Gen Fu Juggles

McMystery

New Member
What I've come up with so far, I'll add as I go/people post stronger ones:

  • Tested on mid weight character
  • Throw launcher juggle damage is including the throw on NH damage scaling
  • Strike launcher juggle damage is not including the launcher on NH damage scaling. Some combos do around 1-3 more points of damage on the higher scales than other combos with the same damage on NH.
  • Launch heights are Normal Hit (NH), Low Stun (LS), Counter Hit (CH) and Hi Counter Hit (HC).
  • Juggles are in open space unless otherwise stated.
  • 44P not included as the P follow-up can be inconsistent.
  • Where you can end a juggle with 6PPP+K you can usually substitute in 6PPP on electric floors for 3 extra damage
To do:
Lightweight juggles
Heavyweight juggles

QCF F+P
Open space
66, 4P+K, 8P, QCFK, 2P+K46P 73 damage
66, 4P+K, QCFK, QCFK, 16P 72 damage
66, 4P+K, 8P, QCFK, 16P 71 damage

Opponent's back to wall
44, P+KP, 3KP6P 80 damage (inluding wall damage but no danger zone)
44, P+KP, QCFK, 6PPP 80 damage (inluding wall damage but no danger zone)

Under ceiling with no breakable floor
Powerblow 125 damage
44[P], 66, 3KPP 117 damage

Under ceiling on floor that can take one bounce
Powerblow 125 damage
66, 33P, [3]P, QCFK, 3KPP 111 damage

Under ceiling on floor that can't take any more bounces
66, 6K, 6PP, 16P 95 damage (won't work if opponent's back is to the wall for 6K)
66, 3P, 6PP, 16P 94 damage

8P
LS
6PPP+K 29 damage

CH
6PPP+K 29 damage

HC
QCFK, 6PPP+K 36 damage, closed stance only
QCFK, 16P 29 damage
QCFK, 6PPP 29 damage, 39 on electric floors
3KP6P 29 damage
4PP 17 damage (force tech, +16 frame advantage)


8K
LS
6PPP+K 29 damage, open stance only
6PPP 22 damage, 32 on electric floors

CH
6PPP+K 29 damage
3KP6P 29 damage, stricter timing

HC
QCFK, 6PPP+K 36 damage, closed stance only
QCFK, 6PPP 29 damage, 39 on electric floors
3KP6P 29 damage

F+K
LS
6PPP+K 29 damage
3KP6P 29 damage, open stance only

CH
QCFK, 6PPP+K 36 damage
3KPP 31 damage
3KP6P 29 damage

HC
QCFK, 6PPP+K 36 damage
QCFK, 3KP6P 36 damage

[3]P
LS
QCFK, 6PPP+K 36 damage
QCFK, 3KP6P 36 damage

CH
QCFK, 3KPP 38 damage
QCFK, 6PPP+K 36 damage
QCFK, 3KP6P 36 damage
8P, QCFK, 6PPP 36 damage, 46 on electric floors

HC
QCFK, QCFK, 6PPP+K 43 damage, closed stance only
QCFK, 6PP, 16P 43 damage
8P, QCFK, 6PPP 36 damage, 46 on electric floors

1P+K
NH
6PPP+K 29 damage

LS
6PPP+K 29 damage

CH
QCFK, 6PPP+K 36 damage

HC
QCFK, 6PPP+K 36 damage

64P
LS
6PPP+K 29 damage

CH
6PPP+K 29 damage

HC
QCFK, 6PPP+K 36 damage
QCFK, QCFK, 16P 36 damage

SS P
LS
6PPP+K 29 damage

CH
QCFK, 6PPP 29 damage, 39 on electric floors
6PPP+K 29 damage
3KP6P 29 damage

HC
QCFK, 6PPP+K 36 damage

2P+K
NH
(2P+K)46P 16 damage

LS
PPK 17 damage
PP2K 15 damage (force tech, +10 frame advantage)

CH
6PPP+K 29 damage

HC
3KP6P 29 damage
6PPP+K 29 damage

(4P)P
LS
6PPP+K 29 damage, closed stance only
6PPP 22 damage, 32 on electric floors

CH
6PPP+K 29 damage, closed stance only
6PPP 22 damage, 32 on electric floors

HC
QCFK, 6PPP+K 36 damage

(P+K)6P
LS
6PPP+K 29 damage

CH
6PPP+K 29 damage
3KP6P 29 damage

HC
QCFK, 6PPP+K 36 damage
 

Snipeclips

Member
Very nice. I want to also add one if you mind.

:236::H+P:, :P+K::P:, :236::K:, :6::P::P::P:
Only when your opponent's back is to the wall it should do about 90 damage
 

McMystery

New Member
Awesome, thanks for this. But could you change the formulas using the button emoticons¿

It's not something I'm looking to do at the moment but it may be a possibility some time in the future.

Very nice. I want to also add one if you mind.

:236::H+P:, :P+K::P:, :236::K:, :6::P::P::P:
Only when your opponent's back is to the wall it should do about 90 damage

This one's already listed, I've just got a back dash beforehand as I found it helped the tracking in some cases.
 

McMystery

New Member
Completed all launchers and added ceiling combos, list is complete for the foreseeable future in regards to midweight juggles barring a few possible tweaks, specific situations or organisational changes.
 

FameDouglas

New Member
Out in the open, try this 10-piece combo!

--Tested on Rig--
:6::P+K:, :4::P+K:, :6::K:, :3::P+K: (critical burst), :4::4::P:(head level then):P:, :6_::K::h:, :6::P::P::P+K: for 145 damage!
 

FameDouglas

New Member
I've never missed the :6::K: not even on small characters. Missing :6_::K: is a matter of timing usually. I'll look into that one.
 

TRI Mike

Well-Known Member
I usually do 6PPP+K for almost every situation. Sometimes against lightweights I go for 6PPF6PPP. Are there better juggles¿
 

Darth Lotonic X

Active Member
"No Timing" Power Launcher combos from my guide.

For information about the format of these combos go here

These combos blow, but I couldn't find anything better.

Anywhere:
Alpha: :6::P::P:, :8::P:, :6_::K:, :2::P+K::4::6::P: (95)
Light/Middle: :6::P::P:, :8::P:, :6::P::P::P+K: (94)

You can follow up after the second relaunch with :H+P: for the blender.
 
What are some follow ups I can use when my opponent get hit by a car, tiger, boulder? Gen Fu always seems out of range to continue any followups besides :214::P::P:. Any suggestions?
 

TRI Mike

Well-Known Member
Yeah a little, though I think the clown thingie and RPG dangerzones leave the opponent close enough for a raw 16P.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top