Post by Desslok on May 28, 2010 13:35:54 GMT -6
(Originally compiled by Amazing Ampharos)
(no note): enemy ends standing somewhat close (airborne opponents always knocked down)
launches: sends the enemy mostly upward, will be knocked down on landing
knocks down: knocks the enemy down somewhat close
launches far: sends the enemy flying way far away, will be knocked down on landing
stuns: inflicts a brief "stun" on the enemy
turns around: ends with the enemy facing away
A jab: 18
AA jab: 34
AAA jab: 45, launches
AB jab: 40
AAB jab: 52, knocks down
A(2) jab: 24
A(2)A jab: 45, launches
A(2)B jab: 52, knocks down
A(3) jab: 30, launches
B jab: 54, turns around
B(2) jab: 40
B(3) jab: 52, knocks down
df-A tilt: 72, knocks down
uf-A tilt: 68, knocks down
ub-A tilt: 52, knocks down (is two hits, so fast impossible to separate for me)
f-A smash: 81, launches far
d-A smash: 54, stuns
u-A smash: 77, knocks down
f-B tilt: 72, stuns
uf-B tilt: 60 (hit 1), 60 (hit 2), second hit knocks down (does not combo)
ub-B tilt: 55, knocks down
f-B smash: 50 (first hit), 50 (second hit), 85 (combo), stuns
d-B smash: 50, launches far
u-B smash: 70 (first hit), 28 (second hit), 89 (combo), first hit launches, second hit knocks down
nair: 54
dair: 36, knocks down
uair: 36
standard throw: 100
up throw: 90
wall throw: 120
dash attack: 36
wall attack: 90, launches far
pole attack: 108, launches far
Combos:
This section excludes combos into grab as they are not apparent in training mode and offer unpredictable damage from the throw (due to throw escape mechanics, throws are always escapable with proper prediction). Only combos I feel are noteworthy will be included (inferior strings may be included to document inferiority). This section may be expanded in the future.
B jab -> AAA jab -> nair: 83
B-jab -> AAA jab -> u-B smash: 87 (see below)
B jab -> AAB jab: 80
B jab -> AB jab: 80
B-jab -> AB jab -> B-jab: 86 (follow ups beyond this are frequently impossible without a wall)
B-jab -> AB jab -> B-jab -> AB jab: 91 (offers combo escape after final hit)
B-jab -> AB jab -> B-jab -> AA jab: 90 (offers combo escape here, but if they mniss it you can A(3) jab -> nair for 4 or B(3) jab for 5 + knock down)
f-B smash -> B jab: 103
f-B smash -> f-B tilt : 110 (offers combo escape after final hit)
f-B smash -> B jab -> AB jab: 109 (offers combo escape after final hit)
f-B smash -> B jab -> AA jab: 108 (offers combo escape here, but if they miss it you can A(3) jab -> nair for 8, A(3) jab -> u-B smash for 12, or B (3) jab for 5 + knock down)
f-B smash -> AB jab: 95 (same exact situation as with B-jab)
f-B smash -> AA jab: 93 (same situation as with B-jab except A(3) jab -> nair does 9 and A(3) -> up-B does 13)
f-B smash -> ub-B tilt: 104
f-B smash -> ub-A tilt: 98
AAA jab -> nair: 50
AAA jab -> u-B smash: 55 (has many strange follow ups that don't read properly on the combo meter, most damaging is f-A smash)
nair -> AAA jab -> nair: 83
nair -> AAA jab -> up-B smash: 87
nair -> B-jab: 91
nair -> B-jab -> A jab: 98 (further follow-ups will require a wall)
nair -> B-jab -> AAA jab -> nair: 108
nair -> B-jab -> AAB jab: 105
nair -> B-jab -> AB jab: 102
nair -> B-jab -> AB jab -> B-jab: 107
nair -> B-jab -> AB jab -> B-jab -> A jab: 109 (offers combo escape here, but as we know A jab has many follow ups)
Remember that at many points in these combos you can probably force grabs (difficult to test since the combo meter doesn't read them). A(3) jab reads combos off many other moves as well (such as B-jab and uf-B tilt), but they visibly look pretty wrong, and I bet you can jump out of them. Under the right circumstances, nair can combo into itself once as well so keep that in mind. Of course those are escapable, but given the sheer longwindedness of some of these combos, I imagine Karai is going to be VERY deadly on the offense.
