we have the better quality of jun players we can breed ^^"
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Damonta
1st Dan
Joined: Apr 2012
Posts: 11
From: United Kingdom
#5 “Quote” Edit Post
I'm not sure how to correctly notate Jun's "chain" strings...

b+34 ~ 1+4212, IZU, 12 B! ff+23 = 75 Damage

And yes, some of the hits are supposed to whiff

Last edited by Damonta on Sep 17th, 2012 at 17:10

pIchu
Joined: Jan 2002
Posts: 1684
From: Australia
#6 “Quote” Edit Post
MiyusRibbons
It's about the same difficulty as Asuka's f+4, dash, 1+4.... If you can hit that consistently, then Jun's should be no problem.

I think what ashinomori means is SS 1+2... not a move, just side step then 1+2. Dangers with that move though... breakable stun by holding forward or back. Scrubs break it all the time.

I don't have a console. I work at a games arcade so everything is arcade experience. I haven't actually even seen the game on console yet :p

Originally posted by Damonta
b+34 ~ 1+4212, IZU, 12 B! ff+23 = 75 Damage


Yeah.. I don't even know what that is. The combo I use is b+3,4,(1)+4,2, f+3,f+1+2, IZU 1+2.

I think you need to work on your notation, MiyusRibbons... a lot of your stuff is confusing.
Damonta
1st Dan
Joined: Apr 2012
Posts: 11
From: United Kingdom
#7 “Quote” Edit Post
Originally posted by pIchu
Yeah.. I don't even know what that is. The combo I use is b+3,4,(1)+4,2, f+3,f+1+2, IZU 1+2.

I think you need to work on your notation, MiyusRibbons... a lot of your stuff is confusing.


Really? I'm pretty sure that I got the notation correct, at least enough that it should be easily understandable.

It's hard to notate because you can chain a lot of Jun's moves together like Asuka's, so I'm not entirely sure how to notate it in a way that you know it's apart of one of her continuing chains.

b+3,4,1+4,2,1,2, IZU 12 B! f,f+23

Is that better? The whole part before the IZU are moves that sort of chain into each other. I'm sure you'll figure it out. Some of the moves in the combo naturally whiff though, but it's a full true combo overall.
Damonta
1st Dan
Joined: Apr 2012
Posts: 11
From: United Kingdom
#8 “Quote” Edit Post
CH uf3
- b2, b21, b21, IZU, 1+2 = 64 dmg

I think you meant d+2 B!, but regardless you can still get better damage than that TC.

After a CH uf/3, go for....

d/b+4,1+4,2,1,2, IZU 12 B! f,f+23 = 74 dmg

And yes, once again some of the hits do whiff.
pIchu
Joined: Jan 2002
Posts: 1684
From: Australia
#9 “Quote” Edit Post
With regard to "strings"... you separate strings with spaces. So 1+4,2,4 is a full string. 1+4, b+2,1,f+1+2, IZU 1+2 b! is two strings then bound.

Reading exactly what you wrote...

b+3,4,1+4,2,1,2, IZU 12 B! f,f+23


To me, that reads as: b+3,4,1+4,2,1,2, f+1+2, IZU 1,2 b!, f,f+2,3 with ALL hits connecting. You need to specify where the whiff hits are. Saying, "there are whiff hits" isn't enough information.

If you could post a video of the combo, I can write down the correct notation. Usually I can make sense of what people write, but what you wrote is really confusing, especially when you say there whiff hits but don't say where. Also, you never do f+1+2 to get into IZU so that's even more confusing.
Damonta
1st Dan
Joined: Apr 2012
Posts: 11
From: United Kingdom
#10 “Quote” Edit Post
Originally posted by pIchu
With regard to "strings"... you separate strings with spaces. So 1+4,2,4 is a full string. 1+4, b+2,1,f+1+2, IZU 1+2 b! is two strings then bound.

Reading exactly what you wrote...



