[King] Maintenant on ne joue plus !

Voir T5.0 mais voir aussi ici pour quelques différences !

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Jin75
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[King] Maintenant on ne joue plus !

Message par Jin75 »

Image

Nom : King
Age : 30
Style de Combat : Lutte Professionnelle (Pro Wrestling)
Nationalité : Mexique


King, un catcheur pro masqué qui a hérité de l'esprit de deux grands champions.
Après avoir tenu en défaite Craig Marduck dans le "King of IronFist Tournament 4" et vengé la mort de son maître, King se rendit vers la chambre d'hôpital de Marduk afin de mettre un terme à tout cela en le tuant.
Avant qu'il puisse asséner le coup de grâce, King réalisa la stupidité de son désir de vengeance et se retira.
Une fois retourné chez lui, King entendit que Marduk, portant un masque de jaguar noir, déclarait son désir d'un match de revanche...

"Je n'attendrai et ne permettrai pas que le nom de mon mentor soit déshonoré !"

King décida de faire à nouveau face à Marduk au "King of IronFist Tournament 5"...
Modifié en dernier par Jin75 le 02 août 2006 à 22h33, modifié 2 fois.
Uf4 c'est la vérité !
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Message par Jin75 »

Liste des coups

:1:,:2: Double Punch String
=>:2:+:4: Reverse DDT
=>:d:+:2:+:4: Low Powerbomb *Catches Crouching Opponents*
:1:,:2:,:1: Triple Punch String
=>:2:+:4: fallback Ankle Trip Throw
=>:d:+:2:+:4: Low Powerbomb *Catches Crouching Opponents*
:d:+:1:~N+:2: Mid Punch, Uppercut
:b:+:1: Sprint Hook
:f:,:f:+:1: Dirty Sanchez (l'adv se retrouve au sol, sans chaise donc) :super:
:df:+:1:>:2: Elbow Smash, Side Swipe
fC,:df:+:1: Ankle Swipe *Juggles*
:1:+:2: Uppercut, (bK)
=>:1: backhand
=>:3: BLIND THRUSTKCIK NEW
:d:+:1:+:2: Elbow Drop
:f:+:1:+:2: Quick Jaguar Lariat
:f:,:f:,N+:1:+:2: Offensive Push
(:f:,N,:d:,:df:)_(WS)+:1:+:2: Chin Shatter Uppercut *Juggles*
:f:+:1:+:4: Mid Chest Thrust
:b:+:2: black Arrow
=>:d:+:2:+:4: Jumping Power bomb {:1:+:2:}
:f:+:2:>:2: Roaring Elbow Rush
=>:1: LEfT LAYOUT NEW
=>:2: Spinning Elbow
=>:b: Spinning Elbow Cancel
:f:,:f:+:2:>:1: Elbow Scratch Attack
:f:,:f:,N+:2: Low Smash *Stuns on CH*
=>*stun* :1:+:2: Jaguar backbreaker
=>*stun* :1:+:2:,:u:,:d:,N+:3:+:4: Jumping Powerbomb
:df:+:2:,:1: DOUbLE HOOK IMPACT NEW
SS+:2: Sneak Uppercut
WS+:2: Uppercut
fC,:df:+:2: Dynamite Uppercut *Stuns*
:f:+:2:+:3: black Shoulder
:f:,:f:+:2:+:3: flying body Splash
:f:+:3: bad Attitude *Stuns on CH*
=>:1:+:2: Cougar DDT *Only on non-CH Hit*
:b:+:3: back Thrust Kick
:df:+:3: Mid Side Kick
:df:+:3:~:4: High Mist Trap *If Kick is blocked*
:db:+:3: Low Kickout *Juggles on CH*
:uf:+:3: Rolling Wheel Kick
De dos :3: Dust Kick
=>:1:+:2: Stunner Throw
:3:+:4: Jaguar Step Stance
(1+4)_(2+3) Choke Sleeper Multistarter *See Throws Above*
:1: JAW STRAIGHTENER *Stuns* NEW
:2: Overhead Smash
:3: SPINNING SAVATE *Juggles* NEW
:3: + :4: Additional Jaguar Step Spins
:4: High Spinkick
*3-5 Spins*, :4: Momentum High Spinkick *Unblockable*
:df:+ :4: Mid Spinkick
(:d:+:3:+:4:)_(fC,:df:+:4:) Ali Kick
=>:2: Middle Smash
=>:4:,:4: Ali Kicks
CH (:d:+:3:+:4:)_(fC,:df:+:4:) Counterhit Ali Kick
=>:2: Middle Smash
=>:4:,:4:,:4: Ali Kicks
:2: Middle Smash
:f:+:3:+:4: Delayed Drop Kick
:f:,:f:+:3:+:4: Drop Kick
WR+:3:+:4: Satellite Drop Kick
:df:+:3:+:4: frankensteiner *Throws Close Standing Opponent*
:uf:+:3:+:4: Mini Spinning Headboot
SS+:3:+:4: Spinning Headboot
CH :4: Knockdown Highkick *Juggles*
:f:+:4: Jumping Reverse Kick
:b:+:4: Turnaround Kick, (de dos)
:f:,:f:+:4: Convict Kick
:df::+:4: Ankle Kick
:db:+:4: Dropping Shin Kick *If Misses, face down/feet Toward*
:uf:+:4: Hopkick *Juggles*
:b:+:1:+:3: Mid/High Right Punch Reversal
:b:+:2:+:4: Mid/High Kick Reversal
=>:3:+:4: (justframe) figure-4-Leglock *Right Kick Reversal Only* (c est une choppe au sol garantie)
:f:+:1:+:2: *Hold down :1:+:2:* Jaguar Lariat *Unblockable, Can be Ducked*
De dos :1:+:2: Jaguar Lariat *Unblockable, Can be Ducked*
:uf:+:1:+:2: Capital punishment
:uf:+:1:+:2: *Hold down :1:+:2:* burning Knuckle bomb *Unblockable*
:u:~:uf:+:1:+:2: Instant burning knuckle *Unblockable* (Meme manip/timing que le jfsr de bob)
:1:+:4: Twisting Moonsault Press *Unblockable*
:1:,:2:,:1:.:1:..:2::4:.:4:.:4:..:1:.(:1: ou :3:) Tenstring
:1:,:2:,:1:.:1:..:3:.:3:.:4:.:4:.:1:.(:1: ou :3:) Tenstring
:1:,:2:,:1:.:1:..:3:.:3:.:4:.:3:.:2:.(:1:+:2:) Tenstring

Site japonais

Tekken zaibatsu
Modifié en dernier par Jin75 le 13 avr. 2008 à 01h18, modifié 20 fois.
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Message par Jin75 »

Dix meilleurs coups



1):b:+:1: - Very fast, long range considering how quick it is. Safe on block, 70%
damage combos on CH.

2):f:,:f:,N+:1:+:2: - Very fast too, forces lockdown on block and hit, on CH free :b:+:3: in
open fields, or :1:+:2:,:1: for wall splats at the wall. Short range, but hits mid.

