The Project: A Josie Almanac/Combo list

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NotLexi
2nd Dan
Joined: Jun 2017
Posts: 20
From: USA California
#1 “Quote” Edit Post
The Project
Hello everyone, I'm Lexi (regardless of claims). This project is meant to be a Josie almanac for her Combo and Punish game. It started out of habit of mine to jot things down in a specific way in order to better understand a combo and practice them. That said there were a number of rules followed so please keep these in mind:
Everything is ported from discord, so the formatting may see a touch weird, it's because it's meant to work in mono space font.
The lowest listed combo is meant to be easiest.
The highest listed combo is meant to be the most optimal AGAINST THE MAJORITY OF THE CAST and I (or those who helped me with this project) make sure that it works regardless of ease, so in theory if practiced well enough it can be done.
Similar inputs took priority on the lower combos if equal damage: since this was originally meant as a tool to assist me in combo practice, part of the goal of it was to see which combo tools had a tendency to pop up the most and be most useful in order to limit the bizarre combos out there. Obviously this would get in the way of optimized combos so i tried to stay out of the way of those, but f+3 x3 seems to be a particularly useful, yet tricky to pool off tool that seems to have bizarre damage scaling and thus lead to some of her most damaging combos.
=======

NH Launchers
NH Launchers
Number in [ ] is Start-Up frames, number in ( ) is Block Frames
01. WS+2,1 - [i13] (-13)
02. f+1+2 - [i14] (-5)
03. d/f+2 - [i15] (-13)
04. u/f+4 - [i15] (-13)
05. SWB 1 - [*i15] (-13)
06. b+1+2 - [i16] (-9)
07. d/f+1,4~4 - [i16] (-11)
08. b+4,3,d+4~4 - [i16] (-11)
09. CD 2 - [*i17] (-14)
10. u/f+3 - [i29] (-9)
*: CD and sway timing can vary for startup


CH Launchers
Combo-able CH Launchers
01. 4 - [i12] (-7)
02. WS+1 - [i13] (-4)
03. SWS 1 - [i14] (-7)
04. WS+3 - [i16] (-7)
05. f,f+4 - [i16] (-9)
06. f+3+4 - [i16] (-7)
07. SWB 2 - [*i17] (-13)
08. f+3 - [i18] (-3)
09. d/b+2 - [i20] (-11)
10. CD 3 - [*i21] (-13)
11. SWS 3 - [i18] (-13)
12. SWS 2 - [i18] (-6)
*: CD and sway timing can vary for startup


AWK CH launchers
No Frames because they rely on wiffing to start
1. (1,2),4
2. (2),4
3. (d+3),4


Note on punishes with CD/sway
The way the timing for CD and sway are noted is on animation start. The reason the time to input the startups for the moves isn't included is because I consider them to be stances. The moves were treated the way they were because the final input can also be delayed. If you want to play it safe, add about 3 frames to those specific numbers listed.
Also note (SWS f) or (SWB f) yields a CD, not just (f,N,d,d/f)

Last edited by NotLexi on Jul 2nd, 2017 at 12:46

NotLexi
2nd Dan
Joined: Jun 2017
Posts: 20
From: USA California
#2 “Quote” Edit Post
Normal Combos
Note on f+3x3 combos: you can't hold forward and mash. Try QCF, SS, or simply return direction to neutral.
WS+2,1
1. dash d+3,4~f, 1,3 S! dash d/b+4,2,3 - [57 dmg](first dash-> timing)
2. dash d+3,4~f, 1,3 S! dash 3,f+3 - [56 dmg](first dash-> timing)

f+1+2
1. dash d/f+1,4,2 - [49 dmg]
2. d/f+3+4 - [40 dmg](watch for oki)
3. d+3+4 - [39 dmg]

d/f+2
1. f+1+2, 4, 1,2,4~f 1,3 S! dash 3,f+3 - [61 dmg]
2. f+1+2, 4, f+2,3,4 S! dash f+2,3,4 - [57 dmg]
3. f+3, 4, f+2,3,4 S! dash f+2,3,4 - [55 dmg]

u/f+4
1. f+1+2, 4, f+3, 3,2~f, 1,3 S! dash 3,f+3 - [64 dmg]
2. f+1+2, 4, f+2,3,4 S! dash f+2,3,4 - [60 dmg]
3. f+3, 4, f+2,3,4 S! dash f+2,3,4 - [58 dmg]