To me, that reads as: b+3,4,1+4,2,1,2, f+1+2, IZU 1,2 b!, f,f+2,3 with ALL hits connecting. You need to specify where the whiff hits are. Saying, "there are whiff hits" isn't enough information.

If you could post a video of the combo, I can write down the correct notation. Usually I can make sense of what people write, but what you wrote is really confusing, especially when you say there whiff hits but don't say where. Also, you never do f+1+2 to get into IZU so that's even more confusing.


But isn't f+1+2 the notation for the move that leads into IZU? I don't understand.

How do I specify which moves in my notations are whiffs? Is it with brackets?

I want to write it so that the second hit of the 1+4, the punch, whiffs, as well as the second "2" I list
Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#11 “Quote” Edit Post
b+3,4,(1)+4,2,1,(2),f+1+2, IZU 1,2 b!, f,f+2,3

Like this?
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pIchu
Joined: Jan 2002
Posts: 1684
From: Australia
#12 “Quote” Edit Post
Originally posted by Demoyon
b+3,4,(1)+4,2,1,(2),f+1+2, IZU 1,2 b!, f,f+2,3

Like this?


Perfect.

The only annoying thing is the 1+4 part where the low [blue]4[/blie] hits first. The way it's written suggests that the whiff comes before the low.
AncientOgre
6th Dan
Joined: Jul 2012
Posts: 62
PSN: AncientOgre
#13 “Quote” Edit Post
For CH WS 1+2 do F2, 3, B4,2,F3,IZU1+2(b!), ff2,3 - 116 DMG
AncientOgre
6th Dan
Joined: Jul 2012
Posts: 62
PSN: AncientOgre
#14 “Quote” Edit Post
Does anyone know how to juggle off of d/b 4,3? I hard it can be done!
pIchu
Joined: Jan 2002
Posts: 1684
From: Australia
#15 “Quote” Edit Post
AncientOgre
(d/b+4),3, d+2 b!

You can probably run up 1+4, but the timing would be a bit strict. Maybe run up b+2.

At least there's always that easy option of d+2.
Demoyon
prisoner of desires
Joined: May 2008
Posts: 2665
From: Philippines
#16 “Quote” Edit Post
uf+3 works off CH db+4,3, so I think it works off (db+4),3 too
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Hatman
Sage
Joined: Jan 2001
Posts: 470
From: USA Missouri
#17 “Quote” Edit Post
Some additions I'd like to add/share:

f+4:
dash; 1+4; f+3; b+2,1,f+1+2 IZU 1+2 B!; 3+4 =71 dmg

Took pichu's combo with the ender I was using for an extra point plus extremely easy bound follow-up with better wake-up.

WS+3:
b+4,2; b+2,1,f+1+2 IZU 1+2 B!; f,f+2,3 =78 dmg (easy)
b+4,2; b+2,1,f+1+2 IZU 1,2 B!; f,f+2,3 =79 dmg (hard)

The difference between these two combos is when you do the b+4,2. If you just do it normally the opponent will flip over with their head toward back turned which limits the IZU follow-up. If you wait until the last possible moment to get b+4,2 the opponent will flip feet toward like in any normal juggle allowing the extended IZU follow-up. Not worth doing the hard one, at least at this stage, and they seem to be too low to try and sneak in an extra 3 or f+3 or extra b+2, etc. after the b+4,2 hits late.

u/f+4,3:
dash; b+4,2; b+2,1,f+1+2 IZU 1+2 =64 dmg (easy)
dash; b+4,2; f+3; b+2,1,f+1+2 IZU 1+2 =68 dmg (very difficult)

What makes the last combo tough is that the f+3 and the b+2 need to hit very late, almost on the frame(s) just before the opponent can tech (and you see the combo display flash briefly as it tallies). Too early on the f+3 and the b+2 won't follow-up, wrong timing on the b+2 and the IZU 1+2 won't be in range. Not worth doing IMO, but possible.