3):df:+:1:>:2: - Still his best mid, although not as good as before.

4):2:,:1: - Now that other characters' jab strings (like Mishimas :1:,:1:,:2:) are toned
down, it's probably one of the best jab moves in the game. Not the best, but
damn near there. Setup for a lot of stuff.

5):f:+:3:::1:+:2: - Alright mid, short range, but semi fast, safe on block, and it deals
good damage plus oki.

6):uf:+:4: - Sure, it has short range and it's jab punishable, we all know, but the
hopkick is fast enough, crushes lows and 70% damage juggles on hit. Also, it's
almost always guaranteed after low parry.

7)SS+:2: - Alright SS poke, mostly safe on block, gives advantage on hit.

8)WS+:4:/CD,WS+:4: - Pretty fast mid, safe on block, decent range. Generic, but it's
probably the longest and most damaging single hit common WS+:4: in the game. Can
be done out of CD.

9)WS+:1:+:2:/CD,WS+:1:+:2: - Slow, not a lot of range, but 80% damage juggles on hit and
safe on block. Use in combination with CD,WS+:4: and CD multithrows and you have
an actual CD mixup.

10):uf:+:3: - Oki move of choice, crushes lows, safe on block and even whiff, deals
decent damage.
Modifié en dernier par Jin75 le 19 août 2006 à 20h38, modifié 5 fois.
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Message par Jin75 »

Frames des nouveaux coups

Command/Hit/Block Adv/Hit Adv/Counter Hit Adv

:df: + :2:,:1: : 12,18/ -5 /KD/ KD

:f:+:2:,:2:,:1: : 14,16,23/ -6? / KD/ KD

:f:+:4: : 16 / -11/ KD / KD

:1: + :2: , :3: :?/?/?/?
:F: + :1: + :2: : 29 (31 dans 5.0)/KD/KD/KD

:3:+:4: : -/ - / - / -
~:1: : ? / ? / ? / ?
~:3: : ? / ? / ? / ?
Modifié en dernier par Jin75 le 14 févr. 2007 à 00h08, modifié 8 fois.
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Message par Jin75 »

Guaranteed Followups

Si vous voyez une erreur,dites le moi par MP svp merci

Pour info : Gratos = Garanti

#1. f+1+2 - Suivant comment le coup touche, Vous avez une choppe au sol garantie.
Si l'adv tombe face au sol, là vous avez le choix :
=>uf+3, db+4, db+3, d+3+4. Sinon peu importe comment l'adversaire tombe, vous avez toujours FC df+3 garantie.
#2. f,f+1 - d+3+4 Gratos. où, FC df+ 3 Gratos aussi :smoke:.
#3. f+3:1+2 - d+3+4 Gratos. Si l'adv se leve, vous pouvez faire d+3+4,4,4 (Le dernier =KND), puis un autre d+3+4 où FC df+3. Si l'adv roule (u ou d), Vous avez d+3+4,2.
#4. CH f,f+4 - d+3+4 Gratos
#5. 1+3 ou f+1+3 - d+3+4 (Doit etre fait Rapidement).
#6. CH f+4 - d+3+4,2 Gratos
#7. CD+2+3, 1+2, 3, 1, 1+3 (Sharpshooter) - Voir #3
#8. CD+2+3, 1, 2, 3, 1+2 - Voir #3
#9. qcf+1 - Gratos d+3 ou d+3+4
#10. qcf+1, 1+2, 3,4, 1+2 (Full Boston Crab) - Voir #3
#11. df+3+4 -Gratos FC df+4 Ou turnaround d+3+4 (Plusieur fois).
#12. qcb+1+2 - Gratos BT+3
#13. FC+1+2, 1+2, 1+2 - Voir #3
#14. FC+1+2, 3+4:1+2 - Voir #3
#15. air 1+3 - Voir #3
#16. air d+1+3/2+4 - Voir #3
#17. air d+1+3/2+4, 1+2, 1+2 (flapjack) - Voir #3
#18. b+1+3 (punch reversal) - Voir #3.
#19. b+2+4 (left kick reversal) - Vous pouvez tentez la choppe au sol ou uf+3.
#20. b+2+4 (right kick reversal) - Gratos choppe au sol.Sinon uf+3.
#21. CH f,f,n,1+2 - Gratos b+3
#22. b+1+2~2+4 - Tentative de choppe au sol possible si vous courez ou Gratos uf+2.
#23. b+1+2~3+4 - Tentative de choppe au sol possible. ou Gratos d+1+2.
#24. KND+3 - Gratos d+3+4,2
#25. CH f,f+2,1 - Tentative de choppe au sol possible.Gratos uf+3.
#26. CH 1,2, 1 - Gratos 2,1 ou GS ou Instant Shining Wisard
#27. uf+1+2 - Tentative de choppe au sol possible. Gratos - f+3,df+2,1, d+3+4,2.
#28. CH f,f,n,2 - Gratos 1+2 extension (unescapable). Vous pouvez aussi continuer par :u,n,d+3+4 Pour 50 de dmg en plus.
#29. b+2 - d+2+4 Ne peut pas etre interompu et donne 75 dmg sans CH!
#30. d+1+3 (crouch throw) - Gratos d+3+4
#31. d+2+4 (crouch throw) - Voir #3.
#32. Apres Giant Swing sur le mur - Gratos d+3+4
#33. Choppe coté gauche (Argentina Backbreaker) - Tentative de choppe au sol possible.Mais le top c est ca : uf+2.
#34. Choppe coté droit (Knee Breaker) - Tentative de choppe au sol possible. Ici on peut faire ca: uf+3.
#35. Choppe de dos (Sauf b,f+1+2) - Voir #3.
#36. *f+1+2 - Gratos db+3.
#37. De dos+1+2 - Gratos d+3+4
#38. CH JGS+2 - Gratos uf+3
#39, CH df+2,1 - Gratos d+3+4,2 ou db+3
#40, b+1+2~3+4 - Fc,df+1 +Juggle si l'adv tente de se relever ou backroller
#41, 1+4 - Gratos 3 quand king est au sol.
#42, f+1+3 Pres d'un mur: Gratos 3 De dos (BT)
#43, JGS, 1+4 ou 2+3 , 3+4,1+2,1+2, 3,4,1+2,3+4 - Gratos d+3+4
#44,JGS 1+4 ou 2+3, 1,4,2,3 , 2,1,1+3, 2,3,1,1+2 - Gratos d+3+4
Modifié en dernier par Jin75 le 13 avr. 2008 à 01h37, modifié 21 fois.
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Message par Jin75 »

