Christie Monteiro & Eddy Gordo
combos
Starter: df+3+4 or RLX 3~4 or uf+3,3 or db+2,3 or 1+2,3 or CH f+3+4 (only the 2nd hit must hit)
> (f+1), df+1,1, uf+1+2,B!, b+4,4,3+4
> (df+1), b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> (df+1), b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
> b+3,3, RLX 2,4,B!~b, HSP 2, WS 1,3 (not consistent with db+2,3 starter)
Starter: RLX 4~3
> HSP 2, WS1,3, RLX 2,4,B!~b~f, RLX 2,f+3
> HSP 2, n+1, uf+1+2, b+4,4,3+4
> HSP 2, WS1,3, RLX 2,4,B!~b, HSP f+1,2,4~4 (consistent with Eddy only)
> HSP f, RLX 2, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> HSP f, RLX 2, b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
Starter: db+1+2 or CH df+2 or CH WS+2 or WS_qcf+3 or uf,n+4
> uf+1+2, b+3,3, RLX 2,f+3
> (f+1), b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
> (f+1), df+1,1, uf+1+2,B!, b+4,4,3+4
> (f+1), b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> b+3,3, RLX 2,4,B!~b, HSP 2, WS 1,3
> (from db+1+2 only) f,f,4~3, f+3+4, f+1, 1,2,4~4
> (from db+1+2 only) f,f,4~3, f+3+4, f+1~f+1, uf+1+2,B!, uf+3+4 (strict timing on ~f+1)
Starter: WS+2 (not CH)
> qcf+3, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
(the ws+2 starter should be done in close range)
Starter: f,f+2,3
> db+2,3
> qcf+3, d+4,3
> qcf+3, b+3,3, RLX 2, f+3 (consistent with Christie only)
> qcf+3, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3 (consistent with Christie only)
(The last 2 juggles works only on non-CH f,f+2,3)
Starter: CH running 3 or CH FC,df+4 or CH db+3+4 (only the 2nd hit must hit)
> RLX 2, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3 (consistent with Christie only)
> RLX 2, b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4 (not consistent if done from the CH running 3 starter)
Starter: f+4, 3+4, or 3~4
> 3+4, B! b+3,3, RLX 2, f+3
> 3+4~d B! RLX 1,4,4,3+4
> RLX 1,4,4,3+4
> RLX 2, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
Starter: CH 3 or CH b+4
> b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
> b+3,3, RLX 2,4,B!~b, HSP 2, WS 1,3
> uf+1+2,B!, b+3,3, RLX 2,f+3 (works with Christie only)
Starter: CH FC+3+4 or ss,4,d+3+4 (CH on d+3+4) or 3~4,3+4,D (miss 3~4, CH on 3+4)
> RLX 1,4,4,3+4 (yes it's back ... the last 3+4 hits again)
> RLX 1, b+3,3, 2,4,B! ... (this works only if you hit the opponent close enough, You need to be in close range when you hit the starter, or the b+3,3 won't hit)
Starter: qcf_WS+1,3 or CH b+3,3
> RLX 2, f+3
> RLX 2, db+2,3
> RLX 2, 3, d+4,(can do d+4,3 if using Eddy with right distance)
> RLX 2,4,B! ~b, HSP 2, WS+1,3
> RLX 2,4,B! ~b, HSP f+1,2,4~4
Note: For the 4,B! to hit (of RLX 2,4,B!), press the 2,4 pretty fast.
Starter: f,f+3+4 or Back Turned 3+4
> b+3,3, RLX 2, f+3
> b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
Starter: SS+3+4
> FC, WS+1,3, RLX 2,4,B!~b~f, RLX 2,f+3
> FC, WS+1,3, RLX 2,4,B!~b, HSP f+1,2,4~4
Note: The proper timing for the WS+1,3 seems difficult. Just be sure to do a full crouch before WS+1,3 for it to hit.
