It's been forever since anyone has posted in here, so I figured I'd add a few of my counter combos in this thread. Most of these combos will involve the use of
, so floor damage can be added in on most of these juggles - that being why I do not mention it unless there are additional attacks that add floor damage as well. I'm hoping you're reading this, because I'll be using the abbreviation
FS to indicate that a combo should only be used on flat surfaces due to its use of the
just frame. Any combo that does not have the
FS label attached can be used wherever in most circumstances (use your own reasoning to determine if it's suitable for your current location). For most of these combos, I'm only giving the most damaging options you can use. Any other variation on moves, whether done by location or preference, can be substituted in.
-- High Kicks --
Lightweights - Guaranteed:
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(65 damage HCH + floor damage)
Midweights - Before I discuss high kick counters and midweight classes, I should mention that this is a unique situation. Your juggle will change based on if the opponent slow escapes or not. There are 3 possible combos because of this. I will list them all and at which slow escape speed they are used.
No slow escape: Guaranteed:
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(50 damage HCH + floor damage)
Slow to Fast slow escape: Guaranteed:
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(63 damage HCH)
Fastest slow escape: Guaranteed: Slightly delayed
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(91 damage HCH)
Heavyweights - Guaranteed:
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(54 damage HCH)
Note: If your opponent is a God at slow escaping, they can occasionally slow escape the stun of this counter, making anything impossible to hit. However, that requires amazing dexterity on their part. So while on a technical basis high kick counter juggles are not guaranteed, they will more often than not succeed without being interrupted. Even so, your options kind of suck ass anyways, so it's not like you're losing much damage here if they do shake the stun.
-- Mid Kicks --
Lightweights - Guaranteed:
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(99 damage HCH
FS)
- Guaranteed:
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(93 damage HCH + wall damage
FS)
- Guaranteed:
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(86 damage HCH)
Midweights - Guaranteed:
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(86 damage HCH)
Heavyweights - Guaranteed:
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(78 damage + wall damage HCH)
-- Low Kicks --
Lightweights - Guaranteed:
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(99 damage HCH)
Midweights - Guaranteed:
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(93 damage HCH)
Heavyweights - Guaranteed:
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(92 damage + wall damage HCH
FS)
- Guaranteed:
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(86 damage + wall damage HCH)
-- High Punches --
Lightweights - Guaranteed:
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( 77 damage HCH)
Midweights - Guaranteed:
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(68 damage HCH)
Heavyweights - Guaranteed:
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(59 damage HCH)
- Guaranteed:
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(83 damage HCH) Note: The rate at which they slow escape determines the window to use
. The faster they shake the stun, the faster you must do your input. Using this combo on lightweights and midweights is fickle at best, since the speed at which they shake the stun determines when you must use
, and that window is very short, so I advise only using it on heavyweights considering your other options for that weight class are almost none existent.
-- Mid and Low Punches --
Every Weight Class - There are no guaranteed juggles for mid and low punch counters. Simply do what you feel fits the situation and your opponent best.
-- Special Combos --
Off of certain counters (Low kick counters, mid kick counters, mid punch counters), you have a great option available to you should your opponent counter instantly. While the juggles I listed above are all guaranteed, this one is not, and is dependent on your opponents countering habits. This juggle and its variations are a great way to scare your opponent into not instantly countering to get out of the stun, allowing you to mix up whatever move you wish to start with, such as a
sit down stun, or everyone's favorite
, or whatever else you may wish to try. So, if you can bait your opponent into countering right off the bat, you can do insanely powerful juggles (guaranteed as soon as the first hit lands) off of the aforementioned counters.
Lightweights -
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(92 + starting counter damage + floor damage HCH)
Midweights -
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(92 + starting counter damage + floor damage HCH)
Heavyweights -
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( 91 + starting counter damage + floor damage HCH)
Every Weight Class - If your counter was a High Counter, you can use
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for a guaranteed CB into whatever CB combo fits the situation and weight class. Those combos are listed elsewhere on this thread, so go find them if you're looking for the best CB combos. As such, it's almost always in your best interest to forego the juggle I mentioned above and instead opt for the CB when you have a High Counter.