Placeholder - official release n stuff coming soon :3
Here’s all of the special cancels I found. Apologies if some of these are worthless:
Charge = qcf.k, doesn’t matter the input
Discharge = qcf.k after the move was already charged (example: l.Discharge is the fireball)
Pinwheel = Dragon Kick
Ryodan = qcb.k
As far as I’m aware, any combo that works with Charge also works with the EX input.
s.LP/s.LK/s.MP/c.MP/c.MK/s.HP/c.HP/b.HK xx Pinwheel (all versions work)
s.LP/c.LP/s.LK/s.MP/c.MP/s.MK/c.MK/s.HP/c.HP/b.HK xx Charge (s.MK only after the first hit)
s.MP/c.MP/s.MK/s.HP/c.HP/b.HP xx l.Discharge
s.HP/c.HP/b.HK xx m.Discharge (b.HK only after the first hit)
s.MP/c.MP/s.MK/c.MK/s.HP/c.HP/b.MK xx h.Discharge (s.MK only after the first hit)
c.MP/s.HP xx l.Ryodan
s.HP xx m.Ryodan
c.HP xx Ryodan (all versions work)
Found a string that with a single knockdown setup in the middle can lead to 90% ish damage, beats 3 frame jab wakeups.
J.HK -> S.HP -> QCF MK -> C.MP -> QCB LK … dash … S.HP -> C.MP -> QCF HK -> V-Trigger -> S.HP -> QCF MK -> C.MP -> QCB LK … stun … J.HK -> S.HP -> QCF MK -> C.MP -> QCB LK -> CA
[quote=“CharminUltra, post:3, topic:180480”]
Found a string that with a single knockdown setup in the middle can lead to 90% ish damage, beats 3 frame jab wakeups.
J.HK -> S.HP -> QCF MK -> C.MP -> QCB LK … dash … S.HP -> C.MP -> QCF HK -> V-Trigger -> S.HP -> QCF MK -> C.MP -> QCB LK … stun … J.HK -> S.HP -> QCF MK -> C.MP -> QCB LK -> CA
[/quote]For some reason I can’t get St. Hp and Cr. Mp to connect. Anyone else having the same issue?
Has to be counter hit sorry. Chun is doing crouch lp on wakeup. Instead just go from Standing HP right into QCF HK. Since the QCB LK usually wiffs bc they are stunned before, it might still stun without the counter hit.
Pretty sure you can link the Standing HP into the HK charged fireball, but havent confirmed.
CC combo that I found… thought ya’ll should know:
Cr.hp xx lk fb > dash forward > st.hp xx mk fb >cr.mp xx lk ryodansatu.
Does 330/563 so yeah this is the best meterless combo I can find…
I’ve tried this, but the fireball kept on passing under the dummy. I figured it out in the end and it can only hit on a specific space. If the dummy is to far from the corner, the fireball wont be able to hit in time. If the dummy is to close to the corner, the fireball will pass under the target. Overall, the dummy has to be in a good spot for the fireball to juggle.
It’s day one v-trigger combos, pretty much the same repeated start-up after another. It gets repetitive to watch, hah.
https://www.youtube.com/watch?v=TozblNMW4Vg
Anyways, I was looking at Alioune’s video from weeks back, and, I think, the hacked Juri is different than official Juri. As it turn out, some normals cant make the same links as Juri’s hacked version. For example (from what I barely can recall): Hacked Juri can link st.MP target combo FROM a fireball. Official Juri cant. There are other things, as well, but I’ll have to investigate. Sucks.