Starter: f+4,3,3+4 or RLX,2,4,3,3+4 (if the last hit connects)
> b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
> b+3,3, RLX, 1+2, 1+2 (press 1+2 immediatelly after RLX)
> d+4,3
Note: depending on the angle, the RLX 2 can be tech-rolled. If the last hit connects on CH, then the RLX 2 can always be tech-rolled. The last 2 follow-ups above are always guaranteed, irregardless if CH or not.
Starter: while on the ground 3 (that low sweep) or block a slide sweep (eg. block a running 4, or block Law/Lee's FC df,d,df+3)
> WS+3, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
Starter: Air jab (jab or quick poking move while opponent on air)
> df+1,1, uf+1+2,B!, b+4,4,3+4
> (f), b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
Note: it's good to know which of opponent moves can be air jabbed. For instance, if you see King doing a 1+4 (throw a 1), or Bob doing a running 3+4 (throw a df+1,(1)). It would be nice if someone could make a list/thread for the moves that can be air-jabbed for all characters.
Starter: Low Parry
> (df+1), b+3,3, RLX 2,f+3
> df+1,1, 1,2,4~4
Other ender options for uf+1+2,B! :
> uf+3+4
> d+2, 3 (good oki)
> b+3+4 (good oki)
> df+1,1, f,1,2,4~4 (proper timing)
> qcf+3 (if close range), b+3,3
Other ender options for RLX, 2,4,B! :
> run, b+3,3
> run, d+2,3 (good oki)
> ~b~f RLX 2,3 (wall splats if range permits)
> ~b~f RLX 2,4~b, HSP d+3_d+4 (good oki if opponent falls close).
Note: In all the juggles ending in RLX 2,f+3, you can substitute RLX 2,4~b, HSP d+3_d+4
Floor Crack follow-ups:
> uf+3+4
> WS+3, b+3,3
> d+2,3 (good oki)
Additional Information:
- Some juggles don't work on Big chars, Especially on Kuma/Panda
- Some juggles require strict distance precision on small chars (eg. Roger)
Tips:
- To do RLX 4~3, f, RLX, simply "tap" f. The animation should be a normal fall to RLX, same to that as the T6.0 (non-BR) RLX, 4~3.
- To do RLX 2,4,B!~b~f, RLX 2,f+3, after the B!, "tap" b, then "tap" f. Then immediately do RLX,2, f+3 once you are on RLX.
- To do RLX 2,4,B!~b, HSP f+1,2,4~4, hold the ~b a bit, then do a HSP f+1,2,4~4 when you see the opponent is on the right position on the air.
Please feel free to add more juggles, or to give comments on anything above.
Just post away.
Thanks.
Special Thanks to:
> Sleepless - for informing me that 2, f+4 after a RLX, 2,4, B! is guaranteed if done with proper timing to hold the ~b, then do a ~f,n to fall on RLX
> tuch_dis - for posting the info about possibility that after an RLX 2,4,B!, You can use ~b, HSP 1, WS 1,3 for stronger damage
> Stylizzimo - for posting that it is better to use ~b, HSP 2 instead of ~b, HSP 1
> xiaofetish - for posting the CH FC+3+4, RLX 1, b+3,3, 2,4,B!