SWB 1 (The Sway)
SWB is obtainable from (b+3+4) or (WS+2,1,b)
1. f+3, f+3, f+3, f+2,3,4 S! dash 3,f+3 - [61 dmg]
2. f+3, 4, f+2,3,4 S! dash f+2,3,4 - [55 dmg]
2. d+3,4~f, 1,3 S! dash f+2,3,4 - [45 dmg]

b+1+2
1. f+3, 1_2, f+1+2, f+2,3,4 S! dash 3,f3 - [67 dmg](2= 68 dmg)
2. f+3, 4, f+2,3,4 S! dash f+2,3,4 - [66 dmg]
3. d+3,4~f, 1,3 S! dash f+2,3,4 - [56 dmg]

(d/f+1,4~4)_(b+4,3,d+4~4) FEINT KNEE
Both combo are the same since technically the Feint knee is the first hit.
1. f+2,3,4 S! dash d/b+4,2,3 - [53 dmg]
2. f+2,3,4 S! dash f+2,3,4 - [53 dmg]
3. 1,2,4~f 1,3 - [44 dmg](No S!)

CD 2
Reminder: ~f during SWS or SWB, else f,n,d,d/f
1. f+3, f+3, f+3, f+2,3,4 S! dash 3,f+3 - [71 dmg]
2. f+3, f+3, f+3, 3,3 S! dash f+2,3,4 - [69 dmg]
3. f+3, f+1+2, f+2,3,4 S! dash f+2,3,4 - [67 dmg]

u/f+3
However you would normally used u+3 or u/b+3
1. f+3, 4, f+2,3,4 S! dash f+2,3,4 - [65 dmg]
2. f+3, 4, 3,2~f, 1,3 S! dash 3,2~f, 1,3 - [63 dmg]
3. f+3, d+3,4~f 1,3 S! dash f+2,3,4 - [63 dmg]

u/f,n,4 (late hopkick)
Input 4 upon touching ground
1. f+1+2, 4, 1,2,4~f 1,3 S! dash 3,f+3 - [76 dmg]
2. f+1+2, 4, f+2,3,4 S! dash f+2,3,4 - [72 dmg]
3. f+3, 4, f+2,3,4 S! dash f+2,3,4 - [70 dmg]

Last edited by NotLexi on Jun 28th, 2017 at 00:52

NotLexi
2nd Dan
Joined: Jun 2017
Posts: 20
From: USA California
#3 “Quote” Edit Post
Counter Hit Combos
Note on f+4,3 > u/f+3+4: if struggling to connect, delay the f+4,3 till enemy almost hits ground.
4
1. f+1+2, 1, f+1+2, 3,2~f, 1,3 S! dash 3,f+3 - [66 dmg]
2. f+1+2, d+3,4~f, 1,3 S! dash d/b+4,2,3 - [64 dmg]
3. f+1+2, 3,2~f, 1,3 S! dash 3,f+3 - [61 dmg]
4. f+1+2, f+2,3,4 S! dash f+2,3,4 - [61 dmg]

WS+1
1. f+1+2, d/f+1,4,2 - [63 dmg]

SWS 1
1. f+3, 4, f+2,3,4 S! dash f+2,3,4 - [66 dmg]
2. f+3, d+3,4~f 1,3 S! dash f+2,3,4 - [64 dmg]

WS+3
1. f+2,3,4 S! dash 1,2,4~f 3 - [61 dmg]
2. f+2,3,4 S! dash f+3 3,2~f 1,3 - [61 dmg]

f,f+4
1. S! dash iWS+3 b+4,3, f+4,3, u/f+3+4 - [67 dmg]
2. S! dash iWS+3 b+4,3, 1,2,4~f 3 - [66 dmg]
3. S! dash f+3, 1, f+1+2, 1,2,4~f 3 - [63 dmg]
4. S! dash f+3, 1, 1,2,4~f 1,3 - [57 dmg]

f+3+4
1. f+2,3,4 S! dash b+4,3,4 - [62 dmg]
2. f+2,3,4 S! dash f+2,3,4 - [60 dmg]
3. f+2,3,4 S! dash f+3, 3,2~f 1,3 - [64 dmg]