Punitions

Dragunov:
---------

1,1,3 = 2 (*shrug*)
1,2,1 = f+1,2
1,3,2 = f+1,2
WS+1,3 = f+1,2
2,1,4 = WS+4
df+2 = f+1,2
d+2 = WS+4
db+2,1 = f+1,2
db+2,1,2 = uf+4
b+2,1,3 = FC,df+2 or WS+1+2
f,f+2 = f+1,2
QCF+2 = f+1,2
QCB+2 = 2,1 (close) or b+1
SS+2,3 = f+1,2
WS+2 = f+1,2
(QCF_WS)+1+2 = df+1,2 (it says it has to be far - why?) or b+1
d+3 = WS+4
db+3 = FC,df+2 or WS+1+2
WS+3 = 2,1 (close)
f+4,4 = f+1,2
f+4,d+4 = WS+4
d+4,1,4 = 1+2,1
QCF+4 = f+1,2
3+4 (if Drag doesn't tech) = db+3
d+3+4 = WS+4

Feng:
-----

b+1 = f+1,2
b,f+1 = uf+4
QCF+1 = FC,df+2
FC,df+1 = WS+4
WS+1,2,1 = f+1,2
2~1,1 = f+1,2
f+2,1,2 = 1+2,1
d+2 = WS+4
db+2 = WS+4
f,f+2 = f+1 (close) (2,1 is better)
QCF+2 = f+1,2
b+1+2 = uf,N+4
3~4,3 = WS+4
db+3 = FC,df+2 (close?) or WS+4 (...why?)
(u_uf+3) = uf+4 (df+1,2 far block)
BT d+3 = FC,df+2
WS+3 = f+1,2
d+4 = WS+4
d+4,1+2 = f+1,2
db+4 = uf,N+4 (close) or FC,df+2
uf+4 = f+1,2 (b+1 if far)
f,f+4,3 = f+1,2
SS+4 = uf,N+4 (if close, do it fast) or FC,df+2
uf+3+4 = uf+4
KNP 2 = f+1,2
KNP 4 = f+1,2

Ganryu:
-------

df+1,4 = uf+4
b,f+1 = uf+4
b,db,d,df+1 = 1+2,1
f+2 = f+2,2 (close) or df+1,2
db+2 = FC,df+2 or WS+1+2
WS+2 = 1,2
1+2,1+2 = df+1,2
f+1+2 = b+1 (4?)
df+1+2,2 = uf+4
b+1+2 = f+1,2
(f,f_FC,f)+1+2 = f+1,2
FC+1+2 = FC,df+2
df+2+3 = WS+4
3,4[,3,4..],4 = WS+4
df+3 (far block) = FC,df+2
4[,3,4..],4 = WS+4
SIT 2 = FC,df+2

Heihachi:
---------

df+1,2 = uf,N+4
d+1,2 = df+1,2 or f+3:1+2 (b+3 works too)
f,N,d,df+1 = f+1 (then juggle) or uf+4
db+2 = FC,df+2
f,f+2 = b+3
QCF+2 = df+1,2 or f+3:1+2 (b+3 works too)
b,f+2,2 = WS+4
SS+2 = f+1 or d+2 (both close) (crap...2,1 used to work in 5.0)
f+1+2 = df+1,2
df+1+2 = f+1,2
df+2+3 = FC,df+2
b+3,3 = WS+4
f,N,d,DF+3 = FC,df+2 or WS+1+2
d+4 = FC,df+2
f,N,d,DF+4 = uf,N+4
FC,df+4 = uf,N+4
WS+4,4 = f+3 (close) or f+2,2
d+3+4, 1 = 2,1 (close) or b+1
d+3+4, 1,2 = FC,df+2

After blocked normal TGF, Hei is considered airborne until the frame -10

b+3,3 is -10 at some point (I think it's close)

Hwoarang:
---------

db+4 = uf,N+4
uf+4,4,4 = uf,N+4
f,N,d,df+4 = b+3
f,N,df+4 = b+1
LFF f+1+2 = f+1,2
LFF b+3 = uf+4 (close) or f+3 or f+2,2
LFF db+3 = WS+4
LFF BT 4 = f+1,2 or 2,1
RFF f,f+3 = WS+4
RFF BT 3 = f+1,2 or 2,1
RFF f+4~4 = f+1,2 or 2,1
RFF b+4 = f+1,2
LFS b+3 = f+1,2
LFS f+4 = f+1,2
LFS d+4 = uf,N+4
LFS b+4 = df+1,2
RFS f+3 = f+1,2
RFS d+3 = uf,N+4
RFS b+3 = f+1,2
RFS b+4 = f+1,2

Hwoarang's punishing chart was still incomplete, I don't blame them

Jack-5:
-------

uf+1+2,d,df+2 ? (if successfully blocked at wall) = b+3 or 1+2,1
db+1 = WS+4
b,db,d,df+1 = uf,N+4
HCF,df+1 = b+3
WS+1 = f+1,2
df+2 = uf+4 (close) or df+1,2
db+2 = uf,N+4 (fast)
f,f+2 = b+3
WS+2 = f+1,2
d+1+2 = uf,N+4 (fast)
db+1+2,1+2 = 2,1
FC,df+1+2 = FC,df+2
WS+1+2,1+2,1+2 = uf,N+4 (fast)
db+4 = WS+4
df+3+4 = uf+4 (close) or 1+2,1 or f+1+2
(f_FC,df)+3+4 = f+1,2

b+1 can interrupt 2nd hit of db+1+2,1+2 for CH stun

Jin:
----

1,d+3 = WS+4
f,N,d,df+1 = f+1,2 or 2,1
WS+1,2 = 1,2
2,4 = 2,1 (close) or b+1
b+2,3 = f+1,2 or 2,1
WS+2 = 2,1 (close) or b+1
df+3 = uf+4 (close) or f+3:1+2
d+3,3 = df+1,2
db+3 = f+1,2
b+3,4 = FC,df+2
df+4 = uf+4
d+4 = FC,df+2
db+4 = WS+4
uf+4 = 2,1 (close) or b+1
f,N,d,df+4 = uf,N+4
d+3+4 = uf,N+4
CDS 1,2 = 2,1
CDS 2 = f+1,2

Julia:
------

1,1,1 = uf+4
1,1,4,3 = uf+4
1,2 = (-10)
1,2,3 = (-17 - FC,df+2)
f+1 = uf+4
db+1 = f+1,2
f,f+1,4 = f+1,2
d,df+1,2 = f+1,2
f+2,1,2 = f+1,2
df+2,1 = 1+2,1
df+2,3 = (-17 - FC,df+2)
df+2,4 = (-17)
d+2,3 = f+1,2
(d_FC),df+2 = df+1,2
SS+2,1 = df+1,2
WS+2,1,1 = uf+4
WS+2,1,4,3 = (-12)
WS+2,2,1+2 = f+1,2
WS+2,4,1 = (-16)
WS+2,4,d+4 = FC,df+2
1+2,4,b,f+1+2 = (-15)
b+1+2 = f+1,2
1+4,3 = (-12)
f+3,4 = WS+4
d+3 = WS+4
db+3 = (-17 - FC,df+2)
b+3 = FC,df+2
f,f+3 = f+1,2
4~2,1 = uf+4
4,4,1 = (-16)
4,4,4 = f+1,2
4,4,d+4 = FC,df+2
df+4,2,b,f+1 = df+1,2
uf+4 = f+1,2
uf+4,3 = d+1 or d+2 (juggle?) or uf+4
uf+4,3,1 = f+1,2
FC,df+4,3 = uf+4
WS+4 = df+1,2 (close) or f+2?
SS+3+4 = f+1+2