> lizanias - for posting in the other thread that RLX 4~3, f to RLX 2 juggles
> jeeodude - for posting the 3~4,3+4~d B! RLX 1,4,4,3+4 juggle
> Jericho - for informing me of the proper timing of the SS+3+4 juggle
> jacare1369 - for posting that CH f+3+4 is a juggle start
NEW STAPLE JUGGLES
*********************
For more juggles -> Tekken 6 BR - Juggles
- (CH df+2)_(CH WS+2)_(QCF+3), d/f+1,1, u/f+1+2 B!, b+4,4,3+4
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4 B!, f+3+4
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4 B!, dash d+2,3
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4 B!, b+3,3
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4
(Check the RLX 2,4 section for ideas on okizeme after using RLX 2,4 as the juggle ender)
- (d/f+3+4)_(RLX 3~4), d/f+1,1, u/f+1+2 B!, b+4,4,3+4
- (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4 B!, b+3,3
- (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4 B!, dash d+2,3
- (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4
- (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3
- (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4
- RLX 4~3, HSP 2, WS+1,3, RLX 2,4~b B!, HSP f+1,2,4~4
- RLX 4~3, HSP 2, WS+1,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3
- RLX 4~3, HSP 2, WS+1,3, RLX 2,4~b B!, HSP~f, RLX 2,4
- RLX 4~3~f, RLX 2, b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4
- RLX 4~3~f, RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3
- RLX 4~3~f, RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4
- (CH f,f,f+3)_(CH FC,df+4), RLX 2, b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4
- (CH f,f,f+3)_(CH FC,df+4), RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3
- (CH f,f,f+3)_(CH FC,df+4), RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4
- (CH b+3,3)_(WS+1,3), RLX 2, d+2,3
- (CH b+3,3)_(WS+1,3), RLX 2,4 B!, d+2,3
(the RLX 2,4 part usually whiffs on biggies)
- (CH b+3,3)_(WS+1,3), RLX 2,4~b B!, HSP 2, WS+1,3
below are character specific juggles
Christie:
- f,f+2,3 QCF+3, b+3,3 RLX 2,4~b B!, HSP f+1,2,4~4
- f,f+2,3, QCF+3, b+3,3, RLX 2,F+3 (But doesn't work after CH f,f+2,3).
- WS+1,3, RLX 2,4 B!, d+2,3
Eddy:
- WS+1,3, RLX 2,3, dash d+4,3
(it's a lot harder to connect on small chars...e.g Asuka)
- RLX 4~3, HSP 2, WS+1,3, RLX 2,4 B!, dash, d+2,3
- RLX 4~3~f, RLX 2, b+3,3, RLX 2,4 B!, dash, d+2,3
- CH f,f,f+3, RLX 2, b+3,3, RLX 2,4 B!, dash, d+2,3
These are the calculations:
CH d/f+2, b+3,3, RLX 2,4 B!, RLX 2,4~b, HSP d+3
Ground hits = 75% in this calculation...Don't know what the exact number is.
(15*120%) + (10*50%) + (21*45%) + (18*45%) + (10*40%) + (18*40%) + (10*35%) + (10*75%) = 62.75
OR
18 + 5 + 9 + 8 + 4 + 7 + 3 + 7 = 61
CH d/f+2, b+3,3, RLX 2,4 B!, RLX 2,f+3
(15*120%) + (10*50%) + (21*45%) + (18*45%) + (10*40%) + (18*40%) + (27*35%) = 61.2
OR
18 + 5 + 9 + 8 + 4 + 7 + 9 = 60
CH d/f+2, b+3,3, RLX 2,4 B!, HSP 1,2,4~4
I can't find the damage for the last hit of 1,2,4~4. So I just wrote 35.
(15*120%) + (10*50%) + (21*45%) + (18*45%) + (10*40%) + (7*40%) + (13*35%) + (35*35%) = 64.15
OR
18 + 5 + 9 + 8 + 4 + 2 + 4 + 12 = 62
CH d/f+2, b+3,3, RLX 2,4 B!, HSP 2, WS+1,3
(15*120%) + (10*50%) + (21*45%) + (18*45%) + (10*40%) + (10*40%) + (12*35%) + (21*35%) = 60.1
OR
18 + 5 + 9 + 8 + 4 + 4 + 4 + 7 = 59
combos
Starter: df+3+4 or RLX 3~4 or uf+3,3 or db+2,3 or 1+2,3 or CH f+3+4 (only the 2nd hit must hit)
> (f+1), df+1,1, uf+1+2,B!, b+4,4,3+4
> (df+1), b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> (df+1), b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
> b+3,3, RLX 2,4,B!~b, HSP 2, WS 1,3 (not consistent with db+2,3 starter)
Starter: RLX 4~3