Found these on reddit (source KirbyMorph):
Light Starters
Note - Can do st.lp, st.lk or st.lp, st.lp or st.lp, cr.lp or cr.lp, st.lk and any other variation of those 3 buttons you can think of for these. cr.lk only links to cr.lp or st.lp (no st.lk). cr.lk is the only low starter.
st.lp, st.lk xx srk+lk = 121 dmg, 253 stun
st.lp, st.lk xx qcf+hk (charged) = 129 dmg, 229 stun
st.lp, st.lk xx super = 321 dmg, 133 stun
st.lp, st.lk xx srk+hk = 153 dmg, 253 stun - thanks TaylorrSwift
st.lp, st.lk xx srk+lk xx super = 352 dmg, 253 stun
these 2 start from low attacks for slightly less dmg
cr.lk, cr.lp xx srk+lk = 111 dmg, 253 stun
cr.lk, cr.lp xx srk+lk xx super = 342 dmg, 253 stun
MP Starters
st.mp, st.lk xx srk+lk = 151 dmg 283 stun
st.mp, st.lk xx srk+lk xx super = 382 dmg, 283 stun
st.mp, st.lk xx qcf+hk (charged) = 159 dmg, 259 stun
st.mp, st.lk xx qcf+hk (charged) xx qcf+mk (charged) = 201 dmg, 315 stun
Target Combo
Note - counter hit st.lp, st.lk, cr.lp all combo into target combo
mp xx f.hp xx mp+mk = 178 dmg, 310 stun
mp xx f.hp xx srk+hk = 186 dmg, 286 stun
mp xx f.hp xx srk+mk = 202 dmg, 310 stun - thanks MathewKinetix
mp xx f.hp xx qcf+lk (charged) = 154 dmg, 254 stun
mp xx f.hp xx qcf+lk (charged) xx qcf+hk (charged) = 217 dmg, 338 stun
mp xx f.hp xx qcf+lk (charged) xx qcf+hk (charged) xx qcf+mk (charged) = 253 dmg, 386 stun
mp xx f.hp xx super = 378 dmg, 190 stun
mp xx f.hp xx qcf+lk (charged) xx super = 385 dmg, 254 stun
mp xx f.hp xx qcf+lk (charged) xx srk+lk xx super = 408 dmg, 360 stun
st.HP Combos
st.hp xx qcf+mk = 107 dmg, 177 stun
st.hp xx srk+hk = 188 dmg, 285 stun
st.hp xx qcf+lk (charged) xx super = 389 dmg, 222 stun
st.hp xx qcf+mk (charged), cr.mp xx qcb+lk = 231 dmg 407 stun
st.hp xx qcf+mk (charged), cr.mp xx qcb+lk xx super = 429 dmg 407 stun
st.hp xx qcf+mk (charged), cr.mp xx qcf+hk (charged) = 245 dmg, 386 stun
st.hp xx qcf+mk (charged), cr.mp xx mp+mk (charged) = 252 dmg, 442 stun
ch st.hp, st.lk xx srk+lk = 187 dmg, 363 stun
ch st.hp, st.lk xx srk+lk xx super = 418 dmg, 363 stun
b.HK Starters
b.hk(2) xx qcf+lk = 107 dmg, 177 stun
b.hk(2) xx qcf+mk = 107 dmg, 177 stun
b.hk(2) xx qcf+hk = 107 dmg, 177 stun
b.hk(2) xx qcf+lk (charged) = 125 dmg, 222 stun
b.hk(2) xx qcf+hk (charged) = 161 dmg, 258 stun
b.hk(2) xx mp+mk = 170 dmg, 330 stun
b.hk(2), st.lk xx srk+lk = 171 dmg, 333 stun
b.hk(2) xx qcf+hk (charged) xx qcf+mk (charged) = 209 dmg, 322 stun
b.hk(2) xx qcf+lk (charged) xx qcf+hk (charged) xx qcf+mk (charged) = 239 dmg, 374 stun
b.hk(2) xx qcf+lk (charged) xx super = 389 dmg, 222 stun
b.hk(2), st.lk xx srk+lk xx super = 402 dmg, 333 stun
(aa ch) b.hk xx super = 345 dmg, 90 stun
Crush Counter Combos
Note - cr.hp is more dmg (about 10-12 more per combo), but st.hk feels like better move to me outside of max punish on an srk, etc, so I listed all with st.hk for now. You can do everything the exact same way if you just swap out st.hk for cr.hp though if you want max dmg, even the walk forward stays. edit - little more testing and cr.hp xx qcb+hk or qcb+kk is cr.hp only. Doesnt have to be crush counter to cancel into these from cr.hp.