WS+2,4 is pretty safe (-10) gotta low parry it

I really didn't understand what's it with her uf+4,3 on block. It seems that you
can interrupt the 1 with anything 12f or below and you get a juggle, but I'm not
sure at all. Better explanations are welcome

The data says 4,4,4 is -15 but they still suggest f+1,2 to punish (not only for
King, also for other chars), weird. Also they say df+2,4 is -17 on block and -3
on hit/CH but I think it's just a typo (maybe they confused the df+2,3 data with
the df+2,4 one, because both appear to be the same)

Kazuya:
-------

1,1,2 = uf+4
1,2,2 = f+1,2
1,2,4 = WS+4
df+1,f+2 = b+1
f,N,d,df+1 = f+1 (then juggle) or uf+4
WS+1,2 = f+1,2
f+2 = f+1,2
df+2 (far range block) = f+1,2 (close) or b+1
f,f+2 = f+1,2
f,N,d,df+2 = f+1,2
b,b+2,2 = WS+4
WS+2 = uf+4 (close) or 1+2,1
1+2 = f+1,2
f+1+2 = uf+4 (close) or f+3
db+3 = WS+4
df+4,4 = df+1,2
d+4 = WS+4
b+4 = f+1,2
f,N,d,DF+4 = uf,N+4
{f,N,d,DF+4},1 = uf+4
WS+4,4 = df+1,2

after blocked TGF, Kaz is considered airborne until frame -13

f+2 is now jab punishable, LOL

King:
-----

d+1,N+2 = f+1,2 (close) (2,1 reliable? d+2?)
ub+1 = f+1,2
f+2,2,2 = WS+4
f,f,N+2 = FC,df+2
SS+2 = 2,1 (close) (d+2 reliable?)
FC,df+2 = df+1,2
WS+2 = f+1,2
1+2,1 = b+1
f,N,d,df+1+2 = uf+4 (close) or df+1,2
db+3 = FC,df+2
b+3 = (-15)
BT 3 = uf+4
f+4 = f+1,2 (close) (d+2?)
f,f+4 = (-15)
db+4 = uf+3 or FC,df+1
d+3+4,2 = uf+4

In the d+1,N+2 string, if only N+2 is blocked you're within jab range


Kuma/Panda:
-----------

f+1,1,1 = uf+4 (close) or f+2,2
WS+1 = uf+4 (close) or f+2,2
2,1,2 = f+1,2
2,1,3 = WS+4
db+2 = WS+4
f,f+2 = f+1+2 (close) or b+3
b,db,d,df+2 = f+4 or b+3
1+2,1+2,1+2 = FC,df+2 or WS+1+2
f+1+2 = f+1,2 (close) or b+1
d+1+2 = uf+4 (close) or df+1,2 (why? it's -22 1+2,1 or f+1+2 should work)
b,f+2+3 = (-16 - FC,df+2)
b+3~4 = (-25)
uf+3 = f+1,2
uf+3,4 = (-11)
uf+3,4,1+2 = uf+4
f+3+4 = uf,N+4 (fast) or FC,df+2
b+3+4 = uf,N+4
HBS 1+2 = f+2,2 (close) or df+1,2
SIT 1 = FC,df+2
SIT 2 = uf+4 (close) or f+2,2
ROL 2 = f+1,2 (close) or b+1

Law:
----

d+1,3 = f+1,2
b+1,2,1 = (-16?)
uf+1,3 = WS+4
QCF+1,2,1,2 = (-14 - df+1,2)
[1,1...,]2,f+2,2 = (-10)
[1,1...,]2,f+2,1+2 = f+1,2
f+2~1 = b+3 (close)
d+2,3 = uf+4
f,f+2,1,3 = (-13 - b+1)
SS+2,[1,2] = (-10)
SS+2,1,2,1 = (-44)
WS+2 = 1+2,1 (close) or b+3
BT 2,2 = b+4 (why?)
3,[3,]f+3 = (-14)
3,[3,][3,]4 = (-17)
df+3,3 = (-14 - WS+4)
df+3,3,4 = (-15)
db+3 = WS+4
b+3~f = (-12, good pushback? b+1 was unreliable in 5.0)
uf+3,4 = (-18)
UF+3,4 = 2 (close) (what about d+2?)
f,f+3 = df+1,2 (close) or b+4
FC+3,4 = (-17)
FC,df,d,df+3 = WS+4, d+3+4,2 minijuggle
(d_FC)+4,3 = (-17)
df+4,3 = (-17)
db+4 = uf,N+4
UF+4 = df+1,2
UF+4,3 = uf+4 (close) or 1+2,1
f,f+4 = (-18 - WS+1+2 or FC,df+2)
WS+4,3 = (-17)
3+4 = b+4 (why?)
SS+3+4 = f+1,2
DFS/DSS f+1 = b+1 (close)
DFS/DSS 3 = df+1,2 (close) or b+4
FKS 2 = 1+2,1 (close) or b+3

f,f+3 into DFS is safe (-3)

Lee:
----

1,2,4 = f+1,2
2,1,1 = f+1,2 or d+2 (-12, b+1 should work)
3,3 = f+1,2
b+3,3 = f+1,2
b+3~3 = f+1,2
d+3 = FC,df+2
db+3 = FC,df+2
f,N+3,4 = f+1,2
f,N+3,4,f+4 = df+1,2 (close) or b+1
f,N+3,4,d+4 = FC,df+2 or WS+1+2
f,f+3 = (-11)
FC,df,d,df+3 = (WS+4, d+3+4,2 minijuggle)
WS+3,3[,d+3][,3] = (-19)
WS+3,3,[df+3] = (-19)
4,3,3 = f+1,2
4,3,4 = f+1,2 (close) or 2,1
d+4,N+4,3,3 = (-13)
d+4,N+4,3,4 = (-11)
D+4,4,4,4 = (-20)
db+4 = FC,df+2 / WS+4
uf+4 = f+1,2
d,db+4 = b+3
FC,df+4 = FC,df+2
FC,uf+4 = uf+4 (close) or f+2,2
uf+3+4 = df+1,2
f,f,N+3+4 = (WS+4, d+3+4,2 minijuggle)
HMS uf+3 = uf+4 (close) or f+2,2 (close) or df+1,2 or b+4
HMS 4 = FC,df+2 ow WS+1+2