SWB 2
1. f+3, 1,2,4~f 1,3 S! WR+3 - [66 dmg]
2. d+3,4~f 1,3 S! dash 3,f+3 - [59 dmg]

f+3
1. 1, f+3, f+3, f+2,3,4 S! dash 3,f+3 - [64 dmg](f+3 trick involved)
2. 1_2, f+1+2, f+2,3,4 S! dash f+2,3,4 - [60 dmg](2= 61 dmg)

d/b+2
1. dash d+3,4~1, 3,2~f 1,3 S! dash 3,f+3 - [63 dmg]
2. dash d+3,4~f 1,3 S! dash f+2,3,4 - [59 dmg]

CD 3
1. fc d/f+4 - [47 dmg]
2. u/f3+4 - [46 dmg]
3. d+3+4 - [46 dmg](Delay the follow up- else 43 dmg)
4. CD 3 - [45 dmg]

SWS 3
1. WS+3, b+4,3, 3,2~f 1,3, S!, dash 3,f+3 - [68 dmg]
2. f+3, 4, f+2,3,4 S! dash f+2,3,4 - [65 dmg]
3. f+3, d+3,4~f 1,3 S! dash 3,f+3 - [62 dmg]

SWS 2
1. f+3, 4, f+2,3,4 S! dash f+2,3,4 - [65 dmg]
2. f+3, d+3,4~f 1,3 S! dash 3,f+3 - [62 dmg]

Last edited by NotLexi on Jul 3rd, 2017 at 09:43

NotLexi
2nd Dan
Joined: Jun 2017
Posts: 20
From: USA California
#4 “Quote” Edit Post
Wall Combos
After W!
All damages were tested as they would be after one hit prior to wall combo start, and are only listed to understand relative damage to eachother.
1. d+3,4, 4 - [27 dmg]
Your most consistent wall combo! Use if you're unsure!
2. d/b+4,2,3 - [26 dmg]
Your second most consistent wall combo, needs a HEAVY delay on the 3 in order to get a low hit else it's 22 dmg
3. f+3, u/f+3+4 - [28 dmg]
Your highest damage wall combo, inconsistency and pretty much cannot be done at the end of a combo
4. 1, d/f+1,4,2 - [21 dmg]
This combo doesn't do a lot of dmg but gives amazing oki
These are the main combos you should be doing after a wall splat as wall splats vary in height and the appropriate combo should be used depending on the situation.


Moves to W! in combos
1. f+2,4 - [33 dmg]
Your second best option when far away from the wall, easy execution, decent reliability
2. f+3+4 - [23 dmg]
Your best option when close the wall
3. 3+4 - [27 dmg]
Your best option when far away from the wall, fairly easy to execute
4. 3,3 - [32 dmg]
This option is your go to IDK option, works at most ranges, damage is meh, execution is easy
5. WS+3 - [20 dmg]
Your second best option when close to the wall, difficult execution however

If you ever find yourself in a situation where you feel you may be able to get a wall splat because your combo is going on too long one of the above should work from various ranges, moves that wall splat typically will not stick to the wall if you are too far/too close to experiment with these for a mixture of damage and reliability for the splat.

How to screw after a wall splat!!!
If you W! and then side step appropriately you can S! and use 3,3 to go for a double W! for maximum damage although this is very situational and quite difficult.
NotLexi
2nd Dan
Joined: Jun 2017
Posts: 20
From: USA California
#5 “Quote” Edit Post
Awkward CH Launchers
The following work only on last hit, but are good gap closers at the same time.
(1,2_2), 4
> You have to follow up from switch stance, so you have a few options, but command dash seems the best bet. Side note: I went for lexias chains, but f+2,3,4 yields same damage.
* ~f 1,3 S! d/b+4+2+3 - [54 dmg]

(d+3), 4
> Only thing to note is the damage is different from the above, everything else is the same
* ~f 1,3 S! d/b+4+2+3 - [46 dmg]


Rage Stuff
Data
Rage Art (startup time seems i8 frames with i21 of animation, but unsure how to confirm.) ( Rage Art damage scales inversely to your health)
* d/f+1+2 - [?] (-22)
Rage Drive (like aways CD can vary for startup)
* CD 3+4 - [i14] (+8)

Sample Combos
# Sample Art Combo
* f+3, f+1+2, f+2,3,4 S! dash d/f+1+2 - [60+XX dmg]
# Sample Drive Combo
* f+1+2 CD 3+4 f+1+2 f+2,3,4 S! dash f+2,3,4 - [81 dmg]
The reason there are only sample combos is because they both can sneak into many different combos. We encourage you to experiment fitting them in other places.


