STRATEGIA CON MARDUK
ho postato un immagine del testo perchè il forum non mi permetteva di postare così tante faccine. ma erano indispensabili.
Strategie e combo [Tekken 5 DR]
Iniziato da
MarduKing
, ago 16 2007 02:50
10 risposte a questa discussione
#1
Inviato 16 agosto 2007 - 02:50
W L'HIP HOP!!
Meglio un King oggi che un Marduk domani..!!!
TOUGH DI TETSUYA SARUWATARI]
E tu che personaggio sei?
#2
Inviato 18 agosto 2007 - 12:00
Si ma db1+2 si scopre di troppo. Df1 va a -12 stessa cosa per df3df1.
Juggle stample
Launcher f2,12VTS,1,f21
Launcher f2,12VTS,12VTS,ff1+2
Oppure puoi finire con b1 o db4 x andare in 50 e 50.
Posta una strategia + completa...
Juggle stample
Launcher f2,12VTS,1,f21
Launcher f2,12VTS,12VTS,ff1+2
Oppure puoi finire con b1 o db4 x andare in 50 e 50.
Posta una strategia + completa...
#3
Inviato 18 agosto 2007 - 01:29
Non ho postato combo complete ma solo di esempio, infatti era solo una strategia
se vuoi postare combo fai pure tu.
(dovè la legenda di quei ...12VTS,ff1+2... io non li capisco )
se vuoi postare combo fai pure tu.
(dovè la legenda di quei ...12VTS,ff1+2... io non li capisco )
W L'HIP HOP!!
Meglio un King oggi che un Marduk domani..!!!
TOUGH DI TETSUYA SARUWATARI]
E tu che personaggio sei?
#4
Inviato 18 agosto 2007 - 01:59
Nooooo qua siamo alla frutta... Manco la leggenda sai?
1=quadr
2=trian
3=ix
4=cerc
le lettere sono le iniziali delle lettere inglesi forward back up down
1=quadr
2=trian
3=ix
4=cerc
le lettere sono le iniziali delle lettere inglesi forward back up down
#6
Inviato 18 agosto 2007 - 07:23
Nel linguaggio informatico si tende ad abbreviare stessa cosa col tekken. Te lo immagini un post composto da
AVANTISUCERCHIOTRIANGOLODIAGONALEBASSOAVANTITRIANGOLO etc..?
Non è un invenzione italiana è un linguaggio che tutto il mondo usa x il tekken ti conviene impararlo...
AVANTISUCERCHIOTRIANGOLODIAGONALEBASSOAVANTITRIANGOLO etc..?
Non è un invenzione italiana è un linguaggio che tutto il mondo usa x il tekken ti conviene impararlo...
#8
Inviato 18 agosto 2007 - 10:14
QUOTE (Qudans Jr @ Sabato, 18-Ago-2007, ore 13:59) |
Nooooo qua siamo alla frutta... Manco la leggenda sai? 1=quadr 2=trian 3=ix 4=cerc le lettere sono le iniziali delle lettere inglesi forward back up down |
ora ho capito..
scusami tanto ma non me le hanno insegnate a scuola..
W L'HIP HOP!!
Meglio un King oggi che un Marduk domani..!!!
TOUGH DI TETSUYA SARUWATARI]
E tu che personaggio sei?
#9
Inviato 18 agosto 2007 - 11:36
QUOTE (MarduKing @ Sabato, 18-Ago-2007, ore 22:14) | ||
|
A me neanche!
#10
Inviato 19 agosto 2007 - 10:34
Si usano in tutto il mondo... L ho dato x scontato
#11
Inviato 07 novembre 2007 - 12:23
................................................................
natural combos:
1,2 = 19 dmg
1,d+2 = 20 dmg
ch ws1,2 = 34 dmg
ch vts1,2 = 34 dmg
ob ws1,2 = 32 dmg
ob vts1,2 = 32 dmg
2,1 = 22 dmg
ch f+2,1 = 41 dmg
d+2,4 = 39 dmg
df3,1,2 = 30 dmg
df3,1,d+2 = 33 dmg
df3,d+1 = 25 dmg + juggle
ob df3,1,2,3,1+2 = 75 dmg
(2,1,3,1,2,1),4,3,1,4 = 54 dmg
(2,1,3,1,2,1,2,2),3,2 = 28 dmg
ob 2,1,3,1,2,1,4,3,1,4 = 110 dmg
ob 2,1,3,1,2,1,2,2,3,2 = 103 dmg
................................................................
notable dmgs/dmg changes:
df+3,1,2 = 15,5,10
df+3,d+1 = 15,10
1,2 = 7,12
2 = 10
2,d+1+2 = 10,24
f+2,1 = 21,25
ws1,2 = 14,18
ff+1+2 (air) = 22
1+3 (air) = 17
2+4 (air) = 17 (25 if hits wall)
note: launcher (100%), first hit (70%), after (50%), air throw (100%).