(cc) st.hk (max range), qcb+lk = 159 dmg, 315 stun
(cc) st.hk (max range), qcb+lk xx super = 423 dmg, 315 stun
(cc) st.hk, walk forward, st.hp xx qcb+lk = 224 dmg, 435 stun
(cc) st.hk, walk forward, st.hp xx qcb+mk = 232 dmg, 435 stun
(cc) st.hk, walk forward, st.hp xx qcb+lk xx super = 455 dmg, 435 stun
(cc) st.hk, walk forward, st.hp xx srk+hk = 240 dmg, 411 stun
(cc) st.hk, walk forward, st.hp xx qcf+mk (charged), cr.mp xx qcb+lk = 247 dmg, 437 stun
(cc) st.hk, walk forward, st.hp xx qcf+mk (charged), cr.mp xx qcb+lk xx super = 465 dmg, 539 stun
(cc) st.hk, walk forward, st.hp xx qcf+mk (charged), cr.mp xx qcf+hk (charged) = 312 dmg, 521 stun
V-Trigger Combos
corner (cc) st.hk, walk forward, st.hp xx qcf+mk (charged), cr.mp xx qcf+hk (charged) xx vtrigger, st.hp xx qcf+lk, srk+lk xx super = 519 dmg, 611 stun - challenge 10 for those curious what dmg and stun it does
st.hp xx vtrigger, cr.mk xx st.hp xx qcf+hk xx qcf+mk - 250 dmg, 398 stun
st.hp xx qcb+lk xx vtrigger, qcf+kk - 243 dmg, 390 stun
(in vtrigger) st.lp xx st.lk xx st.mp xx st.mk xx st.hp xx st.hk - 192 dmg, 270 stun - probably not worth, but pretty easy chain combo off a jab
(need to be near corner when you land) st.mp xx f.hp xx vtrigger, j.lp xx j.mp, slight pause, j.hp, land, srk+kk - 248 dmg, 387 stun
cr.hp xx qcb+kk xx vtrigger, j.lp xx j.mp, slight pause, j.hp, land, srk+kk - 296 dmg, 482 stun
2 variations of above combo without vtrigger. Works with or without crushcounter for all 3 versions.
cr.hp xx qcb+kk, srk+hk = 258 dmg, 405 stun
cr.hp xx qcb+kk, srk+kk = 282 dmg, 445 stun
EDIT: tried some combos above and some can be improved, e.g. st.MP xx f.HK xx h.srk (go with the medium dp instead, because deals more damage).
Some quick combos and setups I found:
s.lp, s.lp, s.lk xx l.pinwheel [137 damage]
s.lp, s.lp, s.lk xx h.fuha (release) xx m.fuha (release) [180 damage] <- the releases need to be rekkaed.
s.mp, s.lk xx l.pinwheel [151 damage]
s.mp, s.lk xx h.fuha (release) xx m.fuha (release) [201 damage]
s.mp, s.lk xx ex.fuha [211 damage]
s.mp, (CH) c.mp xx m.Fuha (release), c.mp xx h.Fuha (release) [237 damage]. The s.mp, c.mp is actually a frame trap and not part of the combo. I just think it would be useful to help hit confirm this combo.
