by Pichu Quick Jun Kazama Guide for Beginners
Launchers
i16 – u/f+4,3 (second hit bounds), b+3
i17 – f+2 (same as Asuka’s except it hits grounded)
i19 – f+4, WS+3 (same as Asuka’s)
IZU 2 (don’t know the frames)
Combo Fillers
Off f+2_IZU 2 or regular launch~5 from other characters (e.g. EWGF~5)
u/f+3, 1+4, d/f+2,2 b!
u/f+3, b+2,1, b+2,1,f+1+2, IZU 1+2 b!
u/f+3, f+3, b+2,1,f+1+2, IZU 1+2, b!
There are obviously others, but just for quick reference, these work fine.
Off u/f+4,3
u/f+3, b+2,1,4
WS+1+2, f+3, b+2,1,f+1+2, IZU 2
Off f+4
d/b+4,3
Dash, 1+4, f+3, b+2,1,f+1+2, IZU 1+2 b!
Off b+3
(the following works as a hit confirm string from starting from b+3)
4,3
4,(1)+4,2, f+3,1+2, IZU 1+2 b!
Bound Moves
d+2
d/f+2,2 (second hit)
u/f+4,3 (second hit)
SS+4
IZU 1+2
IZU 1,2 (second hit)
GEN 3
IZU 1,2 bounds (second hit).
Post Bound Enders
f,f+2,3
d/b+1, d/f+4 (not consistent at range or after too many hits)
Actually, I don’t think I use anything else really :s
Homing Moves
d/f+2
f+4
GEN 4
TA Fillers
f,f+2,3
u/f+4,3
b+2,1,4
f+3,f+1+2, IZU 2
Wall Combo
b+2,1,1 (the last hit can be delayed to hit grounded for a little extra damage)
b+3,2
f,f+2,1
f+1,4
Punishers
i10 – 1,2
i11 – 4
i12 – 2,1
i14 – b+42 (m,m) (HC, second hit launches on CH and hits grounded)
FC d/f+2 (l) (CH gives a free u/f+4,3)
Taggable Moves
f+2
d+3+4
IZU 2
WS+3
b+3
FC d/f,d,d/f+1+2 (throw)
Reversal (nothing guaranteed, just +ve frames)
I’m sure I’m missing one or two… don’t remember them right now.
Crush Moves
High Crush
f+2 (not consistent)
d/b+2
d/b+3
d/b+4
IZU 2
WS+3
Low Crush
u/f+4,3
u/f+3
d+3+4
3+4
f+1+2 (?)
Stances
IZU – f+1+2
GEN – b+1+2
Both can be done from a stationary position or from 1,2, 1+4, f+3 or b+2,1 (e.g. b+2,1,f+1+2 or 1+4,b+1+2 etc…)
i16 – u/f+4,3 (second hit bounds), b+3
i17 – f+2 (same as Asuka’s except it hits grounded)
i19 – f+4, WS+3 (same as Asuka’s)
IZU 2 (don’t know the frames)
Combo Fillers
Off f+2_IZU 2 or regular launch~5 from other characters (e.g. EWGF~5)
u/f+3, 1+4, d/f+2,2 b!
u/f+3, b+2,1, b+2,1,f+1+2, IZU 1+2 b!
u/f+3, f+3, b+2,1,f+1+2, IZU 1+2, b!
There are obviously others, but just for quick reference, these work fine.
Off u/f+4,3
u/f+3, b+2,1,4
WS+1+2, f+3, b+2,1,f+1+2, IZU 2
Off f+4
d/b+4,3
Dash, 1+4, f+3, b+2,1,f+1+2, IZU 1+2 b!
Off b+3
(the following works as a hit confirm string from starting from b+3)
4,3
4,(1)+4,2, f+3,1+2, IZU 1+2 b!
Bound Moves
d+2
d/f+2,2 (second hit)
u/f+4,3 (second hit)
SS+4
IZU 1+2
IZU 1,2 (second hit)
GEN 3
IZU 1,2 bounds (second hit).
Post Bound Enders
f,f+2,3
d/b+1, d/f+4 (not consistent at range or after too many hits)
Actually, I don’t think I use anything else really :s
Homing Moves
d/f+2
f+4
GEN 4
TA Fillers
f,f+2,3
u/f+4,3
b+2,1,4
f+3,f+1+2, IZU 2
Wall Combo
b+2,1,1 (the last hit can be delayed to hit grounded for a little extra damage)
b+3,2
f,f+2,1
f+1,4
Punishers
i10 – 1,2
i11 – 4
i12 – 2,1
i14 – b+42 (m,m) (HC, second hit launches on CH and hits grounded)
FC d/f+2 (l) (CH gives a free u/f+4,3)
Taggable Moves
f+2
d+3+4
IZU 2
WS+3
b+3
FC d/f,d,d/f+1+2 (throw)
Reversal (nothing guaranteed, just +ve frames)
I’m sure I’m missing one or two… don’t remember them right now.
Crush Moves
High Crush
f+2 (not consistent)
d/b+2
d/b+3
d/b+4
IZU 2
WS+3
Low Crush
u/f+4,3
u/f+3
d+3+4
3+4
f+1+2 (?)
Stances
IZU – f+1+2
GEN – b+1+2
Both can be done from a stationary position or from 1,2, 1+4, f+3 or b+2,1 (e.g. b+2,1,f+1+2 or 1+4,b+1+2 etc…)