................................................................
regular hit combos:
df1
d+1+2
(2),d+1+2
df3,d+1
(df3),d+1
ob ws3
ob vts3
knd b+3+4 (block)
- 2, 1,2,vtsc, 1,2,vtsc, ff1+2 (72)
- 1,2,vtsc, df3,1,2,vtsc, ff1+2 (71)
- 2, df3,1,2,vtsc, ff1+2 (68)
- 2, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (67)
- 2, 1,2,vtsc, 1,2,3+4, vts1,2 (66)
- 1,2,vtsc, df3,1,2,vtsc, 1+3_2+4 (66)
- 1,2,vtsc, df3,1, f+2,1 (66)
- 2, 1,2,vtsc, 1, ff1+2 (66)
- 2, 1,2,vtsc, 1, f+2,1 (66)
- 2, df3,1,2,vtsc, 1, f+1+3_f+2+4 (66)
- 1,2,vtsc, df3,1,2,3+4, vts1,2 (65)
- 1,2,vtsc, df3,1, f+2,d+1 (64)
- 2, 1,2,vtsc, 1, f+2,d+1 (64)
- 2, df3,1, ff1+2 (63)
- 2, df3,1, f+2,1 (63)
- 2, df3,1,2,3+4, vts1,2 (62)
- 2, 1,2,vtsc, 1, 1+3_2+4 (61)
- 2, df3,1, f+2,d+1 (61)
- 2, 1,2,vtsc, 1,2,vtsc, ff2 (60)
- 1,2,vtsc, df3,1,2,vtsc, ff2 (59)
- 2, df3,1, 1+3_2+4 (58)
- 2, df3,1,2,vtsc, ff2 (56)
- 2, 1,2,vtsc, 1, ff2 (54)
note: damages listed from "df3,d+1" launcher.
df3,d+1
(df3),d+1
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (73)
- df3,1,2,vtsc, 1,2,vtsc, 1+3_2+4 (68)
- df3,1,2,vtsc, 1,2,3+4, vts1,2 (67)
- df3,1,2,vtsc, 1, f+2,1 (67)
- df3,1,2,vtsc, ff1+2 (64)
- df3,1,2,vtsc, 1, 1+3_2+4 (62)
- df3,1, f+2,1 (59)
- df3,1,2,3+4, vts1,2 (58)
note: on marduk, kuma/panda only. damages listed from "df3,d+1" launcher.
ff1
uf,n+4
bt uf4
- 3+4~1, 1,2,vtsc, df3,1,2,vtsc, ff1+2 (75) <---(marduk, jack5 only?)
- 4, ff, 1,2,vtsc, 1,2,vtsc, ff1+2 (75) <-----(ff1 and uf,n+4 only?)
- 4, ff, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (70) <-----(ff1 and uf,n+4 only?)
- 3+4~1, 1,2,vtsc, 1,2,vtsc, ff1+2 (70)
- 4, ff, 1,2,vtsc, 1,2,3+4, vts1,2 (69) <-----(ff1 and uf,n+4 only?)
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (69)
- df3,1, df3,1,2,vtsc, ff1+2 (69)
- 2, 1,2,vtsc, 1,2,vtsc, ff1+2 (68)
- 1,2,vtsc, df3,1,2,vtsc, ff1+2 (67)
- 3+4~1, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (65)
- 3+4~1, 1,2,vtsc, 1,2,3+4, vts1,2 (64)
- 3+4~1, 1,2,vtsc, 1, f+2,1 (64)
- df3,1,2,vtsc, 1,2,vtsc, 1+3_2+4 (64)
- 2, df3,1,2,vtsc, ff1+2 (64)
- 4, ff, 1,2,vtsc, 1,2,vtsc, ff2 (63) <-----(ff1 and uf,n+4 only?)
- df3,1,2,vtsc, 1,2,3+4, vts1,2 (63)
- df3,1,2,vtsc, 1, f+2,1 (63)
- 2, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (63)
- 3+4~1, 1,2,vtsc, 1, f+2,d+1 (62)
- 2, 1,2,vtsc, 1,2,3+4, vts1,2 (62)
- 1,2,vtsc, df3,1,2,vtsc, 1+3_2+4 (62)
- 2, 1,2,vtsc, 1, ff1+2 (62)
- 2, 1,2,vtsc, 1, f+2,1 (62)
- 2, df3,1,2,vtsc, 1, f+1+3_f+2+4 (62)
- 1,2,vtsc, df3,1,2,3+4, vts1,2 (61)
- df3,1,2,vtsc, 1, f+2,d+1 (61)
- 2, 1,2,vtsc, 1, f+2,d+1 (60)
- df3,1 df3,1, f+1+3_f+2+4 (59)
- 2, df3,1, ff1+2 (59)
- 2, df3,1, f+2,1 (59)
- 3+4~1, 1,2,vtsc, 1,2,vtsc, ff2 (58)
- 2, df3,1,2,3+4, vts1,2 (58)
- 2, 1,2,vtsc, 1, 1+3_2+4 (57)
- 2, df3,1, f+2,d+1 (57)
- 2, 1,2,vtsc, 1,2,vtsc, ff2 (56)
- 1,2,vtsc, df3,1,2,vtsc, ff2 (55)
- 2, df3,1, 1+3_2+4 (54)
- 2, df3,1,2,vtsc, ff2 (52)
- 2, 1,2,vtsc, 1, ff2 (50)
note: damages listed from "ff1" launcher.