db+4's disadvantage on block varies between -15~-14 with distance

Lei:
----

1,1~f = (-30)
1,1~f hit/CH = (-16)
f,N+1,2,1,2,3 = (-17 - FC,df+2)
b,b+1 = (-10)
f,f+2 = WS+1 (close) (WS+4 is better)
WS+2,1 = 2,1
BT 2 = uf+4
1+2,2 = (-11)
db+1+2 = (-13)
(f_N_b)+3 = (-14)
3,3 = (-19 - FC,df+2 will launch)
f,N+3,d+4 = (-11 - WS+4)
f,f+3 = (-15)
f,f+3~b = (-11 - b,f+1+2?)
f,f+3,4 = (-13)
WS+3 = 1+2,1 or f+1+2
f+4 = (-17)
f+4,2,1 = (-16)
f+4,2,1,2 = (-12)
f+4,2,1,2,3 = (-17 - FC,df+2)
d+4 = (-11)
d+4 hit = (-12)
d+4~d = (-10)
d+4~d hit = (-11)
db+4 = FC,df+2
{db+4},4 = (-21~-22)
b+4 = (-18)
b+4~f = (-25)
f,N+4,1,2,2,2 = FC,df+2
f,f+4 = (-11)
BT 4 = df+1,2
PLD 3+4 = f+1,2
SLD 3+4 = f+3
SLD 4~3 = WS+4, d+3+4,2 minijuggle
DRU 4 = f+1,2
SNK 2 = (-10)
SNK 2,2,2 = (-17 - FC,df+2)
SNK 1+2 = f+1,2
PNT 2 = f+1,2
TGR 4 = FC,df+2
CRA 4 = FC,df+2

they say Lei's f,f+2 is -10 on block

Lili:
-----

1,2,3 = FC,df+2
d+1,2,4 = uf+4 (close) or f+2,2
QCF+1 = f+1,2 or 2,1 or b+1 (far)
2,3 = FC,df+2
f+2,1+2 = f+1,2
d+2,2 = f+1,2
d+2,2,4 = f+2,2 (close) or b+3
f,f+2 = f+1,2
WS+2 = f+1,2 or 2,1 or b+1 (far)
1+2 = f+1,2
f+1+2 = f+1,2 or 2,1 or b+1 (far)
b+1+2 = f+2,2 (close) or b+3
db+3 = FC,df+2
uf+3 = f+1,2 or 2,1 or b+1 (far)
(d_FC),df+3 = FC,df+2 / WS+4
BT d+3,4 = f+1,2 or 2,1
df+4,4 = FC,df+2
db+4 = uf,N+4 (fast)
b+4~3 = FC,df+2 or WS+4
uf+4,3 = f+2,2 (close) or b+3
f,f+4 = WS+4
f+3+4~3,4 = 1+2,1 (close) or f+1+2
d+3+4 = uf+4 (close) or 1+2,1
uf+3+4,3+4 = uf+4
BT d+3+4 = uf,N+4 (fast) or FC,df+2 (will launch unless she recovers FF)

it wasn't clear if b+4~3 is -15 or -14 on block

(d_FC),df+3 is -18 if close and -12 at long distance

BT d+3+4 can recover face forward (BT d+3+4~f)

Marduk:
-------

1,2,3 = f+1,2
df+1 = f+1,2
f,f+1 = f+1,2
2,d+1+2 = f+1,2
f+2,d+1 = WS+4
b+2 = f+1,2
f+1+2 = b+1
df+1+2 = f+1,2
d+1+2 = f+1,2
db+1+2 = f+1+2
df+3,1,2,3 = f+1,2
df+3,df+1 = f+1,2
(d_db)+3 = WS+4
WS+3 = f+1,2 (close) (2,1 works fairly reliable in 5.0)
d+4 = FC,df+2
opponent grounded db+4 = WS+4
db+4 = FC,df+1 or ground throw
FC,df+4 = uf,N+4
SLD d+2 = uf,N+4 (after waiting a little) or FC,df+2

after blocking 1,2,3 or df+3,1,2,3, jabs will interrupt the following hit (1+2)

it looks like in the df+3,df+1,2 string the 3rd hit will interrupt enemy's jabs
after 2nd hit, unless they're TC jabs (aka d+1_d+2)...either that, or I couldn't
interpret properly the poor translation.

Nina:
-----

1,2,1,4 = WS+4
1,2,3 = df+1,2
1,2,[1,2,]f+1+2 = b+3
1,4,1 = f+1,2
1,4,3 = uf,N+4 or FC,df+2
d+1,N+4 = f+1,2
b+1 = 1+2,1
2,1,4 = WS+4
d,df+2 = f+1,2
SS+2 = f+1,2
WS+2 = f+1,2
SS+1+2 = (-10)
(WS_f_f,f)+1+2 = b+3
b+1+4 = f+2,2 or b+3
3,3,2 = (-10)
df+3,1,2,f+1+2 = b+3
df+3,2,1,4 = WS+4
df+3,2,3 = (-19 - 1+2,1 or f+1+2)
df+3,2,d+3 = (-14)
df+3,2,d+3,2 = (-10)
d+3,2 = uf+4
d+3,d+4 = FC,df+2
uf+3 = f+1,2
(f,f_QCF)+3 = df+1,2 or b+3
(b,f_WS)+3 = df+1,2
(d,db+3)_(db+3+4) = b+3
4,3,2 = f+1,2
4,3,d+4 = (-16 - FC,df+2)
db+4,3 = df+1,2 or b+3
(u_UF)+4 = f+1,2
(d_FC),df+4 = uf,N+4
QCB+4 = df+1,2 (close) or b+1
SS+4 = uf,N+4 (fast)

Paul:
-----

df+1,1,2 = f+1 (close) (*shrug*)
d+1,2 = (-17 - b+3)
d+1,4 = (-31 - uf,N+4)
d+1,4,2 = uf+4
QCB+1 = 1,2 (close)
2,3 = f+1,2
2,d+3 = FC,df+2
f+2,3 = f+1,2
db+2 = f+1,2
f,f+2,1 = f+1,2
f,f+2,2 = FC,df+2
QCF+2 = df+1,2 (close) or b+3
FC,df+2,2 = FC,df+2
WS+2 = 1+2,1
d+1+2 = uf+4 (close) or df+1,2
(QCF+1+2)_(FC,df+1+2) = FC,df+2 (close)
f+1+4 = uf+4 (close) or f+2,2
db+3 = (-17 - FC,df+2)
b+3 = f+1,2
uf+3,4 = f+1,2
f,f+3,4 = f+1,2
SS+3 = WS+4
d+4 = uf,N+4
d+4 non-clean hit = (-22)
d+4 :2 :1+2 = b+3 (how do you get this scenario? d+4 non-clean hit?)
b+4 = WS+4 (close)

