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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). 
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Why ground and juggle?
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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.
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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.
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special thanks to the PSN CUHRAYZEE bros for testing these out and those in the thread giving ideas and tips
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//------------------
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Notation
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//------------------
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s for strong attack
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w for weak attack
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(s) for strong killer weapon
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(w) for weak killer weapon
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Js for anti-air/launcher
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fs for falling strong/non-rising air attack
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ffs for dash attack (forward forward strong)
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* delay
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[] repeat
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Standard combo for everyone is wwww or wwww(w)(w)(w)(w)
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//------------------------
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Notes:
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//------------------------
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Damage scaling is in effect for AR
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Hitstun Scaling is not in effect
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//------------------------
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Jack:
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//------------------------
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Ground:
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	S S W W S
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	S S ground throw (Hard to tech)
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	S S * S jS (w)(w)(w)(w)
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Juggle:
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	s w * w w w * w (w)(w)(w)(w)
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	s jS w (s)
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Infinite:
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	s js js (at the peak of your jump) jw(almost touching the ground) ((w)(w)(w)(w) when finished)
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		http://www.youtube.com/watch?v=-23txwJQGN8&feature=plcp
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//---------------------------
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Baron
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//---------------------------
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Ground:
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	w w * w s
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Juggle:
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	s jS www(w)
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	s w * w w w s (w) (w) (w)
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	s w * w w w * w  (w)(w)(w)(w) (stricter timing, more chance of opponent being grounded)
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//----------------------
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Leo
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//--------------------
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Ground:
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Juggle:
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	w * w s * s js fs (first hit doesn't combo)
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	w * w s * s js jw jw w w (w)(w)(w)(w) (first hit doesn't combo)
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	js jw jw w w s
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	w * w s * s w * (w) (w) (w) (w)
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	[s w js (w) ] Repeat	
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Still working on:	
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	w * w s s w j.s j.(w) f.(w) s w j.S j.(w) f.(w) s w js f.(s)	
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//----------------------
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Mathilda
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//----------------------
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ground:
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	w w s s
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	w w w * w (w)(w)(w)(w)
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	s * s (one inch punch)
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	s w s
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	w w w w s (stagger)
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juggle:
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	s * w s
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	s * w w w (w)(w)(w)(w)
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	js (w)(w)(w)(w) (the 4 (w) comes out extremely fast)
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	s * w js jw jw w w (w)(w)(w)(w) 
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//---------------------------
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Sasha:
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//----------------------------
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juggle:
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	s * s js (w)(w)(w)(w)
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	s * s js (s)
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	s * s js [jw jw s * w js]
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	js jw jw s * s w w w (w)(w)(w)
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	s * w throw (Hard to tech)
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	s * s js jw jw s * w js j(s)
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//---------------------
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Garuda:
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//-----------------------
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	s w js w  (s)
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	S W  j.S W  f.(S)
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	S W js w * w w w (w)(w)(W)
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Infinite:
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(hold foward) [S * W] repeating
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Relaunch (Still testing):
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	s w js w * w s w j.s w f(s) (very sensitive timing)