ob bt uf4
- df3,1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (65)
- df3,1,2,vtsc, 1,2,3+4, vts1,2 (63)
- df3,1,2,vtsc, 2,d1+2 (55)
note: "ob" means opponent backturned.
ssl, db1+2
- 3+4~3, 1,2,vtsc, 1,2,vtsc, ff1+2 (80) (possible on all chars) <---new
- uf4, 1,2,vtsc, 1,2,vtsc, ff1+2 (80)
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (76)
- UF,n+4, 1,2,vtsc, ff1+2 (76)
- df3,1, df3,1, f+1+3_f+2+4 (66)
- UF,n+4, f+2+4 (62)
- UF,n+4, 1+3 (62)
- UF,n+4, f+1+2 (55)
note: ssl, then launch. "ff1+2" enders can be replaced with "1+3_2+4."
db1+2
- ssl, df3,1,2,vtsc, 1,2,vtsc, ff1+2 (76)
- ssl, df3,1, df3,1, f+1+3_f+2+4 (66)
- UF,n+4, f+2+4 (62)
- UF,n+4, 1+3 (62)
- UF,n+4, f+1+2 (55)
note: no sidestep, regular launch. "ff1+2" enders can be replaced with "1+3_2+4."
ssr, db1+2
- UF,n+4, 1,2,vtsc, 2,d1+2 (71)
- uf4, 1,2,vtsc, 2,d+1+2 (66)
- ssl, df3,1, df3,1, f+1+3_f+2+4 (66)
- ssr, df3,1,2,vtsc, 2,d+1+2 (62)
- UF,n+4, 2,d+1+2 (62)
- UF,n+4, 1, f+1+2 (58)
- UF,n+4, f+1+2 (55)
note: launches on side, opponent flips after kick.
ssr, db1+2
- UF,n+4, 1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (81)
- UF,n+4, 1,2,vtsc, 1,2,3+4, vts1,2 (79)
- uf4, 1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (76) <-------new
- uf4, 1,2,vtsc, 1,2,3+4, vts1,2 (74)
- ssr, df3,1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (72) <----new
- UF,n+4, 1,2,vtsc, 2,d1+2 (71)
- ssr, df3,1,2,vtsc, 1,2,3+4, vts1,2 (70)
- uf4, 1,2,vtsc, 2,d+1+2 (66)
- ssl, df3,1, df3,1, f+1+3_f+2+4 (66)
- ssr, df3,1,2,vtsc, 2,d+1+2 (62)
- UF,n+4, 2,d+1+2 (62)
- UF,n+4, 1, f+1+2 (58)
- UF,n+4, f+1+2 (55)
note: launches on almost rear side.
swr, db1+2
- uf4, 1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (76) <-------new
- uf4, 1,2,vtsc, 1,2,3+4, vts1,2 (74)
- ssr, df3,1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (72) <----new
- df3,1,2,vtsc, 1,2,3+4, vts1,2 (70)
- uf4, 1,2,vtsc, 2,d+1+2 (66)
- df3,1,2,vtsc, 2,d+1+2 (62)
- UF,n+4, f+1+2 (55)
note: launches on direct rear side.
uf1+2
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (on marduk, jack, kuma/panda, king, armor king only)
- df3,1,2,vtsc, 1,2,vtsc, 1+3_2+4 (on marduk, jack, kuma/panda, king, armor king only)
- ff1,2
- db1+2
- db1, ws1,2
- df+2, d+4
- df+1+2
- db4
ss1+2
- db1+3_db2+4 (hercules toss)
- db4
uf4
- db4
- 3+4~4
sld d+2
knd 3
fcd 3
ob fc,df+4
- cc, db4
- fc,df4
ws2
vts2
(2,1,3,1,2,1,2,2,3),2
- db4 (if by wall)
- fc,df+4
- b+1
ws3
vts3
- 1, 1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b1
- 1, 1,2,vtsc, 1,2,3+4, vts1,2
- 1, df3,1,2,vtsc, 1,2,vtsc, b1
- 1, df3,1,2,vtsc, 2,d1+2
- 1, df3,1,2,3+4, vts1,2
- 1, 1,2,vtsc, 2,d1+2
- 1, 1,2,3+4, vts1,2
- 1, df3,1,2,vtsc, db4
- 1, 1,2,vtsc, 1, d+1
- 1, df3,1, d+1
- 1, 1+3_2+4
f+2,1
- df3,1,2,3+4, vtsc1,2 (on marduk, jack, kuma/panda only)
- df3,1, d+2,4 (on marduk, jack, kuma/panda only)
- ssl, db1+3_db2+4 (hercules toss)
- ssr, db1+3_db2+4 (rib buster)
- db1, ws1,2
- db4
(f+2),1
- df3,1,2,3+4, vtsc1,2 (on marduk, jack, kuma/panda only)
- df3,1, 1, f+2,1 (does NOT work on marduk, kuma/panda?)