Raven:
------

ub+1 = (-10)
ub+1,2 = (-11)
QCF+1 = (-11 - d+2?)
WS+1 = df+1,2
2,3 = (-12 - WS+4)
2,4 = f+1,2 (close) or b+1
f+2 = (-10)
DF+2 = 2,1 or d+2
db+2 = (-9)
b+2,2,3 = (-18)
b+2,2,1+2 = (-27 - uf,N+4)
QCF+2 = FC,df+2
b,b+2 = (-13)
WS+2 = (-14 - df+1,2)
1+2 = f+1,2
b+1+2 = (-18)
b+1+2,2 = (-10)
b+1+2,3 = (-34 - uf,N+4)
QCF+1+2 = uf+4
3,3,4 = (-15)
3~4 = (-10)
f+3 = (-12)
df+3 = (-10)
d+3 = (-11 - WS+4)
db+3 = (-11 - WS+4)
(ub_u)+3,3 = (-11)
uf+3 = f+1,2
f,f+3 = (-10)
f,f,N+3 = (-12)
WS+3 = (-11)
4~3 = uf+4
4~3,1 = (-16 - FC,df+2)
4~3,4 = (-14 - df+1,2)
d+4 = (-16 - FC,df+2)
df+4 = (-15)
df+4,4 = uf+4 (close) or f+2,2
db+4 = FC,df+2 (close) or cc~b+1
b+4,b+4,3 = (-13 - WS+4)
b+4,b+4,3,(N_f)+4 = (-11 - WS+4)
b+4,b+4,3,4,2 = (-26 - uf,N+4)
b+4,b+4,3,f+4,2 = (-11)
b+4,b+4,3+4 = (-26 - uf,N+4)
uf+4,4 = uf+4 (close) or f+2,2
QCF+4 = df+1,2 (1+2,1? he ends BT'ed after this move)
3+4 = (-28 - uf,N+4)
f+3+4,(N_f)+4 = (-11 - WS+4)
f+3+4,(N_f)+4,2 = (-11)
f+3+4,3+4 = uf,N+4
df+3+4 = (-17~-10)
FC,df,d,df+3+4 = uf,N+4 (after waiting a bit)
BT f+1 = (-11 - d+2?)
BT 2,2 = (-17)
BT f+2,4 = (-12)
BT 1+2 = f+1,2
BT 3~4 = (-9?)
BT 3~4,4 = (-20)
BT d+3 = (-13~-14 - WS+4)
BT f,f+3 = (-10)
BT f+4,3 = f+1,2
BT 3+4 = uf+4
BT f+3+4 = (-17)
BT f,f+3+4 = FC,df+2

At some point (far range?) WS+1 is -13 on block

in the DF+2,3 string, TC moves of 12f (or below) can interrupt the 3

db+3 is somewhat safe, better low parry/crush it (it's 29f, slow enough)

df+4,4 disadvantage varies between -16~-14 with distance

At far range db+4 is -13 on block, I guess you'll have to be fast with the
cc~b+1 (honestly how is this going to hit anyway?). Try as an alternative
FC,df+4 (the advancing shin kick), this might not be guaranteed though

Roger Jr:
---------

1,2,3 = f+1,2
f+1,2,1,2 = f+1,2
df+1,2 = f+1,2
d+1,N+2 = f+1,2
f,N,d,df+1 = uf+4
d+2 = WS+4
f,f+2 = 2,1 (close) or b+1
FC,df+2 = f+1,2
1+2,3 = f+1,2
d+1+2,1+2,2 = b+1
db+1+2 (close range) = uf,N+4
db+1+2 (far range)= f+2,2
(FC_f,N,d,df)+1+2 = 1+2,1 or f+1+2 (dash uf+4?)
df+3 = 2,1 (close) or b+1
db+3 = FC,df+2
f+4,3 = 2,1?
f+4,3,2 = 1+2,1
b+4 = WS+4
uf+4 = 2,1
SS+4 = uf,N+4
3+4 = f+1,2
d+3+4,2 = uf+4

Steve:
------

d+1 = FC,df+2
b+1,2 = WS+4
WS+1,2 = f+1,2
db+2 = FC,df+2
d+2 = WS+1+2 or FC,df+2
uf+2 = f+1,2 or 2,1
f,f,N+2 = WS+4
QCF+2 = f+1+2, BT 3
FC,db+2 = FC,df+2
df+1+2 = b+1
db+3 = FC,df+2
db+3,2 = 1,2 (close)
uf+3 = WS+4
uf+3,2 = 1,2 (close)
uf+4 = f+1,2 or 2,1
3+4,d+2 = FC,df+2
3+4,(u_d),1 = f+1,2 or 2,1
3+4,(u_d),d+1 = WS+4
LWV 1,1 = f+1,2 (close)
RWV 2 = uf+4
DCK 2 = b+1
DCK 1+2,1,2,1,2,1,2,1,2,1 = b+1
SWY 1 = f+1,2 or 2,1

Wang:
-----

1,1,1 = df+1,2
df+1,1 = df+1,2
b+1, 2 = (-17)
b+1, 3 = (-13)
b+1, 4 = (-24)
2,3 = f+1,2
df+2,1 = 1+2,1
d+2,1+2 = df+1,2
db+2 = (-10)
f,f+2 = (-16)
QCF+2 = b+3
WS+2,2,2 = WS+4
1+2 = (-16)
f+1+2 = b+3
df+1+2 = b+3
d+1+2 = f+1,2 (close) or 2,1
db+1+2 = f+1,2 (close) or b+1
b+1+2 = (-10)
df+3 = f+1,2
d+3 = (-12 - WS+4)
db+3 = FC,df+2
uf+3 = uf+4
4,4,1 = (-14)
4,4,4 = (-16)
4,4,d+4 = (-18 -FC,df+2)
d+4,1 = df+1,2
d+4,4 = (-16)
d+4,d+4 = FC,df+2
db+4 = (-11 - WS+4)
db+4,2 = f+1,2
uf+4 = f+1,2
SS+4 = (-13 - WS+4)
FC,df+4,3 = uf+4 (close) or f+2,2
WS+4 = uf+4 (close) or df+1,2
d+3+4 = FC,df+2

Xiaoyu:
------

1,d+2,1+2 = 2,1
f,f+1,4 = f+1,2 or 2,1
df+2~1 = uf+4 (close) or f+2,2
WS+2* = (-10 - 2,1)
WS+2*~f = (-13 - 2,1)
f+3 = f+2,2 (close) or df+1,2
d+3 = (-12~-14 - WS+4)
d+3,4 = (-12 - b+1)
uf+3 = (-12~-10 - 2,1)
uf+3~d+1+2 = (-14~-12 - df+1,2 or d+4)
SS+3 = FC,df+2
FC+3,2,1,4 = uf+4 (close) or 1+2,1
db+4 = WS+4
f,f+4,4 = (-19)
SS+4 = (-13 - WS+4)
WS+4 = f+1,2 or 2,1
ub+3+4 = b+3 (close)
BT 2,1,4 = f+2,2 (close) or df+1,2
BT d+3 = (-12 - backthrow)
BT D+3 = (-13 - WS+4)
BT 4 = f+3:1+2 (close) or f+2,2
BT f+3+4~3+4 = b,f+1+2 backthrow (fast)
AOP d+1 = WS+4
AOP 2 = (-14)
AOP 2,1 = 2,1
AOP~1+2 = (-13 - 2,1)
AOP 1+2 = (-11 - 2,1)
AOP 3 = (-14 - FC+4, uf+3?)
AOP uf+3,1 = df+1,2 (?)
AOP uf+3,4 = df+1,2
AOP 4 = (-13 - b+1)
AOP 4~b = (-15)
AOP 4~3 = uf+3 or db+4
AOP u+4,4 = f+1,2 or 2,1
AOP 3+4 = f+2,2 (close) or df+1,2

