Re: Christie Monteiro i Eddy Gordo
: 01-11-2009, 01:58
autor: Komandos
juggle:
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.