- df3,1, d+2,4
- df3,1,f+1
- ssl, db1+3_db2+4 (hercules toss)
- ssr, db1+3_db2+4 (rib buster)
- db1, ws1,2
- db4
f+3+4
- run up, db1+3_db2+4 (hercules toss)
- run up, db4
ff1+2
- ssr, df3,1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (74)
- ssr, df3,1,2,vtsc, 1,2,3+4, vts1,2 (72)
- ssr, df3,1,2,vtsc, 2,d+1+2 (64)
- df3,1, df3,d+1, b+1 (63)
- ssr, df3,1,2,vtsc, 1, d+1 (59)
- (2),1,3,1,2,1,4 (58)
- uf3+4 (47)
ff1+2
- uf3+4, db4
note: when launch bounces close to a wall.
db1+3 (hercules toss)
db2+4 (hercules toss)
- UF,n+4, 1,2,vtsc, 1,2,vtsc, ff1+2 (57)
- UF,n+4, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (52)
- UF,n+4, 1,2,vtsc, 1,2,3+4, vts1,2 (51)
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (48)
- 2, 1,2,vtsc, 1,2,vtsc, ff1+2 (47)
- df3,1,2,vtsc, 1,2,vtsc, 1+3_2+4 (43)
- df3,1,2,vtsc, 1,2,3+4, vts1,2 (42)
- df3,1,2,vtsc, 1, f+2,1 (42)
- 2, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (42)
- UF,n+4, 1, f+2,1 (42)
- 2, 1,2,vtsc, 1,2,3+4, vts1,2 (41)
- df3,1,2,vtsc, 1, f+2,d+1 (40)
- UF,n+4, 1, f+2,d+1 (40)
- UF,n+4, 1, f+1+3_f+2+4 (37)
- uf3+4 (17)
db1+3 (hercules toss)
db2+4 (hercules toss)
- d2,4
note: when done and your back is to the wall.
................................................................
counter hit combos:
ch 4
- f+2+4
- f+1+2
ch 1+2
- f+1+2
- ff2
- d+4
ch ws4
ch vts4
- db4
(d+2)ch 4
- db1, ws1,2
- db4
ch db2
- db1
ch f+2
(ws1),ch 2
(vts1),ch 2
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (on kuma/panda only?)
- df3,1,2,vtsc, 1,2,vtsc, 2+4 (on marduk, jack, kuma/panda only)
- df3,1,2,3+4, vtsc1,2 (on marduk, jack, kuma/panda only)
- ssl, db1+3_db2+4 (hercules toss)
- ssr, db1+3_db2+4 (rib buster)
- ff1,2
- db1, ws1,2
- db4
ssr, ch b+2
- ff, uf+3+4
- ff, db4
- fc,df4
- b+1
- d+4
- d+3
ch b+2
- df3,1,2,vtsc, 2,d+1+2
- df3,1,2,3+4, vts4
- df3,1,2,f+1
- df3,d+1,2
- uf+3+4
- f, db4
- fc,df4
- b+1
- d+4
- d+3
ssl, ch b+2
- df3,1,2,vtsc, 1,2,vtsc, 2+4
- df3,1,2,vtsc, ff1+2
- df3,1,2,vtsc, 2, f+2+4
- df3,1, df3,1, f+2+4
- df3,1,2,vtsc, 2,d+1+2
- df3,1, f+2,1
- df3,1, f+2,d+1
- df3,1,2,f+1
- df3,d+1,2
- uf+3+4
- f, db4
- fc,df4
- b+1
- d+4
- d+3
ch f+3
- df3,1,2,vtsc, 1,2,vtsc, ff1+2
ch fc,df+4
- cc, db4
- fc,df4
................................................................
juggle to wall enders:
juggle, 1,2,vtsc,..
- w!, df3,1,2,3 (on marduk, jack, kuma/panda, king, armor king only)
- w!, 1,2,3
- w!, d+2,4
- 1,2,3(w!),1+2
- w!, d+1
ob juggle, 1,2,vtsc,..
