Well the few in the first couple posts I posted. Even clips to see what they look like. But TBH , half of the time your better off starting the juggles from f/n/d/df+2. u/f+4 is good in some cases , but only if you know they are gonna throw out something low. I like to SS -> U/f+4 to stop their momentum. But for the simple fact a jab beats u/f+4 makes me steer away from it sometimes. Which is why I use f/n/d/df+2. Because its a high crush IIRC so itll beat out jabs , high/mid pokes etc.
Thats exactly why I didnt even fuck with him in DR. For the simple fact he had no ground throws/crouch throws or w/e and king did kinda pissed me off. But low and behold! A/k has all that now , but king is still superior in the match up.
After CH4 you best and only bet unless it gets you close to wall is f+1+4.
But if your close to the wall you can get ,
CH+4 -> F+1+2 (B!) -> F+1+4
CH+4 (w!) -> D+2 -> d/f+1 -> f+1+2 ( F+1+4 For Oki considering if they lay threre they get hit , if they tech to the side they get hit if they roll back they get re-wall splatted and proceed to do you worst to them)
Alternates enders for that one are also.
(F+1+4 , GS , D+4,4,4 , b+2,1,2.)
I do like to say though
f/n/d/df+3 (W!) CH+4 (w!) -> D+2 -> d/f+1 -> f+1+2 (F+1+4 oki) Is an Amazing combo into Oki. Becuase of the great damage you get off ot it.
Majority of those seem to be for alot of flash if you ask me.
The first one seems to be the most viable , but I can think of better things to do than combo off of B+1 CH , I would rather take CH b+! Oki over combo.
CH ws1 Is a MUCH better choice if you want to combo off of something on CH. Because of all the situational stuff you can get.
For the simple fact the opponent can tech befor you can dash up and anything more negates out anything that doesn’t have a good hit range or anything that doesnt have a push forward. The first thing I tried to combo from was 3+4 but they can tech and then 3+4 completely whiffs.
My usual juggles are u/p+4 to f+1+2,2 to d+2 (bounce hit) d/f+2 to f+1+4
u/p+4 to f+1+2,2 to d+2 (bounce hit) f+2,1 (if wall hit occurs b/d+1+3 or b/d+2+4 as right when opponent’s body is on the ground)
u/p+4 to f+1+2,2 to d+2 (bounce hit) d+3+4,2
u/p+4 to f+1+2,2 to d+2 (bounce hit) d+3+4,1
u/p+4 to f+1+2,2 to d+2 (bounce hit) d+3+4 to 1+3 (unblockable :3)
SS+2,1 to d/f+3 to f+1+3
b+2,1,2 to d+2 to d+3,3,3
SS+2,1 to d/f+1 to f+2,1 (if wall hit occurs b/d+1+3 or b/d+2+4 as right when opponent’s body is on the ground)
this also works sometimes, d/f+3 to b/d+1+2 to f+1+3
I’ve also been trying to figure out how to connect armor kings forward half circle toward grab after a bounce, I can’t pull it off quick enough.
Oh btw in your juggles you do mean U/f. Because u/p is not a notation. Also , do you mean d/b not b/d?
Alot of your notation is wrong man. AK doesnt have any moves that are F+1+2,2 you mean 1+2,2.
By the way some of those juggles are posted in the first post.
Its called B! (Bound) Not bounce hit.
Ill go ahead and check out your juggles and then post em on the front.
Buffering into Air GS its actually really easy.
Heres a video of me performing it.
[media=youtube]il0PViW_H9Y[/media]