Yoshimitsu:
-----------

1,2,1 = 2,1
df+1,2 = (-9 - 1,2)
df+1,2,DB+2,2,2,2,2 = (-9 - 1,2)
SS+1 = f+1,2 (close) or b+1
2,d+3 = (-15 - FC,df+2)
f+2 = uf+4
DB+2,2,2,2,2 = (-9 - 1,2)
f,f+2 = f+1,2
SS+2 = f+1,2
f+1+2 = uf+4
df+1+2 = FC,df+2
df+1+2,2 = f+1,2
b+1+2 = b+3
1+2+3 = (-19? - f~b+3)
1+4 = (-11)
3,3 = FC,df+2
3,3,d+3+4 = WS+4 or cc f+3 minijuggle
3,4 = df+1,2
3,d+3+4 = (-10)
df+3,1 hit = (-10)
uf+3 = df+1,2 (close) or f+1,2
FC,df+3 = FC,df+2
4~3 = f+1,2
ub+4 = (-19)
u+4 = (-12?)
f,f+4 = uf+4
f+3+4 (close range) = f+1,2
uf+3+4,3+4 = (-10)
f,f+3+4,1+2,3+4 = (-10)
INS 3,3+4 = (-10)
INS 4 = (-10)
FLE 3+4 = (-10)
FLE f+3+4 = FC+3 (uf+3?)
DGF 3 = FC,df+2 or WS+1+2

3,3,d+3+4 gets Yoshi in airborne state, hence WS/FC launchers won't juggle him
WS+1+2 can be handy since it either launches or picks him up (df+1,2, d+3+4,2)

uf+3 disadvantage varies between -14~-13, punish with jabs if you're not sure

all versions of Kangaroo Kick are -10 on block now, why Namco why?

Anna:
-----

db+1,4 = uf+4
b+1,2,2 = f+1,2
uf+1,3 = b+1
FC,f+1 = df+1,2 (close) or b+1
df+2 = f+1,2
QCF+2 = f+1,2
SS+2 = FC,df+2
FC,f+2 = WS+4
FC,df+2 = FC,df+2
d+3,2 = uf+4
db+3 = FC,df+2
u+3 = f+1,2 (close)
f,f+3 = f+1,2
f,f+3,4,b+3 = f+1,2
df+4 = WS+4
db+4,3 = WS+4
(UF_FC,uf)+4 = df+1,2
CJM 1 = f+1,2
CJM 3 = f+1,2
CJM 4 = uf,N+4

if Anna does uf+1,3,3+4 and you do b+1 after blocking the 3, it should beat
the 3+4 part for CH stun


Armor King:
-----------

d+1,N+4 = f+1,2
ub+1 = f+1,2
WS+1 = f+1,2
f,f+2 = f+2,2
f,f,N+2 = FC,df+2
f,N,d,df+2 = f+1,2
SS+2 = 2,1 (close)
f,f+1+2 = uf+3
f+1+4 = uf+4 (close) or f+3:1+2
df+3 = f+1,2
db+3 = FC,df+2 or WS+1+2 or uf,N+4
b+3 = b+1 hits, b+4(?)
BT 3 = uf+4 (close) or 1+2,1
db+4 = FC,df+2 or WS+1+2
f,f+4 = df+1,2 (close) or b+3
f,N,d,df+4 = f+1,2
SS+4 = d/f+1,2
BT 4 = f+1,2 (df+1,2?)
3+4,2 = uf+3
d+3+4 = FC,df+2

Can someone tell if SS+2 and b+3 are the same as King's, frame/push-back wise?
It's not quite clear to me right now because they say his b+3 is 15f. A lot of
data for his new moves is still unclear... Maybe there's a difference between
PSP and arcade AK's frame data? I think you can test AK's b+3 with Julia's
1+2,4,b,f+1+2 or Feng's WS+1,2,1 because both of these are -15 on guard

Edit
f+1+2 = safe. 0f,
b+3 = b+1
SS+4 = d/f+1>2
SS+2 = d+2 not reliable.

Ps: to my experience, ak´s b+3 is the same as king, from testing. I tested on psp using hit analysis and he could not hit julia after 1+2,4,b,f+1+2
SS+2 seems the same too

Asuka:
------

1,2,4 = (-10)
f+2 = uf+4 (close) or f+2,2 or b+3
db+2 = f+1,2 or 2,1
b+2,1+2,4 = f+1,2 or 2,1
f,f+2 = f+1,2 or 2,1
FC,df+2 = WS+4
df+1+2 = df+1,2
1+4,2,4 = b+1 (b+4?)
1+4,2,d+4 = uf,N+4 or FC,df+2
b+1+4,3 = FC,df+2
b+1+4,4 = df+1,2
3~4 = FC,df+2
df+3 = f+1 (d+2?)
db+3 = WS+4
WS+3 = f+1+2 or f,f+4 or d+3+4 (close)
uf+4 = f+1,2 or 2,1
f,f+4 = f+3:1+2 or f+2,2

her WS+3 has RCj property, if she chooses to RC, you can't punish with highs

Baek:
-----

1,2,3,3,4,4,4 = FC,df+2 or WS+1+2
1,2,3,4,3 = 1+2,1 (close) or f+1+2
2,2 = (-13)
d+2 = f+1,2
b,b+2 = (-13)
1+2 = f+1,2
1+2,4 = uf+4
3,3,4,4,4 = FC,df+2 or WS+1+2
3,3,3,d+4 = WS+4
3,4,3 = 1+2,1 (close) or f+1+2
f+3,3 = WS+4
f+3,3,2 = uf+4
df+3,4 = f+1,2
d+3,3,N+3 = uf+4 (close) or f+2,2
d+3,3,d+3 = FC,df+2
db+3 = WS+4
db+3,3 = 2,1
uf,N+3,4 = (-13)
f,N,d,df+3 = f+1+2
WS+3,3,4 = WS+4
(ub_uf)+4 = f+1,2
df+4,4,3 = df+1,2
df+4,4,4 = FC,df+2 or WS+1+2
d+4,3,3,3 = f+1+2
db+4 = uf,N+4
b+4 = uf+4 (close) or f+3:1+2
WS+4,4,3 = df+1,2
WS+4,4,4 = FC,df+2 or WS+1+2

Bruce:
------

1,2,1,2 = WS+4
1,2,3 = f+1,2
1,2,d+4 = FC,df+2
1,4,3 = f+3:1+2 (close) or b+4 (close) or f+2,2
df+1,2 = b+1
2,3 = f+1,2
2,d+4 = FC,df+2
f+2,3,4 = WS+4
df+2 = f+1,2
WS+2,1 = f+1,2
df+1+2,4 = FC,df+2
f,f+1+2 = WS+4
3,2,1 = f+1,2
3,2,1,2 = f+1,2
3,2,1,4 = WS+4
df+3,1 = 1+2,1
d+3,4 = WS+4
db+3,4 = WS+4
uf+3 = f+1,2
f,N,d,df+3 = WS+4
SS+3 = 1+2,1
df+4 = b+1
d+4 = FC,df+2
db+4 = 2,1 (close) or b+1
b+4,3 = f+1,2
b,b+4 = uf,N+4
FC,df,d,df+4 = FC,df+2