- w!, 1,d+2
- w!, db2, db4
- w!, d2,4
- w!, d+1
- w!, b+1
- w!, db4
note: for ob to wall, very strict on positioning.
................................................................
low wall stun enders:
(ff1),2
ff2
ss2
b4
ff4
f+3+4
standing 3
vts f+2
- bb, 3+4~1, 1,2,3 <--new, very strict on positioning.
- df3,1,2,3
medium wall stun enders:
d+1+2
(2),d+1+2
df3,d+1
(df3),d+1
- 4, 1,2,3 (on jack, kuma/panda, king, armor king only)
- df3,1,2,3 (on marduk, jack, kuma/panda, king, armor king only)
- 2, 1,2,3
ws3
vts3
- 4, 1,2,3 (does NOT work on marduk?)
- df3,1,2,3 (on marduk, jack, kuma/panda, king, armor king only)
- 2, 1,2,3
db1+2
- 1,2,3
high wall stun enders:
df1
ch f+3
- 4, 1,2,3 (possible on regular chars if wall stuns high)
- df3,1,2,3 (possible on regular chars if wall stuns high)
- 2, 1,2,3
ff1
uf,n+4
- df3,1, 1,2,3
- 4, 1,2,3
- 1,2, 1,2,3
- 2, 1,2,3
- df3,1,2,3
- uf1+2, db1+2
................................................................
roll back (or mid-air) catches:
- ff, df3,1,2,vtsc, 1,2,vtsc, ff1+2
- ff, df3,d+1, db4
- ff, (1),d+2, d+4
- ff, df+2, d+4
backturned roll back catches:
- ff, 3+4~1+2
- ff, fc,df4, fc,df+4
- ff, fc,df4, cc, db4
natural combos:
1,2 = 19 dmg
1,d+2 = 20 dmg
ch ws1,2 = 34 dmg
ch vts1,2 = 34 dmg
ob ws1,2 = 32 dmg
ob vts1,2 = 32 dmg
2,1 = 22 dmg
ch f+2,1 = 41 dmg
d+2,4 = 39 dmg
df3,1,2 = 30 dmg
df3,1,d+2 = 33 dmg
df3,d+1 = 25 dmg + juggle
ob df3,1,2,3,1+2 = 75 dmg
(2,1,3,1,2,1),4,3,1,4 = 54 dmg
(2,1,3,1,2,1,2,2),3,2 = 28 dmg
ob 2,1,3,1,2,1,4,3,1,4 = 110 dmg
ob 2,1,3,1,2,1,2,2,3,2 = 103 dmg
................................................................
notable dmgs/dmg changes:
df+3,1,2 = 15,5,10
df+3,d+1 = 15,10
1,2 = 7,12
2 = 10
2,d+1+2 = 10,24
f+2,1 = 21,25
ws1,2 = 14,18
ff+1+2 (air) = 22
1+3 (air) = 17
2+4 (air) = 17 (25 if hits wall)
note: launcher (100%), first hit (70%), after (50%), air throw (100%).
................................................................
regular hit combos:
df1
d+1+2
(2),d+1+2
df3,d+1
(df3),d+1
ob ws3
ob vts3
knd b+3+4 (block)
- 2, 1,2,vtsc, 1,2,vtsc, ff1+2 (72)
- 1,2,vtsc, df3,1,2,vtsc, ff1+2 (71)
- 2, df3,1,2,vtsc, ff1+2 (68)
- 2, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (67)
- 2, 1,2,vtsc, 1,2,3+4, vts1,2 (66)
- 1,2,vtsc, df3,1,2,vtsc, 1+3_2+4 (66)
- 1,2,vtsc, df3,1, f+2,1 (66)
- 2, 1,2,vtsc, 1, ff1+2 (66)
- 2, 1,2,vtsc, 1, f+2,1 (66)
- 2, df3,1,2,vtsc, 1, f+1+3_f+2+4 (66)
- 1,2,vtsc, df3,1,2,3+4, vts1,2 (65)
- 1,2,vtsc, df3,1, f+2,d+1 (64)
- 2, 1,2,vtsc, 1, f+2,d+1 (64)
- 2, df3,1, ff1+2 (63)
- 2, df3,1, f+2,1 (63)
- 2, df3,1,2,3+4, vts1,2 (62)
- 2, 1,2,vtsc, 1, 1+3_2+4 (61)
- 2, df3,1, f+2,d+1 (61)
- 2, 1,2,vtsc, 1,2,vtsc, ff2 (60)
- 1,2,vtsc, df3,1,2,vtsc, ff2 (59)
- 2, df3,1, 1+3_2+4 (58)
- 2, df3,1,2,vtsc, ff2 (56)
- 2, 1,2,vtsc, 1, ff2 (54)
note: damages listed from "df3,d+1" launcher.
