Work in progress…
Change Log:
*April 10 2012 - Replaced “:f:” with *** :u: **to denote a ‘juggle’
*April 10 2012 - Replaced “>” with *** :f: **to help facilitate readability by adding a ‘break’ in coding
It is unconventional, but, to assist in the readability (user friendliness) of reading the code. I needed a means to add a ‘break’. Error coding disallows simply adding multiple ‘spaces’. So I have instead substituted a ‘space’ with :u:
:u: will have two uses. It will denote that the next section of code will signify a juggle as well as add in a ‘break’ to help with readability.
There may be errors in the combos due to the massive overhaul to help with readability (It’s friggin 6am as I did this and I’m tired)
Listed below are, Go-To combos, for varying situations
LEGEND
**:u: = **Juggle
xx = Cancel
PUNISH
Spoiler
Punish
[DMG: 382; BAR: 0] cl.HP xxRU+MP :u: cl.HP xxRU+MP :u: cl.HP xxDU+HK, P
Execution Level = Easy
[DMG: 504; BAR: 2] cl.HP xxRU+MP :u: cl.HP xxRU+MP :u: cl.HP xxRaijin’s Wrath
Execution Level = Easy
Try to incorporate this string or a close variation (due to distance variables) whenever possible.
DEMON BREATH HIT-CONFIRM
Spoiler
Demon Breath Hit-Confirm
[DMG: 332; BAR: 0] (hit-low) s.LK/cr.LK xxDB+LP, s.LK xxRU+LP :u: cl.HP xxRU+MP :u:cl.HP** xxDU+HK
Execution Level = Easy
UNIQUE NORMALS
Spoiler
[spoiler=“OVERHEAD”]
Hammer Punch
[DMG: 351; BAR: 0] (midscreen) b+LP, s.MP xxRU+LP :u: cr.MK xxRU+MP :u: cl.HP xxDU+HK, P**
[DMG: 372; BAR: 0] (corner) b+LP, s.MP xxRU+LP :u: cl.HP xxRU+MP :u: cl.HP xxDU+HK, P**
Execution Level = Medium - Easy (2f link into S.mp. Made easy with Plinking)
[DMG: 358; BAR: 0] b+LP, f+LP, LP xxRU+HP :u: **cl.HP xxRU+MP **** :u: cl.HP xxDU+HK, P
[DMG: 354; BAR: 0] b+LP, f+LP, MP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
Execution Level = Medium - Hard (1f link into F+lp).
LOW HIT-LEVEL POKE
Spoiler
Eisho Mon
[DMG: 362; BAR: 0] (Corner) f***+MP*, s.MP xxRU+LP :u: cl.HP xxRU+MP ** :u: cl.HP xxDU+HK, P
[DMG: 341; BAR: 0] (Close) f+MP, s.MP xxRU+LP :u: cr.MK xxRU+MP :u: cl.HP xxDU+HK, P
[DMG: 332; BAR: 0] (Far) f*+MP,* s.LK xxRU+LP :u: cl.HP xxRU+MP :u: **cl.HP xxDU+HK, P
[DMG: 366; BAR: 1] (Extreme-Far) f***+MP*, s.LK xxs.HP xxRU+PP :u: cl.HP xxRU+MP ** :u:cl.HP xxDU+HK, P
[DMG: 364; BAR: 1] (Extreme-Far) f+MP, s.LK xxRU+PP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
Use of 1-bar will enable significant damage (1/3 life) and keep Hei on point (resting partner).
[DMG: 175; BAR: 0] (Extreme-Far) f+MP, s.LK xxs.HK-launcher…
[344dmg; BAR: 0] **f+MP, f+LP, MP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
[/details]
LOW HIT-LEVEL
Spoiler
Low Attack
[DMG: 322dmg; BAR: 0] **s.LK/cr.LK xxRU+LP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
[DMG: 352dmg; BAR: 0] **cr.MK xxRU+LP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
JAB HIT-CONFIRM
Spoiler
Jab Hit-Confirm
[DMG: 342; BAR: 0] **cr.LP, b.MP xxRU+MP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
[DMG: 314; BAR: 0 ] **cr.LP, cr.LP, b.MP xxRU+MP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
[DMG: 287; BAR: 0 ] **cr.LP, cr.LP, cr.LP, b.MP xxRU+MP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
Execution Level = Hard (1f link and difficult movements)
[DMG: 302; BAR: 0 ] **cr.LP, s.LK xxRU+LP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
[DMG: 282; BAR: 0 ] **cr.LP, cr.LP, s.LK xxRU+LP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
[DMG: 259; BAR: 0 ] **cr.LP, cr.LP, cr.LP, s.LK xxRU+LP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
Execution Level = Easy (2f link and easy movements)
[DMG: 314; BAR: 0 ] **cr.LP, f+LP, MP :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
[DMG: 291; BAR: 0 ] cr.LP, cr.LP, f+LP, MP :u: cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
Execution Level = Easy-Medium (2f link and Easy/Moderate movements)
[DMG: 332dmg; BAR: 0 ]** cr.LP, cr.MK xxRU+lp :u: **cl.HP xxRU+MP ** :u: **cl.HP xxDU+HK, P
Execution Level = Easy (Need to be point-blank)
SWITCH-IN
Spoiler
Switch-In
[DMG: 314; BAR: 0 ] **… cl.HP xxRU+MP ** :u: cl.HP xxDU+HK, P
[DMG: 447; BAR: 2] **… cl.HP xxRU+MP ** :u: cl.HP xxRaijin’s Wrath
Only ‘switch-in’ to Raijin’s Wrath if combo count is just a few hits of hard-hitting normals (hp/hk) or Uppercut. Otherwise Damage Scaling will EASILY waste the meter.
ANTI-AIR
Spoiler
Ground to Air
[DMG: 298; BAR: 0] **b+MP xxRU+LP/MP :u: cl.HP xxRU+MP ** :u: s.HP
[DMG: 348; BAR: 2] **b+MP xxRU+LP/MP :u: cl.HP xxRU+MP ** :u: cl.HP xxRU+PP
[DMG: 294; BAR: 0] b+MP xxRU+LP/MP :u: cl.HP xxDR+HK, P
[DMG: 268; BAR: 0] f+LP, MP :u: cl.HP xxRU+MP :u: cl.HP
[DMG: 264; BAR: 0] *f+LP, MP * :u: cl.HP xxDU+HK, P
Air to Air
[DMG: 203; BAR: 0] (counter-hit) *j.LK/LP * :u: f+LP, MP xxcl.HP
[DMG: 263; BAR: 1] (counter-hit) *j.LK/LP * :u: f+LP, MP xxcl.HP xxRU+PP
COUNTER
Spoiler
Heaven’s Wrath
[DMG: 216; BAR: 0] HW, cr.MK xxDU+HK, P
[DMG: 359; BAR: 2] HW, cr.MK xxRaijin’s Wrath
[Approx DMG: 444; BAR: 3] cr.MK xxTag Super
The above-listed combos, deal, with most situations
You can kind of mix and match. Be careful about Damage Scaling. And don’t tack on a Super/Tag Super if you have incurred a large combo count, especially, with weaker hit-confirm normals.
In the event a canceled normal into RU+lp will whiff (RU+lp needs to be pretty close to opponent to connect) replace with ex version.
Alternatively, try to cancel RU+lp off, S.lk.
S.lk does not push-back very far… and … due to it hitting low - it only kinda knocks back the legs whilst keeping the opponents upper body close… enabling RU+lp to connect.
In the event a ‘far’ S.hp comes out. Either try to take one step forward first. Or, replace with C.mk