s.mp, (CH) c.mp xx l.Fuha (release) xx m.Fuha (release), c.mk xx h.Fuha (release) [254 damage]
s.mp, (CH) c.mp xx l.Fuha (release) xx m.Fuha (release), c.mp xx h.Fuha (release) [261 damage] <- corner only
s.mp, (CH) c.mp xx l.Fuha (release) xx m.Fuha (release), c.mp xx l.ryodan [248 damage] <- corner only
s.mp, (CH) c.mp xx l.Fuha (release) xx m.Fuha (release), c.mp xx l.ryodan xx CA [414 damage] <- corner only
CH s.mp, c.mp xx l.ryodan [182 damage]
CH s.mp, c.mp xx l.ryodan xx CA [413 damage]
CH s.mp, c.mp xx h.fuha (release) xx m.fuha (release) [240 damage]
CH s.mp, c.mp xx ex.fuha [238 damage]
l.fuha (release), V-skill [122 damage or 137 damage]<- this can be either the full charged or un charged one.
AA CC c.hp, h.pinwheel [192 damage]
AA CC c.hp, (walk forward), b.hk (1 hit) xx h.pinwheel [218 damage] <- I can’t seem to get this to connect if I let the b.hk hit twice, it may be user error though.
AA CC c.hp, (walk forward), b.hk (2 hits) xx ex.pinwheel [276 damage]
Frame Traps
(tested against 3 frame jab)
s.lp, s.lp
s.lp, s.lk
s.lp, c.lp
c.lp, s.lp
c.lp, s.lk
s.lk, s.lp
s.lk, c.lp
s.lp, c.mp
s.lp, s.mp
s.lp, s.mk
c.lp, s.mp
c.lp, c.mp
s.mp, c.mp
(tested against 5 frame medium)
s.lp, b.hk
c.lp, s.mk
c.lp, b.hk
s.lk, s.mp
s.lk, c.mp
s.mp, s.mp
s.mp, s.mk
s.mp, b.hk
Special frame trap (works on 3 frame jabs)
s.hp xx l.Fuha (release) <- followup with m.Fuha (release), c.mp xx h.Fuha (release) on CH [225 damage] s.hp has to be at max range for this to work
Sorry I don’t know her frame data to get more accurate than that.
What is the generally accepted jump in b&b punish?
i looked for some meaty setups (against 3-frame wakeup jab). Some are only possible in the corner. Here´s what i got:
After Tesenrin (DP): s.MP whiff, cr. HP
After Ryodansatsu (QCB + Kick): s.LK whiff,s.HP or alternatively cr.LK whiff,cr.HP
After EX-Ryodansatsu: Sweep whiff, cr. HP
After Fuharenkyaku (Store:QCF+Kick); cr.LK whiff, cr.LK whiff, cr.HP
After Fuharenkyaku (HK-release): cr.LK whiff, cr. HP
After fwd. throw: s.MK or alternatively s.HP after a very short delay (1frame?!)
After Sweep: cr.LP whiff, cr.HP
her throw adv seems booty so no throw meatys? All ive found was sweep as a counter poke after throws.
Back throw sets them too far and forward throw resets situation and gives you no advantage. So there are no meaty opportunities after throw so far. Off of HKD sweeps there are though.
Any combo application with her overhead? I tried just about everything in normal and vtrigger to get more damage after the overhead, but to no avail.
Nope. There’s no combo follow up with overhead in or out of V-trigger
Tried some combos that i posted above and some of them can be improved, e.g. st.MP xx f.HK xx h.srk (go with the medium dp instead, because deals more damage).
Sweep works after fwd throw but is punishable.
Just played a little and this is my note so far ,
**(No charge combos)**
-cr.lp, st.lk, L.Tensenrin [ 121 Damage ]
-TC, M.Tensenrin [ 203 Damage ]
-st.mp, st.lk, L.Tensenrin [ 151 Damage ]
**(L.Charge only)**
-release, (walk forward), st.lk, L.Tensenrin [ 141Damage ]
*must be a little far from them ( good after you knock them down )
**(M.Charge only)**
-st.hp, M.Release, cr.mp, L.Ryodansatsu [ 231 Damage ]
With CA after L.Ryo [ 429 Damage ]