> HSP 2, WS1,3, RLX 2,4,B!~b~f, RLX 2,f+3
> HSP 2, n+1, uf+1+2, b+4,4,3+4
> HSP 2, WS1,3, RLX 2,4,B!~b, HSP f+1,2,4~4 (consistent with Eddy only)
> HSP f, RLX 2, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> HSP f, RLX 2, b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
Starter: db+1+2 or CH df+2 or CH WS+2 or WS_qcf+3 or uf,n+4
> uf+1+2, b+3,3, RLX 2,f+3
> (f+1), b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
> (f+1), df+1,1, uf+1+2,B!, b+4,4,3+4
> (f+1), b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> b+3,3, RLX 2,4,B!~b, HSP 2, WS 1,3
> (from db+1+2 only) f,f,4~3, f+3+4, f+1, 1,2,4~4
> (from db+1+2 only) f,f,4~3, f+3+4, f+1~f+1, uf+1+2,B!, uf+3+4 (strict timing on ~f+1)
Starter: WS+2 (not CH)
> qcf+3, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
(the ws+2 starter should be done in close range)
Starter: f,f+2,3
> db+2,3
> qcf+3, d+4,3
> qcf+3, b+3,3, RLX 2, f+3 (consistent with Christie only)
> qcf+3, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3 (consistent with Christie only)
(The last 2 juggles works only on non-CH f,f+2,3)
Starter: CH running 3 or CH FC,df+4 or CH db+3+4 (only the 2nd hit must hit)
> RLX 2, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3 (consistent with Christie only)
> RLX 2, b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4 (not consistent if done from the CH running 3 starter)
Starter: f+4, 3+4, or 3~4
> 3+4, B! b+3,3, RLX 2, f+3
> 3+4~d B! RLX 1,4,4,3+4
> RLX 1,4,4,3+4
> RLX 2, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
Starter: CH 3 or CH b+4
> b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
> b+3,3, RLX 2,4,B!~b, HSP 2, WS 1,3
> uf+1+2,B!, b+3,3, RLX 2,f+3 (works with Christie only)
Starter: CH FC+3+4 or ss,4,d+3+4 (CH on d+3+4) or 3~4,3+4,D (miss 3~4, CH on 3+4)
> RLX 1,4,4,3+4 (yes it's back ... the last 3+4 hits again)
> RLX 1, b+3,3, 2,4,B! ... (this works only if you hit the opponent close enough, You need to be in close range when you hit the starter, or the b+3,3 won't hit)
Starter: qcf_WS+1,3 or CH b+3,3
> RLX 2, f+3
> RLX 2, db+2,3
> RLX 2, 3, d+4,(can do d+4,3 if using Eddy with right distance)
> RLX 2,4,B! ~b, HSP 2, WS+1,3
> RLX 2,4,B! ~b, HSP f+1,2,4~4
Note: For the 4,B! to hit (of RLX 2,4,B!), press the 2,4 pretty fast.
Starter: f,f+3+4 or Back Turned 3+4
> b+3,3, RLX 2, f+3
> b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
Starter: SS+3+4
> FC, WS+1,3, RLX 2,4,B!~b~f, RLX 2,f+3
> FC, WS+1,3, RLX 2,4,B!~b, HSP f+1,2,4~4
Note: The proper timing for the WS+1,3 seems difficult. Just be sure to do a full crouch before WS+1,3 for it to hit.
Starter: f+4,3,3+4 or RLX,2,4,3,3+4 (if the last hit connects)
> b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
> b+3,3, RLX 2,4,B!~b, HSP f+1,2,4~4
> b+3,3, RLX, 1+2, 1+2 (press 1+2 immediatelly after RLX)
> d+4,3
Note: depending on the angle, the RLX 2 can be tech-rolled. If the last hit connects on CH, then the RLX 2 can always be tech-rolled. The last 2 follow-ups above are always guaranteed, irregardless if CH or not.
Starter: while on the ground 3 (that low sweep) or block a slide sweep (eg. block a running 4, or block Law/Lee's FC df,d,df+3)
> WS+3, b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
Starter: Air jab (jab or quick poking move while opponent on air)
> df+1,1, uf+1+2,B!, b+4,4,3+4
> (f), b+3,3, RLX 2,4,B!~b~f, RLX 2,f+3
Note: it's good to know which of opponent moves can be air jabbed. For instance, if you see King doing a 1+4 (throw a 1), or Bob doing a running 3+4 (throw a df+1,(1)). It would be nice if someone could make a list/thread for the moves that can be air-jabbed for all characters.