df3,d+1
(df3),d+1
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (73)
- df3,1,2,vtsc, 1,2,vtsc, 1+3_2+4 (68)
- df3,1,2,vtsc, 1,2,3+4, vts1,2 (67)
- df3,1,2,vtsc, 1, f+2,1 (67)
- df3,1,2,vtsc, ff1+2 (64)
- df3,1,2,vtsc, 1, 1+3_2+4 (62)
- df3,1, f+2,1 (59)
- df3,1,2,3+4, vts1,2 (58)
note: on marduk, kuma/panda only. damages listed from "df3,d+1" launcher.
ff1
uf,n+4
bt uf4
- 3+4~1, 1,2,vtsc, df3,1,2,vtsc, ff1+2 (75) <---(marduk, jack5 only?)
- 4, ff, 1,2,vtsc, 1,2,vtsc, ff1+2 (75) <-----(ff1 and uf,n+4 only?)
- 4, ff, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (70) <-----(ff1 and uf,n+4 only?)
- 3+4~1, 1,2,vtsc, 1,2,vtsc, ff1+2 (70)
- 4, ff, 1,2,vtsc, 1,2,3+4, vts1,2 (69) <-----(ff1 and uf,n+4 only?)
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (69)
- df3,1, df3,1,2,vtsc, ff1+2 (69)
- 2, 1,2,vtsc, 1,2,vtsc, ff1+2 (68)
- 1,2,vtsc, df3,1,2,vtsc, ff1+2 (67)
- 3+4~1, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (65)
- 3+4~1, 1,2,vtsc, 1,2,3+4, vts1,2 (64)
- 3+4~1, 1,2,vtsc, 1, f+2,1 (64)
- df3,1,2,vtsc, 1,2,vtsc, 1+3_2+4 (64)
- 2, df3,1,2,vtsc, ff1+2 (64)
- 4, ff, 1,2,vtsc, 1,2,vtsc, ff2 (63) <-----(ff1 and uf,n+4 only?)
- df3,1,2,vtsc, 1,2,3+4, vts1,2 (63)
- df3,1,2,vtsc, 1, f+2,1 (63)
- 2, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (63)
- 3+4~1, 1,2,vtsc, 1, f+2,d+1 (62)
- 2, 1,2,vtsc, 1,2,3+4, vts1,2 (62)
- 1,2,vtsc, df3,1,2,vtsc, 1+3_2+4 (62)
- 2, 1,2,vtsc, 1, ff1+2 (62)
- 2, 1,2,vtsc, 1, f+2,1 (62)
- 2, df3,1,2,vtsc, 1, f+1+3_f+2+4 (62)
- 1,2,vtsc, df3,1,2,3+4, vts1,2 (61)
- df3,1,2,vtsc, 1, f+2,d+1 (61)
- 2, 1,2,vtsc, 1, f+2,d+1 (60)
- df3,1 df3,1, f+1+3_f+2+4 (59)
- 2, df3,1, ff1+2 (59)
- 2, df3,1, f+2,1 (59)
- 3+4~1, 1,2,vtsc, 1,2,vtsc, ff2 (58)
- 2, df3,1,2,3+4, vts1,2 (58)
- 2, 1,2,vtsc, 1, 1+3_2+4 (57)
- 2, df3,1, f+2,d+1 (57)
- 2, 1,2,vtsc, 1,2,vtsc, ff2 (56)
- 1,2,vtsc, df3,1,2,vtsc, ff2 (55)
- 2, df3,1, 1+3_2+4 (54)
- 2, df3,1,2,vtsc, ff2 (52)
- 2, 1,2,vtsc, 1, ff2 (50)
note: damages listed from "ff1" launcher.
ob bt uf4
- df3,1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (65)
- df3,1,2,vtsc, 1,2,3+4, vts1,2 (63)
- df3,1,2,vtsc, 2,d1+2 (55)
note: "ob" means opponent backturned.
ssl, db1+2
- 3+4~3, 1,2,vtsc, 1,2,vtsc, ff1+2 (80) (possible on all chars) <---new
- uf4, 1,2,vtsc, 1,2,vtsc, ff1+2 (80)
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (76)
- UF,n+4, 1,2,vtsc, ff1+2 (76)
- df3,1, df3,1, f+1+3_f+2+4 (66)
- UF,n+4, f+2+4 (62)
- UF,n+4, 1+3 (62)
- UF,n+4, f+1+2 (55)
note: ssl, then launch. "ff1+2" enders can be replaced with "1+3_2+4."
db1+2
- ssl, df3,1,2,vtsc, 1,2,vtsc, ff1+2 (76)
- ssl, df3,1, df3,1, f+1+3_f+2+4 (66)
- UF,n+4, f+2+4 (62)
- UF,n+4, 1+3 (62)
- UF,n+4, f+1+2 (55)
note: no sidestep, regular launch. "ff1+2" enders can be replaced with "1+3_2+4."
