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Anarchy Combos

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Jun 9th, 2012
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  1. Welcome, want to know some combos for AR? This is your place. We have listed here the ground and juggle characters for each character (or just the ones we bothered to figure out so far).
  2.  
  3. Why ground and juggle?
  4.  
  5. In AR, your opponent can mash out a burst anytime they are grounded. So by knowing your juggle options you are effectively telling them to stop that shit and you can do some decent damage on them.
  6.  
  7. On the ground, you're fishing something from them, maybe you want them to use their burst so they drop some health and you can punish, or you need to stall so they'll get catch in the microwave array. or they're just caught in the tire and you need to fish out as much damage as possible until they recover, then go into your launcher. I dunno your reasons, but having a ground string that can't be rolled or guarded is probably a good idea.
  8.  
  9. special thanks to the PSN CUHRAYZEE bros for testing these out and those in the thread giving ideas and tips
  10.  
  11. //------------------
  12. Notation
  13. //------------------
  14. s for strong attack
  15. w for weak attack
  16. (s) for strong killer weapon
  17. (w) for weak killer weapon
  18. Js for anti-air/launcher
  19. fs for falling strong/non-rising air attack
  20. ffs for dash attack (forward forward strong)
  21. * delay
  22. [] repeat
  23. Standard combo for everyone is wwww or wwww(w)(w)(w)(w)
  24. //------------------------
  25. Notes:
  26. //------------------------
  27. Damage scaling is in effect for AR
  28. Hitstun Scaling is not in effect
  29. //------------------------
  30. Jack:
  31. //------------------------
  32. Ground:
  33. S S W W S
  34.  
  35. S S ground throw (Hard to tech)
  36.  
  37. S S * S jS (w)(w)(w)(w)
  38.  
  39. Juggle:
  40. s w * w w w * w (w)(w)(w)(w)
  41.  
  42. s jS w (s)
  43.  
  44. Infinite:
  45.  
  46. s js js (at the peak of your jump) jw(almost touching the ground) ((w)(w)(w)(w) when finished)
  47.  
  48. http://www.youtube.com/watch?v=-23txwJQGN8&feature=plcp
  49. //---------------------------
  50. Baron
  51. //---------------------------
  52. Ground:
  53.  
  54. w w * w s
  55.  
  56. Juggle:
  57.  
  58. s jS www(w)
  59.  
  60. s w * w w w s (w) (w) (w)
  61.  
  62. s w * w w w * w (w)(w)(w)(w) (stricter timing, more chance of opponent being grounded)
  63.  
  64. //----------------------
  65. Leo
  66. //--------------------
  67. Ground:
  68.  
  69. Juggle:
  70.  
  71. w * w s * s js fs (first hit doesn't combo)
  72.  
  73. w * w s * s js jw jw w w (w)(w)(w)(w) (first hit doesn't combo)
  74.  
  75. js jw jw w w s
  76.  
  77. w * w s * s w * (w) (w) (w) (w)
  78.  
  79. [s w js (w) ] Repeat
  80. Still working on:
  81.  
  82.  
  83.  
  84. w * w s s w j.s j.(w) f.(w) s w j.S j.(w) f.(w) s w js f.(s)
  85. //----------------------
  86. Mathilda
  87. //----------------------
  88. ground:
  89.  
  90. w w s s
  91.  
  92. w w w * w (w)(w)(w)(w)
  93.  
  94. s * s (one inch punch)
  95.  
  96. s w s
  97.  
  98. w w w w s (stagger)
  99.  
  100. juggle:
  101.  
  102. s * w s
  103.  
  104. s * w w w (w)(w)(w)(w)
  105.  
  106. js (w)(w)(w)(w) (the 4 (w) comes out extremely fast)
  107.  
  108. s * w js jw jw w w (w)(w)(w)(w)
  109.  
  110. //---------------------------
  111. Sasha:
  112. //----------------------------
  113. juggle:
  114.  
  115. s * s js (w)(w)(w)(w)
  116.  
  117. s * s js (s)
  118.  
  119. js jw jw s * s w w w (w)(w)(w)
  120.  
  121. s * w throw (Hard to tech)
  122. s * s js jw jw s * w js j(s)
  123. //---------------------
  124. Garuda:
  125. //-----------------------
  126. s w js w (s)
  127.  
  128. S W j.S W f.(S)
  129.  
  130. S W js w * w w w (w)(w)(W)
  131.  
  132. Infinite:
  133. (hold foward) [S * W] repeating
  134. Relaunch (Still testing):
  135.  
  136. s w js w * w s w j.s w f(s) (very sensitive timing)
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