Misc.
Low Parry Follow up
* f+3, 4, f+2,3,4 S! f+2,3,4 - [47 dmg]
Slide in Punish
* WS+3 4 f+2,3,4 S! dash f+2,3,4 - [47 dmg]
Slide in Follow up
* SLD CH 3, WS+1, 4, f+2,3,4 S! f+2,3,4 - [53 dmg] (CH only)
when on ground face up feet towards
* KND CH 3, d+3,4~1,3 S! f+2,3,4 - [47 dmg] (CH only)


Other Combo Lists
Not everyone will agree with my list. also due to the format I have included zero videos to help so I am willing to link to other lists. If you'd like your list to be included, feel free to hit me up and request inclusion, and if i feel like it's useful enough I will not hesitate to add it (doesn't have to include my rules for combo inclusion ie: has to work on as many characters as possible, just has to be useful to others) I also don't updates as frequently as I would like so some of these lists may be more updated than mine at any given point in time, so don't hesitate to look:
MiyuRibbon's Combo List (with vids)

Special Thanks
While I may not be the easiest person to work with at times, the following people helped me not only find combos, made sure that the combos that I had found worked, and contributed in many other ways towards the completion of this project, so I give them my deepest thanks. ~NotLexi
KuzmaTech
MiyuRibbons
Rock1492
NEO-TEKK (for help post completion)
aviax (for help post completion)

Last edited by NotLexi on Jul 4th, 2017 at 00:23

Signature "Lexi is a fraud and full of shit." -NotLexi
"I told you I'm Not Lexi." -Lexi
NEO-TEKK
2nd Dan
Joined: Jun 2013
Posts: 28
From: USA New York
PSN: NEO-TEKK
#6 “Quote” Edit Post
Dope stuff! Thanks. 👍

Fyi, under the Feint Knee combos, I believe it should be d/b+4,2,3 not d/b+4,3,2.

Any tips for landing the last 3 in the 3,f+3 finisher (b+1+2 launch)? I'm trying it against males with no luck. I'm getting the dash in just fine but that darn last 3 keeps whiffin. 🤔

Last edited by NEO-TEKK on Jun 27th, 2017 at 23:23

NEO-TEKK
2nd Dan
Joined: Jun 2013
Posts: 28
From: USA New York
PSN: NEO-TEKK
#7 “Quote” Edit Post
I'm starting to think that u/f+3+4 is a much more consistent/cleaner finisher to wherever you have 3,f+3. It's only 1 less damage.
NotLexi
2nd Dan
Joined: Jun 2017
Posts: 20
From: USA California
#8 “Quote” Edit Post
Originally posted by NEO-TEKK
Dope stuff! Thanks. 👍

Fyi, under the Feint Knee combos, I believe it should be d/b+4,2,3 not d/b+4,3,2.

Any tips for landing the last 3 in the 3,f+3 finisher (b+1+2 launch)? I'm trying it against males with no luck. I'm getting the dash in just fine but that darn last 3 keeps whiffin. 🤔


nice typo catch, yeah it's the lexi. the only trick i have for that finisher is you have to dash cancel as late as possible. it's doable but requires you to dash cancel at just the right moment. I don't tend to go for that one but if you are still missing the f+3, that means you dash canceled slightly too early. that said if you land u/f+3+4 in that situation then i see no reason not to use it. Personally i tend not to go for the most damaging combo most of the time, i just wanted to know what they were. should be noted that most post S! stuff should be played with, for the sole reason that this game isn't just about damage it's also about positioning and thus oki. just because something does more damage doesn't mean it leaves you in the best of spots all the time.
NEO-TEKK
2nd Dan
Joined: Jun 2013
Posts: 28
From: USA New York
PSN: NEO-TEKK
#9 “Quote” Edit Post
Originally posted by NotLexi
nice typo catch, yeah it's the lexi. the only trick i have for that finisher is you have to dash cancel as late as possible. it's doable but requires you to dash cancel at just the right moment. I don't tend to go for that one but if you are still missing the f+3, that means you dash canceled slightly too early. that said if you land u/f+3+4 in that situation then i see no reason not to use it. Personally i tend not to go for the most damaging combo most of the time, i just wanted to know what they were. should be noted that most post S! stuff should be played with, for the sole reason that this game isn't just about damage it's also about positioning and thus oki. just because something does more damage doesn't mean it leaves you in the best of spots all the time.