f,f+1+2:
dash; b+4,2; b+2,1,f+1+2 IZU 1,2 B!; f,f+2,3 =80 dmg

CH d+2:
WS+2; b+4,2; b+2,1,f+1+2 IZU 1+2 B!; f,f+2,3 =83 dmg

CH SS+4:
b+4,2; f+3; b+2,1,f+1+2 IZU 1,2 B!; f,f+2,3 =86 dmg

CH f,f+4:
b+4,2; f+3; b+2,1,f+1+2 IZU 1+2 B!; f,f+2,3 =89 dmg

CH GEN 3:
b+4,2; f+3; b+2,1,f+1+2 IZU 1+2 B!; f,f+2,3 =83 dmg

IZU 2:
b+4,2; f+3; b+2,1,f+1+2 IZU 1+2 B!; f,f+2,3 =82 dmg

CH 4:
dash; (1)+4,2; f+3,f+1+2 IZU 1+2 B!; f,f+2,3 =70 dmg
dash; 1+4,2; f+3,f+1+2 IZU 1+2 B!; f,f+2,3 =72 dmg
dash; (1)+4,2,1,2,f+1+2 IZU 1,2 B!; f,f+2,3 =73 dmg
dash; 1; b+4,2; f+3; b+2,1,f+1+2 IZU 1+2 B!; f,f+2,3 =82 dmg (hard)

All 1+4 versions seem to be most consistent since you can mess up the dash causing the 1 of 1+4 to either miss or hit depending on how well you dashed but the 2 of 1+4 will cover your 1+4 allowing you to avoid dropping the combo. The last one starting with the 1 requires a perfect deep dash but can be learned if you're a fiend. It's also possible to start the combo with dash b+2,1 extensions.

FR Falling Rain:
3; b+4,2; b+2,1,f+1+2 IZU 1+2 B!; f,f+2,3 =73 dmg

Low Parry:
3; b+4,2; b+2,1,f+1+2 IZU 1+2 =45 dmg

-Hatman, old school.

Last edited by Hatman on Sep 19th, 2012 at 06:51

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pIchu
Joined: Jan 2002
Posts: 1684
From: Australia
#18 “Quote” Edit Post
Wow.. really old school!

lol at b+4,2, f+3, b+2,1,f+1+2, IZU 1+2 for everything.

I'm on my phone so I can't really go through every launch.. can someone check the damage for u/f+4,3 b!, u/f+3_WS+1+2, f+3, b+2,1,f+1+2, IZU 1+2. It's the staple that I'm still using on arcade.

Also, your WS+3 juggles with the b+4,2 flipping the opponent back around.. can you hit b+4 and delay the 2 and still achieve the flip?
Hatman
Sage
Joined: Jan 2001
Posts: 470
From: USA Missouri
#19 “Quote” Edit Post
Originally posted by pIchu
Wow.. really old school!

lol at b+4,2, f+3, b+2,1,f+1+2, IZU 1+2 for everything.

I'm on my phone so I can't really go through every launch.. can someone check the damage for u/f+4,3 b!, u/f+3_WS+1+2, f+3, b+2,1,f+1+2, IZU 1+2. It's the staple that I'm still using on arcade.

Also, your WS+3 juggles with the b+4,2 flipping the opponent back around.. can you hit b+4 and delay the 2 and still achieve the flip?


u/f+4,3 B!; u/f+3; f+3; b+2,1,f+1+2 IZU 1+2 is 63. The other one replacing u/f+3 with WS+1+2 is 65.

You can delay the 2 and get the foot forward flip, which does make the b+4 a little less restrictive (didn't know that, thx).

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pIchu
Joined: Jan 2002
Posts: 1684
From: Australia
#20 “Quote” Edit Post
Thanks for testing! I'll probably just stick to my staple. The damage difference isn't worth the difficulty.

b+4,2 very delayable... actually, it's a HC string.

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