Starter: Low Parry
> (df+1), b+3,3, RLX 2,f+3
> df+1,1, 1,2,4~4
Other ender options for uf+1+2,B! :
> uf+3+4
> d+2, 3 (good oki)
> b+3+4 (good oki)
> df+1,1, f,1,2,4~4 (proper timing)
> qcf+3 (if close range), b+3,3
Other ender options for RLX, 2,4,B! :
> run, b+3,3
> run, d+2,3 (good oki)
> ~b~f RLX 2,3 (wall splats if range permits)
> ~b~f RLX 2,4~b, HSP d+3_d+4 (good oki if opponent falls close).
Note: In all the juggles ending in RLX 2,f+3, you can substitute RLX 2,4~b, HSP d+3_d+4
Floor Crack follow-ups:
> uf+3+4
> WS+3, b+3,3
> d+2,3 (good oki)
Additional Information:
- Some juggles don't work on Big chars, Especially on Kuma/Panda
- Some juggles require strict distance precision on small chars (eg. Roger)
Tips:
- To do RLX 4~3, f, RLX, simply "tap" f. The animation should be a normal fall to RLX, same to that as the T6.0 (non-BR) RLX, 4~3.
- To do RLX 2,4,B!~b~f, RLX 2,f+3, after the B!, "tap" b, then "tap" f. Then immediately do RLX,2, f+3 once you are on RLX.
- To do RLX 2,4,B!~b, HSP f+1,2,4~4, hold the ~b a bit, then do a HSP f+1,2,4~4 when you see the opponent is on the right position on the air.
Please feel free to add more juggles, or to give comments on anything above.
Just post away.
Thanks.
Special Thanks to:
> Sleepless - for informing me that 2, f+4 after a RLX, 2,4, B! is guaranteed if done with proper timing to hold the ~b, then do a ~f,n to fall on RLX
> tuch_dis - for posting the info about possibility that after an RLX 2,4,B!, You can use ~b, HSP 1, WS 1,3 for stronger damage
> Stylizzimo - for posting that it is better to use ~b, HSP 2 instead of ~b, HSP 1
> xiaofetish - for posting the CH FC+3+4, RLX 1, b+3,3, 2,4,B!
> lizanias - for posting in the other thread that RLX 4~3, f to RLX 2 juggles
> jeeodude - for posting the 3~4,3+4~d B! RLX 1,4,4,3+4 juggle
> Jericho - for informing me of the proper timing of the SS+3+4 juggle
> jacare1369 - for posting that CH f+3+4 is a juggle start
NEW STAPLE JUGGLES
*********************
For more juggles -> Tekken 6 BR - Juggles
- (CH df+2)_(CH WS+2)_(QCF+3), d/f+1,1, u/f+1+2 B!, b+4,4,3+4
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4 B!, f+3+4
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4 B!, dash d+2,3
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4 B!, b+3,3
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3
- (CH df+2)_(CH WS+2)_(QCF+3), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4
(Check the RLX 2,4 section for ideas on okizeme after using RLX 2,4 as the juggle ender)
- (d/f+3+4)_(RLX 3~4), d/f+1,1, u/f+1+2 B!, b+4,4,3+4
- (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4 B!, b+3,3
- (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4 B!, dash d+2,3
- (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4
- (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3
- (d/f+3+4)_(RLX 3~4), b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4
- RLX 4~3, HSP 2, WS+1,3, RLX 2,4~b B!, HSP f+1,2,4~4
- RLX 4~3, HSP 2, WS+1,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3
- RLX 4~3, HSP 2, WS+1,3, RLX 2,4~b B!, HSP~f, RLX 2,4
- RLX 4~3~f, RLX 2, b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4
- RLX 4~3~f, RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3
- RLX 4~3~f, RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4
- (CH f,f,f+3)_(CH FC,df+4), RLX 2, b+3,3, RLX 2,4~b B!, HSP f+1,2,4~4
- (CH f,f,f+3)_(CH FC,df+4), RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,f+3
- (CH f,f,f+3)_(CH FC,df+4), RLX 2, b+3,3, RLX 2,4~b B!, HSP~f, RLX 2,4
- (CH b+3,3)_(WS+1,3), RLX 2, d+2,3
- (CH b+3,3)_(WS+1,3), RLX 2,4 B!, d+2,3
(the RLX 2,4 part usually whiffs on biggies)
- (CH b+3,3)_(WS+1,3), RLX 2,4~b B!, HSP 2, WS+1,3
below are character specific juggles
Christie:
- f,f+2,3 QCF+3, b+3,3 RLX 2,4~b B!, HSP f+1,2,4~4
- f,f+2,3, QCF+3, b+3,3, RLX 2,F+3 (But doesn't work after CH f,f+2,3).