100% agree. I was just looking for the most (consistent) damaging juggle for those situations where it's called for (open stages, etc.). But definitely, things like wall-carry, oki setups are crucial as well. 👍
aviax
Blu Blazer Irregular
Joined: Jan 2000
Posts: 1815
From: Japan
#10 “Quote” Edit Post
NotLexi, this thread is much appreciated. I hope it isn't too much to ask if you could check the damage on one or more of these juggles:

4(CH), 3+4, (step forward), ws+3, b+4,3, u/f+3+4

sws 3(CH), ws+3, b+4,3, d/f+4~f+1,3 (dash) u/f+3+4 (alternatively, you can go with 3,2~f+1,3 for the S!)

(both your f,f+4(CH) juggles, substituting ws+3 for f+3)

f,f+4(CH), (dash), ws+3, b+4,3, f+4,3, uf+3+4

SWY 2(CH), ws+3, 3,3, (dash) d/b+4,2,3

NOTE: when using f+4,3, u/f+3+4 at the end of a juggle, it is better to time it such that the f+4,3 hits later rather than earlier.

Whatever input you can help me with would be fantastic

Separate:
d/b+2(CH) d+3,4~1, f+3,2~f 1,3 S! dash 3,f+3


The "f+3,2~f..." should be "3,2~f..," right?

Anyway, thanks again for this thread!
Signature Autocrat1: "Default winning animation: Bryan punching face, minus punching just twerking"
My reply: OK, but only if they give him back his laugh and 'DIE!' during it.

handle: 六鬼袋《`》武雷庵
NEO-TEKK
2nd Dan
Joined: Jun 2013
Posts: 28
From: USA New York
PSN: NEO-TEKK
#11 “Quote” Edit Post
[deleted] nvm I figured it out. ^_^

But while I'm here, I think I can shed some light on this:

Originally posted by aviax
I hope it isn't too much to ask if you could check the damage on one or more of these juggles:

4(CH), 3+4, (step forward), ws+3, b+4,3, u/f+3+4

sws 3(CH), ws+3, b+4,3, d/f+4~f+1,3 (dash) u/f+3+4 (alternatively, you can go with 3,2~f+1,3 for the S!)

(both your f,f+4(CH) juggles, substituting ws+3 for f+3)

f,f+4(CH), (dash), ws+3, b+4,3, f+4,3, uf+3+4

SWY 2(CH), ws+3, 3,3, (dash) d/b+4,2,3




4(CH), 3+4, (step forward), ws+3, b+4,3, u/f+3+4 = 66 dmg
SWS+3(CH), ws+3, b+4,3, 3,2~f+1,3, S!, (dash), u/f+3+4 = 67 dmg (d/f+4 whiffs too much)
f,f+4(CH), (dash), ws+3, b+4,3, f+4,3, uf+3+4 = 67 dmg (note: the dash is more like a mini-dash, or, just a small step fwd)
SWY 2(CH), ws+3, 3,3, (dash) d/b+4,2,3 = 64 dmg

☝️Those top 3 are some pretty dope juggles. 👊

Last edited by NEO-TEKK on Jun 29th, 2017 at 15:16

aviax
Blu Blazer Irregular
Joined: Jan 2000
Posts: 1815
From: Japan
#12 “Quote” Edit Post
Thank you for the information and the kind words. Make whatever use of them you care to. I hope you find them helpful.

One thing about the SWY 2(CH) juggle - with some characters (most of the males), you can sneak in a 4 between the ws+3, and 3,3:

SWY 2(CH), ws+3, 4, 3,3, (dash) d/b+4,2,3

That might make it a bit more interesting, when it works.