(no note): enemy ends standing somewhat close (airborne opponents always knocked down)
launches: sends the enemy mostly upward, will be knocked down on landing
knocks down: knocks the enemy down somewhat close
launches far: sends the enemy flying way far away, will be knocked down on landing
stuns: inflicts a brief "stun" on the enemy
turns around: ends with the enemy facing away
A jab: 18
AA jab: 34
AAA jab: 45, launches
AB jab: 40
AAB jab: 52, knocks down
A(2) jab: 24
A(2)A jab: 45, launches
A(2)B jab: 52, knocks down
A(3) jab: 30, launches
B jab: 54, turns around
B(2) jab: 40
B(3) jab: 52, knocks down
df-A tilt: 72, knocks down
uf-A tilt: 68, knocks down
ub-A tilt: 52, knocks down (is two hits, so fast impossible to separate for me)
f-A smash: 81, launches far
d-A smash: 54, stuns
u-A smash: 77, knocks down
f-B tilt: 72, stuns
uf-B tilt: 60 (hit 1), 60 (hit 2), second hit knocks down (does not combo)
ub-B tilt: 55, knocks down
f-B smash: 50 (first hit), 50 (second hit), 85 (combo), stuns
d-B smash: 50, launches far
u-B smash: 70 (first hit), 28 (second hit), 89 (combo), first hit launches, second hit knocks down
nair: 54
dair: 36, knocks down
uair: 36
standard throw: 100
up throw: 90
wall throw: 120
dash attack: 36
wall attack: 90, launches far
pole attack: 108, launches far
Combos:
This section excludes combos into grab as they are not apparent in training mode and offer unpredictable damage from the throw (due to throw escape mechanics, throws are always escapable with proper prediction). Only combos I feel are noteworthy will be included (inferior strings may be included to document inferiority). This section may be expanded in the future.
B jab -> AAA jab -> nair: 83
B-jab -> AAA jab -> u-B smash: 87 (see below)
B jab -> AAB jab: 80
B jab -> AB jab: 80
B-jab -> AB jab -> B-jab: 86 (follow ups beyond this are frequently impossible without a wall)
B-jab -> AB jab -> B-jab -> AB jab: 91 (offers combo escape after final hit)
B-jab -> AB jab -> B-jab -> AA jab: 90 (offers combo escape here, but if they mniss it you can A(3) jab -> nair for 4 or B(3) jab for 5 + knock down)
f-B smash -> B jab: 103
f-B smash -> f-B tilt : 110 (offers combo escape after final hit)
f-B smash -> B jab -> AB jab: 109 (offers combo escape after final hit)
f-B smash -> B jab -> AA jab: 108 (offers combo escape here, but if they miss it you can A(3) jab -> nair for 8, A(3) jab -> u-B smash for 12, or B (3) jab for 5 + knock down)
f-B smash -> AB jab: 95 (same exact situation as with B-jab)
f-B smash -> AA jab: 93 (same situation as with B-jab except A(3) jab -> nair does 9 and A(3) -> up-B does 13)
f-B smash -> ub-B tilt: 104
f-B smash -> ub-A tilt: 98
AAA jab -> nair: 50
AAA jab -> u-B smash: 55 (has many strange follow ups that don't read properly on the combo meter, most damaging is f-A smash)
nair -> AAA jab -> nair: 83
nair -> AAA jab -> up-B smash: 87
nair -> B-jab: 91
nair -> B-jab -> A jab: 98 (further follow-ups will require a wall)
nair -> B-jab -> AAA jab -> nair: 108
nair -> B-jab -> AAB jab: 105
nair -> B-jab -> AB jab: 102
nair -> B-jab -> AB jab -> B-jab: 107
nair -> B-jab -> AB jab -> B-jab -> A jab: 109 (offers combo escape here, but as we know A jab has many follow ups)
Remember that at many points in these combos you can probably force grabs (difficult to test since the combo meter doesn't read them). A(3) jab reads combos off many other moves as well (such as B-jab and uf-B tilt), but they visibly look pretty wrong, and I bet you can jump out of them. Under the right circumstances, nair can combo into itself once as well so keep that in mind. Of course those are escapable, but given the sheer longwindedness of some of these combos, I imagine Karai is going to be VERY deadly on the offense.