ssr, db1+2
- UF,n+4, 1,2,vtsc, 2,d1+2 (71)
- uf4, 1,2,vtsc, 2,d+1+2 (66)
- ssl, df3,1, df3,1, f+1+3_f+2+4 (66)
- ssr, df3,1,2,vtsc, 2,d+1+2 (62)
- UF,n+4, 2,d+1+2 (62)
- UF,n+4, 1, f+1+2 (58)
- UF,n+4, f+1+2 (55)
note: launches on side, opponent flips after kick.
ssr, db1+2
- UF,n+4, 1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (81)
- UF,n+4, 1,2,vtsc, 1,2,3+4, vts1,2 (79)
- uf4, 1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (76) <-------new
- uf4, 1,2,vtsc, 1,2,3+4, vts1,2 (74)
- ssr, df3,1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (72) <----new
- UF,n+4, 1,2,vtsc, 2,d1+2 (71)
- ssr, df3,1,2,vtsc, 1,2,3+4, vts1,2 (70)
- uf4, 1,2,vtsc, 2,d+1+2 (66)
- ssl, df3,1, df3,1, f+1+3_f+2+4 (66)
- ssr, df3,1,2,vtsc, 2,d+1+2 (62)
- UF,n+4, 2,d+1+2 (62)
- UF,n+4, 1, f+1+2 (58)
- UF,n+4, f+1+2 (55)
note: launches on almost rear side.
swr, db1+2
- uf4, 1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (76) <-------new
- uf4, 1,2,vtsc, 1,2,3+4, vts1,2 (74)
- ssr, df3,1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (72) <----new
- df3,1,2,vtsc, 1,2,3+4, vts1,2 (70)
- uf4, 1,2,vtsc, 2,d+1+2 (66)
- df3,1,2,vtsc, 2,d+1+2 (62)
- UF,n+4, f+1+2 (55)
note: launches on direct rear side.
uf1+2
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (on marduk, jack, kuma/panda, king, armor king only)
- df3,1,2,vtsc, 1,2,vtsc, 1+3_2+4 (on marduk, jack, kuma/panda, king, armor king only)
- ff1,2
- db1+2
- db1, ws1,2
- df+2, d+4
- df+1+2
- db4
ss1+2
- db1+3_db2+4 (hercules toss)
- db4
uf4
- db4
- 3+4~4
sld d+2
knd 3
fcd 3
ob fc,df+4
- cc, db4
- fc,df4
ws2
vts2
(2,1,3,1,2,1,2,2,3),2
- db4 (if by wall)
- fc,df+4
- b+1
ws3
vts3
- 1, 1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b1
- 1, 1,2,vtsc, 1,2,3+4, vts1,2
- 1, df3,1,2,vtsc, 1,2,vtsc, b1
- 1, df3,1,2,vtsc, 2,d1+2
- 1, df3,1,2,3+4, vts1,2
- 1, 1,2,vtsc, 2,d1+2
- 1, 1,2,3+4, vts1,2
- 1, df3,1,2,vtsc, db4
- 1, 1,2,vtsc, 1, d+1
- 1, df3,1, d+1
- 1, 1+3_2+4
f+2,1
- df3,1,2,3+4, vtsc1,2 (on marduk, jack, kuma/panda only)
- df3,1, d+2,4 (on marduk, jack, kuma/panda only)
- ssl, db1+3_db2+4 (hercules toss)
- ssr, db1+3_db2+4 (rib buster)
- db1, ws1,2
- db4
(f+2),1
- df3,1,2,3+4, vtsc1,2 (on marduk, jack, kuma/panda only)
- df3,1, 1, f+2,1 (does NOT work on marduk, kuma/panda?)
- df3,1, d+2,4
- df3,1,f+1
- ssl, db1+3_db2+4 (hercules toss)
- ssr, db1+3_db2+4 (rib buster)
- db1, ws1,2
- db4
f+3+4
- run up, db1+3_db2+4 (hercules toss)
- run up, db4
ff1+2
- ssr, df3,1,2,vtsc, 1,2,vtsc, 1,2,vtsc, b+1 (74)
- ssr, df3,1,2,vtsc, 1,2,3+4, vts1,2 (72)
- ssr, df3,1,2,vtsc, 2,d+1+2 (64)
- df3,1, df3,d+1, b+1 (63)
- ssr, df3,1,2,vtsc, 1, d+1 (59)
- (2),1,3,1,2,1,4 (58)
- uf3+4 (47)
ff1+2
- uf3+4, db4
note: when launch bounces close to a wall.