I spend a good amount of my time looking for juggles that use few/no punches (other than f+1+2). Sometimes there are some good ones to find, and the pop-up ws+3 provides is sooooo useful for this.
Signature Autocrat1: "Default winning animation: Bryan punching face, minus punching just twerking"
My reply: OK, but only if they give him back his laugh and 'DIE!' during it.

handle: 六鬼袋《`》武雷庵
NEO-TEKK
2nd Dan
Joined: Jun 2013
Posts: 28
From: USA New York
PSN: NEO-TEKK
#13 “Quote” Edit Post
Originally posted by aviax
One thing about the SWY 2(CH) juggle - with some characters (most of the males), you can sneak in a 4 between the ws+3, and 3,3:

SWY 2(CH), ws+3, 4, 3,3, (dash) d/b+4,2,3

That might make it a bit more interesting, when it works.


You're right! Btw, I made an error with the SWY 2 combo. I did the SWS2 instead. With the SWY 2 it's actually 64dmg. And with the 4 squeezed in (i did it on Heihachi) it's 67. I updated my original post. 👍

I spend a good amount of my time looking for juggles that use few/no punches (other than f+1+2). Sometimes there are some good ones to find, and the pop-up ws+3 provides is sooooo useful for this.


Same here! Just throwing in regular jabs is sometimes just a wasted opportunity. However, sometimes in a moment of panic my muscle memory just kicks in and I launch them without having a combo prepped. Then the jab just comes out because it's the safest "filler". The rest of it I just hope for the best. But, yes, the ws+3 knee is super useful and I don't see many people utilizing it.

Last edited by NEO-TEKK on Jun 29th, 2017 at 15:50

NEO-TEKK
2nd Dan
Joined: Jun 2013
Posts: 28
From: USA New York
PSN: NEO-TEKK
#14 “Quote” Edit Post
Originally posted by NotLexi \
[fieldset=d/b+2]
1. d+3,4~1, f+3,2~f 1,3 S! dash 3,f+3 - [63 dmg]
2. d+3,4~f 1,3 S! dash f+2,3,4 - [59 dmg]


Uhh...there's no way d/b+2 (CH) leads to these combos, right? Opp. lands too far away. HOWEVER, you do get a free Target Slash (f,f,f+3) follow-up. It crushes any wake-up attempt (unless they don't move at all).
NEO-TEKK
2nd Dan
Joined: Jun 2013
Posts: 28
From: USA New York
PSN: NEO-TEKK
#15 “Quote” Edit Post
Originally posted by NotLexi
Awkward Launchers
(1,2_2), 3
You have to delay the follow up for it to work. Combo counter resets but it stays true for some reason. Feel free to test more, but if you attack too early they can act again and it won't combo.
* f+3, 4, f+2,3,4 S! dash f+2,3,4 - [47 dmg](+21 dmg from initial hit)

Combo counter resets probably because there's a double over stun in there. Which opp. can easily escape by holding any direction (except d/f_d_b/f). The actual launch only works if it's a CH as well. So basically you would need 2 CH's in this 1 combo. 🙃

(1,2_2), 4
* ~f 1,3 S! d/b+4+2+3 - [54 dmg]

Fyi... ~f,1,3, f+3, u/f+3+4 = 58 dmg. Also, ~f,1,3, mini Dash, u/f+3, d+3+4. The d+3+4 is not NC, but it will beat pretty much any wake-up attempt making it 49+19=68 dmg (or 72 if last hit CH).
NotLexi
2nd Dan
Joined: Jun 2017
Posts: 20
From: USA California
#16 “Quote” Edit Post

Originally posted by NEO-TEKK
(1,2_2), 3
You have to delay the follow up for it to work. Combo counter resets but it stays true for some reason. Feel free to test more, but if you attack too early they can act again and it won't combo.
* f+3, 4, f+2,3,4 S! dash f+2,3,4 - [47 dmg](+21 dmg from initial hit)

Combo counter resets probably because there's a double over stun in there. Which opp. can easily escape by holding any direction (except d/f_d_b/f). The actual launch only works if it's a CH as well. So basically you would need 2 CH's in this 1 combo. 🙃

(1,2_2), 4
* ~f 1,3 S! d/b+4+2+3 - [54 dmg]

Fyi... ~f,1,3, f+3, u/f+3+4 = 58 dmg. Also, ~f,1,3, mini Dash, u/f+3, d+3+4. The d+3+4 is not NC, but it will beat pretty much any wake-up attempt making it 49+19=68 dmg (or 72 if last hit CH).


so the reason i didn't fully list the late hit awkward launcher follow ups was because they're very situational, that said i don't know if i want to list that one because while it does do more ,the fact that it's not a NC makes me feel that belongs in a future oki section (as such i will be refering back to this thread if and when i get to that point)

as for the first one you listed, thanks for telling me the escape, imma test later today if it truly is breakable by holding back, if so i'll have to remove it more than likely. That said it works if the f+3 is non counter hit if it is delayed, i'm confident about that.
NotLexi
2nd Dan
Joined: Jun 2017
Posts: 20
From: USA California
#17 “Quote” Edit Post
Originally posted by aviax
Separate:

The "f+3,2~f..." should be "3,2~f..," right?