- WS+1,3, RLX 2,4 B!, d+2,3
Eddy:
- WS+1,3, RLX 2,3, dash d+4,3
(it's a lot harder to connect on small chars...e.g Asuka)
- RLX 4~3, HSP 2, WS+1,3, RLX 2,4 B!, dash, d+2,3
- RLX 4~3~f, RLX 2, b+3,3, RLX 2,4 B!, dash, d+2,3
- CH f,f,f+3, RLX 2, b+3,3, RLX 2,4 B!, dash, d+2,3
These are the calculations:
CH d/f+2, b+3,3, RLX 2,4 B!, RLX 2,4~b, HSP d+3
Ground hits = 75% in this calculation...Don't know what the exact number is.
(15*120%) + (10*50%) + (21*45%) + (18*45%) + (10*40%) + (18*40%) + (10*35%) + (10*75%) = 62.75
OR
18 + 5 + 9 + 8 + 4 + 7 + 3 + 7 = 61
CH d/f+2, b+3,3, RLX 2,4 B!, RLX 2,f+3
(15*120%) + (10*50%) + (21*45%) + (18*45%) + (10*40%) + (18*40%) + (27*35%) = 61.2
OR
18 + 5 + 9 + 8 + 4 + 7 + 9 = 60
CH d/f+2, b+3,3, RLX 2,4 B!, HSP 1,2,4~4
I can't find the damage for the last hit of 1,2,4~4. So I just wrote 35.
(15*120%) + (10*50%) + (21*45%) + (18*45%) + (10*40%) + (7*40%) + (13*35%) + (35*35%) = 64.15
OR
18 + 5 + 9 + 8 + 4 + 2 + 4 + 12 = 62
CH d/f+2, b+3,3, RLX 2,4 B!, HSP 2, WS+1,3
(15*120%) + (10*50%) + (21*45%) + (18*45%) + (10*40%) + (10*40%) + (12*35%) + (21*35%) = 60.1
OR
18 + 5 + 9 + 8 + 4 + 4 + 4 + 7 = 59
TOP moves
Meh what the hell, my list probably looks like everyone else's anyway.
1. d/f+2
2. u+4
3. d+4
4. RLX
5. ss+4
6. HSD
7. qcf+3
8. d/f+4
9. d/b+3,4
10. f+4...
In no particular order and subject to change:
1. d/f+2
2. u+4
3. d+3~4
4. iRLX
5. ss+4
6. b+2
7. ff+2
8. ss+3+4
9. d/b+3,4
10. FC df+4
My top 10 moves for BR are in no particular order...
f+2,1
HS 3+4
d+4,3
d/f+1,1
SS 2,4
SS 3+4
SS 3~d
u/f+4
d+3~4
Christie's Throws.
T
K
O
1 is my best imo move.
1. uf+4
2. b+2
3. uf+3 - mixup
4. qcf+3 or ws+3
5. ws+2
6. 3~4 (but use sparingly) (but good against wall)
7. RLX, 4~3
8. 1,2,4,4 or 1,2,4,3. Some people can punish the 1243 but 1244 gets some distance between you and the guy esp if he rushing you down.
9. b+3,3 (use sparingly)
10. f+4
Christie & eddy combo video
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