db1+3 (hercules toss)
db2+4 (hercules toss)
- UF,n+4, 1,2,vtsc, 1,2,vtsc, ff1+2 (57)
- UF,n+4, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (52)
- UF,n+4, 1,2,vtsc, 1,2,3+4, vts1,2 (51)
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (48)
- 2, 1,2,vtsc, 1,2,vtsc, ff1+2 (47)
- df3,1,2,vtsc, 1,2,vtsc, 1+3_2+4 (43)
- df3,1,2,vtsc, 1,2,3+4, vts1,2 (42)
- df3,1,2,vtsc, 1, f+2,1 (42)
- 2, 1,2,vtsc, 1,2,vtsc, 1+3_2+4 (42)
- UF,n+4, 1, f+2,1 (42)
- 2, 1,2,vtsc, 1,2,3+4, vts1,2 (41)
- df3,1,2,vtsc, 1, f+2,d+1 (40)
- UF,n+4, 1, f+2,d+1 (40)
- UF,n+4, 1, f+1+3_f+2+4 (37)
- uf3+4 (17)
db1+3 (hercules toss)
db2+4 (hercules toss)
- d2,4
note: when done and your back is to the wall.
................................................................
counter hit combos:
ch 4
- f+2+4
- f+1+2
ch 1+2
- f+1+2
- ff2
- d+4
ch ws4
ch vts4
- db4
(d+2)ch 4
- db1, ws1,2
- db4
ch db2
- db1
ch f+2
(ws1),ch 2
(vts1),ch 2
- df3,1,2,vtsc, 1,2,vtsc, ff1+2 (on kuma/panda only?)
- df3,1,2,vtsc, 1,2,vtsc, 2+4 (on marduk, jack, kuma/panda only)
- df3,1,2,3+4, vtsc1,2 (on marduk, jack, kuma/panda only)
- ssl, db1+3_db2+4 (hercules toss)
- ssr, db1+3_db2+4 (rib buster)
- ff1,2
- db1, ws1,2
- db4
ssr, ch b+2
- ff, uf+3+4
- ff, db4
- fc,df4
- b+1
- d+4
- d+3
ch b+2
- df3,1,2,vtsc, 2,d+1+2
- df3,1,2,3+4, vts4
- df3,1,2,f+1
- df3,d+1,2
- uf+3+4
- f, db4
- fc,df4
- b+1
- d+4
- d+3
ssl, ch b+2
- df3,1,2,vtsc, 1,2,vtsc, 2+4
- df3,1,2,vtsc, ff1+2
- df3,1,2,vtsc, 2, f+2+4
- df3,1, df3,1, f+2+4
- df3,1,2,vtsc, 2,d+1+2
- df3,1, f+2,1
- df3,1, f+2,d+1
- df3,1,2,f+1
- df3,d+1,2
- uf+3+4
- f, db4
- fc,df4
- b+1
- d+4
- d+3
ch f+3
- df3,1,2,vtsc, 1,2,vtsc, ff1+2
ch fc,df+4
- cc, db4
- fc,df4
................................................................
juggle to wall enders:
juggle, 1,2,vtsc,..
- w!, df3,1,2,3 (on marduk, jack, kuma/panda, king, armor king only)
- w!, 1,2,3
- w!, d+2,4
- 1,2,3(w!),1+2
- w!, d+1
ob juggle, 1,2,vtsc,..
- w!, 1,d+2
- w!, db2, db4
- w!, d2,4
- w!, d+1
- w!, b+1
- w!, db4
note: for ob to wall, very strict on positioning.
................................................................
low wall stun enders:
(ff1),2
ff2
ss2
b4
ff4
f+3+4
standing 3
vts f+2
- bb, 3+4~1, 1,2,3 <--new, very strict on positioning.
- df3,1,2,3
medium wall stun enders:
d+1+2
(2),d+1+2
df3,d+1
(df3),d+1
- 4, 1,2,3 (on jack, kuma/panda, king, armor king only)
- df3,1,2,3 (on marduk, jack, kuma/panda, king, armor king only)
- 2, 1,2,3
ws3
vts3
- 4, 1,2,3 (does NOT work on marduk?)
- df3,1,2,3 (on marduk, jack, kuma/panda, king, armor king only)
- 2, 1,2,3
db1+2
- 1,2,3
high wall stun enders:
df1
ch f+3
- 4, 1,2,3 (possible on regular chars if wall stuns high)
- df3,1,2,3 (possible on regular chars if wall stuns high)
- 2, 1,2,3
ff1
uf,n+4
- df3,1, 1,2,3
- 4, 1,2,3
- 1,2, 1,2,3
- 2, 1,2,3
- df3,1,2,3
- uf1+2, db1+2
................................................................
roll back (or mid-air) catches:
- ff, df3,1,2,vtsc, 1,2,vtsc, ff1+2
- ff, df3,d+1, db4
- ff, (1),d+2, d+4
- ff, df+2, d+4
backturned roll back catches:
- ff, 3+4~1+2
- ff, fc,df4, fc,df+4
- ff, fc,df4, cc, db4
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