Bryan:
------

1,2,3 = WS+4
1,4,3 = 2,1
SS+1~2 = f+1,2
(QCF_WS)+1 = df+1,2 (close) or b+3
2,3 = f+1,2
f+2,1,4 = uf+4 (close) or 1+2,1
(QCF_WS)+2~b+2 = f+1,2
d1+2 = 2,1
3,2,1,2 = f+1,2
3,2,1,4 = WS+4
df+3 = uf,N+4 (close) or FC,df+2
d+3 = WS+4
d+3,2 = f+1,2
db+3 = WS+4
b+3,2,1,2 = f+1,2
b+3,2,1,4 = WS+4
b+3,4 = f+1,2
WS+3 = f+1,2
WS+3,4 = f+1,2
d+4 = WS+4
b+4 = 2,1
b,b+4 = db+3 or uf+3 or f,f+2+3
QCB+4 = f+1,2 (close) or b+1
d+3+4,2,3 = f+1,2

Christie:
---------

f+2,1,4 = df+1,2
db+2 = FC,df+2
db+2,3 = 1+2,1 or f,N,d,df+1+2
1+2~3 = 1+2,1 or f,N,d,df+1+2
FC+1+2 = b+1
FC+1+2~1,2 = b+1
SS+1+4 = uf,N+4 (close) or FC,df+2
3~4 = (cc) df+1,2, d+3+4,2 juggle
d+3~4 = WS+4
db+3~4,1+2 = b+1
uf+3,3 = 1+2,1 or f,N,d,df+1+2
uf+3,3+4 = uf+3 (WS+2? / FC,df+2?)
(f,f_d)+3~3 = f+3 then juggle
(QCF_FC,f)+3 = f+1,2
(4 = 2,1) -> ?
df+4 = WS+4 (close)
FC,df+4 = FC+3+4,2 ?
f+3+4 = f+1,2
df+3+4 = 1+2,1 or f,N,d,df+1+2
uf+3+4 = uf+4

1+2~3; db+2,3; uf+3,3 (last hit of these strings) and df+3+4 have RCj property;
if Christie chooses to recover crouching, you can't punish with highs

inatekken says f+3+4 is -7 on block, yet the risk chart states it's -11 (which
is how it was in 5.0). I don't know which one is correct

Devil Jin:
----------

1,2,4 = f+1,2 (close)
f,N,d,df+1 = 1 and juggle
WS+1,2 = f+1,2 (close)
2,2 = f+1,2
db+2 = FC,df+2
b,f+2,1,4 = 1,2
f,N,d,df+2 = 2,1
SS+2 = uf+4
WS+2 = f+1,2 (close) or b+1
df+1+2 = uf,N+4
1+4,2,4 = f+1,2
1+4,2,d+4 = uf,N+4
f,N,d,DF+3 = FC,df+2 or WS+1+2
df+4,4 = df+1,2
f,N,d,DF+4 = uf,N+4 (fast) or FC,df+2
f,N,d,DF+4,4 = 1+2,1
WS+4,4 = df+1,2
d+3+4 = uf+4
Modifié en dernier par Jin75 le 13 avr. 2008 à 01h44, modifié 4 fois.
Uf4 c'est la vérité !
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Jin75
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Message par Jin75 »

New Juggles

:3:+:4:,:1:, ssr, :f:+:3:, :1:, :f:+:2:,:2:, :1:, wall,:f:+:2:,:2:,:1: 9 hits/102pts
Modifié en dernier par Jin75 le 20 août 2006 à 20h34, modifié 1 fois.
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Message par Jin75 »

Voilou c'est à vous :super:
serval

Message par serval »

starter/ :1: / :f: + :2: , :2: , :1: /wall/:f: + :2: , :2: , :1: /techroll/ :3: + :4: / :d: + :2: /fc, :df: + :2: / :1: / :d: + :3: + :4: , :2: /wall/ :db: + :1: + :3: ou :db: + :2: + :4: ---->death :0razzy:

on peut le modifier selon ses désir et faire bien plus de dégats il me semble meme si le gars meurt dans les 2 cas

sinon beaucoup de joueur font desormais df+2,1 en juggle

exemple: uf+4/df+2,1/1,1/ISW les jab apres passe mieux
ce que j'ai remarké c'est quand faisant b+1 en juggle:

1- on ramene plus au mur, car on peu faire un paquet de jab avec moins de chances de foirer.

2- l'ISW passe bien mieu, meme si ca donne pas les plus gros juggles.
Modifié en dernier par serval le 28 janv. 2007 à 19h32, modifié 2 fois.
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Message par Jin75 »

salut ca à l air interessant mais j ai pas bien compris ton death combo, tu peux l ecrire comme ca stp ? Ex : :db: :2: :4: ...
Uf4 c'est la vérité !
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Gibson
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Message par Gibson »

Ouai moi aussi j'attent parceque, pas compris la
puis death pas trop quand meme parceque deja rien que la fin du wall on peu dechopé, puis en plus si tu est pas drois bin la prise ne marcha pas.

Mais j'ai deja vue des japonnais faire se truc la mais avc 3+4,3 mais se truc la c'est du 50,50 parceque parfois sa passe est parfois sa passe pas.
Slt :super:
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Message par Jin75 »

serval a écrit :starter/ :1: / :f: + :2: , :2: , :1: /wall/:f: + :2: , :2: , :1: /techroll/ :3: + :4: /fc, :df: + :2: / :1: / :d: + :3: + :4: , :2: /wall/ :db: + :1: + :3: ou :db: + :2: + :4: ---->death :0razzy:

on peut le modifier selon ses désir et faire bien plus de dégats il me semble meme si le gars meurt dans les 2 cas
Je comprends pas ce passage la, tu peux m expliquer stp ? le mec techroll et toi tu fais 3+4 c est ca ?
Uf4 c'est la vérité !
serval

Message par serval »

si le gars, dechoppe en fin de wall......ta une choppe de dos de garantie en faisant f+2+4.
ke tu soit droit ou pas la prise marche.
le 3+4 te fait te retrouver dans le dos de l'adversaire ki techroll,
sinon on peut faire aussi 3+4/1+4 ou 3+4/choppe etc..
si on est pas asser rapide avant de faire le fc/ :df: +2 on peut faire avant d+2
Modifié en dernier par serval le 28 janv. 2007 à 19h25, modifié 1 fois.
serval

Message par serval »

c'est une wall trap
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Gibson
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Message par Gibson »

Moi j'ai pas trop compris se passage la aussi. :gratte:
toujour pas compris la aussi

A j'ai compris c'est bon mais si tu a pas un autre mur qui fais l'angle sa marche non???
Modifié en dernier par Gibson le 28 janv. 2007 à 19h29, modifié 3 fois.
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