Anyway, thanks again for this thread!
so original the f+3,2~f was meant for micro movement because of how the combo actually is, and i got someone else to confirm that one so i forgot to check it fully. also because of neo-tekk's eagerness i missed the fact you posted, my apologies. regardless i removed the note, since you're right.

that said: i don't include gender only combos in this list, and i does to limit the amount of might wiffs or lower damage combos. i should have noted that most launchers can be followed up with by 3,3 s! dash 3,f+3 but honestly at that point i feel players will see that in the list and just focus on that instead of building tools (and i admit that it is selfish of me to do so, but i hope you understand why)

oh and NEO-Tekk i'm going to include that ch ws+3 combo that the two of you worked on if you can guarantee it works on ling.
same with the ch ff+4 actually.

side note, i made sure that everything on the list should work by either testing it myself or asking a friend to test (one of the helpers in the special thanks) i'm willing to test the d/b+2 stuff again but yeah. the only exception to this was the (1,2_2),3 which i plan on retesting anyways because it was iffy to begin with, and i was labbing the awkward stuff myself since noone else wanted to.
NotLexi
2nd Dan
Joined: Jun 2017
Posts: 20
From: USA California
#18 “Quote” Edit Post
so neo tekk you're right about the ch (1,2_2),3 needing 2 counter hits KINDA i apologize for earlier. . the reason i say kinda is the f+3 still does'nt need to be ch, but the opponent needs to not input so it's worthless. in fact that entire launcher becomes worthless because of the fact that not even jab is true combo-able, so thank you for that find.


SWS+3(CH), ws+3, b+4,3, 3,2~f+1,3, S!, (dash), u/f+3+4 = 67 dmg

works but you get one more point of damage with 3,f+3 at the end instead of u/f+3+4 so imma add that. thanks to miyu

f,f+4(CH), (dash), ws+3, b+4,3, f+4,3, uf+3+4 = 67 dmg

both hits of the uf+3+4 don't connect on ling durring my tests, so unless you can promise me that if you get it perfect it will land full 67 damge on ling i can't include it kuzma states f+4,3 -> u/f+3+4 will never land on ling in any josie combo, just a heads up.

edit: miyu found a way to make 66 damage work inspired by your combo, adding that since he tested and showed it on ling.
https://t.co/hQuv9Obamd https://t.co/bVizSOTFFJ

Last edited by NotLexi on Jun 30th, 2017 at 00:28

Signature "Lexi is a fraud and full of shit." -NotLexi
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aviax
Blu Blazer Irregular
Joined: Jan 2000
Posts: 1815
From: Japan
#19 “Quote” Edit Post
Originally posted by NEO-TEKK
Uhh...there's no way d/b+2 (CH) leads to these combos, right? Opp. lands too far away. HOWEVER, you do get a free Target Slash (f,f,f+3) follow-up. It crushes any wake-up attempt (unless they don't move at all).


The combos work, but you need to be on point (kinda like ws+2,1 as a launcher):

- You hear/see the CH
- You take off with a really short dash at just the right time (don't start too soon after the hit)
- Your d+3 hits the opp's feet just as they touch the ground.
- Opp pops up into the air.

Remember that d+3 has quite a reach. After I stumbled upon this possibility, my most common mistake when trying to duplicate this was dashing too far forward before d+3, making it come out too late.

It may take a bit of practice, but the first time you get it to work, you will that it is possible, and a rue juggle.

One last thing to note about this is that the d/b+2 has to be a closer-than-tip-range hit.
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The Realyst
Turtle Power
Joined: Jul 2002
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From: USA New York
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#20 “Quote” Edit Post
It's not even hard. Just do a quick, but long dash and the d+3,4 will pick up every time.
Signature AKA William F. Dangerous

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