@ YoshiDivine...
Of course we knew it. FC low punch leaves you in crouch recovery, but even though it does so, you can still do a crouch cancel. (~u). But d/f+1 is stronger, so why low punch?
Anyways... you don't make a 'bound' in your juggle. Why is that?
You should be doing d/f+1, 1, f+1+2 B!, b+2,1
If you don't make bound, you should be doing d/f+1, 1, b+2,1~1+2(KIN),f+2.
Some stronger juggles are also possible.
Added 8 minutes later:
I'll copy-paste the juggle list from TekkenZaibatsu thread:
ff+4
ff+4, BT+1, BT d+2, ws+3,2 B! b+2,1 -- 70 dmg
ff+4, BT+1,3 (in case you're off axis)
u/f+3
u/f+3, 3, 1, f+1+2 B! f+3+4~FLE+2
u/f+3, 2, f+1+2 B! b+2,1~KIN f+2 -- 64 dmg
u/f+3, b+1,1, b+1,1, b+1, f+1+2 B! b+2,1 -- 63 dmg
u/f+3 b+1,1,1 b+1,1 f+1+2 B! b+2,1 -- 63 dmg
u/f+3, b+1,1, b+1,1,1,(1),1, f+1+2 B! b+2,1 -- 63 dmg (requires dash)
u/f+3, b+1, 2, f+1+2, f+3+4~FLE+2 -- 63 dmg
d/f+2,2
d/f+2,2, d/f+1, 2, f+1+2, f+3+4~FLE+2 -- 75 dmg
d/f+2,2, d/f+1, 1, f+1+2, f+3+4~FLE+2 -- 73 dmg
d/f+2,2, f+1+2, b+2,1~KIN f+2 -- 72 dmg
d/f+2,2, 1, b+1,1 b+1,1 f+1+2 B! b+2,1 72 dmg
d/f+2,2, d/f+1, 1, b+1,1, f+1+2 -- 70 dmg
CH FC,d/f+4
FC,d/f+4, u, d/f+1, 2, f+1+2 B! f+3+4~FLE+2 -- 68 dmg *slightly strict timing
FC,d/f+4, ws+3,2 B! b+2,1~KIN f+2 -- 67 dmg *inconsistent
FC,d/f+4, u, d/f+1, 1, f+1+2 B! f+3+4~FLE+2 -- 66 dmg
FC,d/f+4, u, d/f+1, 1, b+1,1, dash 1,1 B! dash b+2,1 -- 64 dmg
FC,d/f+4, u, d/f+1, 1, b+1,1, f+1+2 B! b+2,1 -- 63 dmg
u+3+4
u+3+4, d/f+1, 2, f+1+2 B! f+3+4~FLE+2 -- 73 dmg
u+3+4, f+1+2 B! b+2,1~KIN f+2 -- 70 dmg *use this on range where d/f+1 won't pick up
DGF+2
dgf+2, dgf+2~d f+1+2 B! b+2,1~KIN f+2 -- 67 dmg
dgf+2~d, 2, f+1+2, B! b+2,1~KIN f+2 -- 64 dmg
dgf+2, 2,2, f+1+2, B! f+3+4~FLE+2 -- 63 dmg
dgf+2~d, 1, b+1, b+1,1,1, f+1+2 B! b+2,1 -- 62 dmg
CH ss+4 / CH KIN 4
KIN+2,1+2 B! b+2,1~KIN f+2 -- 83 dmg
d/f+1, 2, f+1+2 B! f+3+4~FLE+2 -- 77 dmg
ff+3+4 B! b+2,1~KIN f+2 -- 76 dmg
iws+3,2 B! b+2,1~KIN f+2 -- 76 dmg
f+1+2 B! b+2,1~KIN f+2 -- 74 dmg
1, b+1,1, b+1,1, f+1+2 B! b+2,1 -- 74 dmg
d/f+1, 1, b+1,1, f+1+2 B! b+2,1 -- 72 dmg
CH u/f+2
u, d/f+1, 2, f+1+2 B! f+3+4~FLE+2 -- 73 dmg
ws+4, 1, f+1+2 B! f+3+4~FLE+2 -- 72 dmg
u, d/f+1, 1, b+1,1, f+1+2 B! b+2,1 -- 68 dmg
ws+4, 1, b+2,1 KIN f+2 -- 66 dmg
ws+4, 1, f+1+2 B! b+2,1 -- 65 dmg
CH ff+3
ff+3+4 B! b+2,1~KIN f+2 -- 74 dmg
ssl, f+1+2 B! b+2,1~KIN f+2 -- 72 dmg
f+1+2 B! b+2,1 -- 61 dmg
CH f+2
ssr, f+1+2 B! b+2,1~KIN f+2 -- 69 dmg
ff+1+2 B! BT d+1+4 -- 68 dmg *deals damage to self
ff+3+4 B! 1+2, 3+4 -- 64 dmg
ff+3+4, B! b+2,1 -- 60 dmg
f+1+2 B! b+2,1 -- 58 dmg
4~3 / FLE+3+4 / IND+4 / IND+(3),4 / (ff+3+4,1+2)+3+4
4~3, U/F,n+4, 2, f+1+2 B! f+3+4~FLE+2 -- 85 dmg
4~3, U/F,n+4, f+1+2 B! b+2,1~KIN f+2 -- 85 dmg
4~3, 1+2~KIN 2,1+2 B! b+2,1~KIN f+2 -- 83 dmg
4~3, U/F,n+4, 1, b+1,1, f+1+2 B! b+2,1 -- 80 dmg
4~3, bb, ff+4, BT d+2, ws+3,2 B! b+2,1 -- 79 dmg
4~3, ws+3,2 B! b+2,1~KIN f+2 -- 76 dmg
CH (d+2),2
d/b+3,3,4, qcf+1 -- 48 dmg *last hit requires tight timing but consistent
d+2+2, d/b+4 -- 46 dmg *consistent, also allows f+1+2 B! wall splat if the distant is right
d/b+3,3,(3),3,4 -- 43 dmg *seems to work better slightly off-axis right. ok wall carry
d/b+3,3,(3),4 -- 41 dmg *easy and consistent. ok wall carry
*these juggles work also with regular Flash (1+4). To calculate damage for these Flash juggles on non-CH, just add 1 more damage.
Low Parry
d/f+1, 1, b+1, b+2,1~KIN f+2 -- 42 dmg
d/f+1, 2, 1, f+3+4~FLE+2 -- 39 dmg
This post was edited by Tenshimitsu (2011-06-06 08:33, 9 years ago)