Josie combos: Difference between revisions

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; [13] uf+4
; [13] uf+4
; [10] df+2
; [10] df+2
: [+52] f+1+2 4 1<ref name="x-x-jab-sus">Jab as 3rd aerial hit can whiff if Josie is off axis to the left or opponent is too far away.</ref>,2,4~F <CD.1,3 S! df+1,2,F~1,3<ref name="df1-ender-sus">df+1,2,F~1,3 ender after 6 or more aerial hits whiffs if Josie is off axis to the right.</ref>
: [+53] f+1+2 4 f+3<ref name="low-f3">f+3 as 3rd low hit doesn't work vs Alisa, Eliza, Josie, Kuma/Panda, Kunimitsu, Lucky Chloe, Xiaoyu, and Zafina. Against Armor King it also doesn't work unless off-axis to the right. It always whiffs off-axis to the left.</ref> f+2,3,4 S! df+1,2,F~1,3
: [+52] f+1+2 4 f+3<ref name="low-f3"/> 3,2,F~1,3 S! df+1,2,F~1,3
: [+52] f+1+2 4 f+3<ref name="low-f3"/> 3,3 S! f+2,3,3
: [+52] f+1+2 4 1<ref name="x-x-jab-sus">Jab as 3rd aerial hit can whiff if off-axis to the left or opponent is too far away.</ref>,2,4~F <CD.1,3 S! df+1,2,F~1,3<ref name="df1-ender-sus">df+1,2,F~1,3 ender after 6 or more aerial hits whiffs if Josie is off-axis to the right.</ref>
: [+50] 4 f+1+2 4 3,2,F~1,3 S! df+1,2,F~1,3<ref name="df1-ender-sus"/>
: [+50] 4 f+1+2 4 3,2,F~1,3 S! df+1,2,F~1,3<ref name="df1-ender-sus"/>
: [+50] f+1+2 4 1<ref name="x-x-jab-sus"/>,2,4~F <CD.1,3 S! uf+3+4<ref name="uf3+4-ender-sus">uf+3+4 ender can whiff if Josie is off axis to the right. Can replace with f+2,4 or df+1,2,F~3. It can also whiff if you don't get in deep enough—you can dash a lot deeper than with the other enders since uf+3+4 hits much lower.</ref>
: [+50] f+1+2 4 1<ref name="x-x-jab-sus"/>,2,4~F <CD.1,3 S! uf+3+4<ref name="uf3+4-ender-sus">uf+3+4 ender can whiff if off-axis to the right. Can replace with f+2,4 or df+1,2,F~3. It can also whiff if you don't get in deep enough—you can dash a lot deeper than with the other enders since uf+3+4 hits much lower.</ref>
: [+49] f+1+2 4 f+2,3,4 S! f+2,3,3
: [+49] f+1+2 4 f+2,3,4 S! f+2,3,3


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; CH f+3
; CH f+3
: [66] 2 f+1+2 f+3<ref name="low-f3">f+3 as 3rd low hit only works vs males and whiffs off-axis.</ref> 3,3 S! f+2,3,3
: [66] 2 f+1+2 f+3<ref name="low-f3"/> 3,3 S! f+2,3,3
: [65] 2 ws3 2,4,F~1,3 S! df+1,2,F~1,3
: [65] 2 ws3 2,4,F~1,3 S! df+1,2,F~1,3
: [64] 2 f+3 2,4,F~1,3 S! df+1,2,F~1,3
: [64] 2 f+3 2,4,F~1,3 S! df+1,2,F~1,3

Revision as of 07:21, 11 June 2022

Bread n' butter

Bread n' butter combos are juggles that:

  • Work on as many different launchers as possible
  • Work on all body sizes

Launchers that require unique combos go straight to § Staples.

Regular launch (e.g. df+2)
f+3 d+3,4~f~1,3 S! f+2,3,3
Stun launch (e.g. CH f+3+4)
f+2,3,4 S! f+2,3,3
Instant screw (e.g. CH 3+4)
df+4~f~4 f+4,3 uf+3+4

Mini-combos

[23] CH (1,2),3
[23] CH (2),3
[21] CH (3),2
[20] f+1+2
[+29] f,f df+1,4,2
[+27] f,f db+4,2,3
CH ws1
[63] f+1+2 f,f df+1,4,2
[61] f+1+2 f,f db+4,2,3
CH CD.3
[46] <d+3+4
[46] uf+3+4
[45] f,n,d,df+3
CH FC.df+4
[50] FC.df+4
[49] f,f d+3+4
[18] CH df+4
[7] (1)+4
[+20] SWS.1
[21] (df+1,4),2
[+19] d+3+4

Staples

Staple combos are juggles that:

  • Can be done consistently by a skilled player
  • Either work on all body sizes, or the characters it does work on are comprehensively listed
  • Are not strictly worse than another combo listed in terms of difficulty, damage, wall carry, and oki
[13] uf+4
[10] df+2
[+53] f+1+2 4 f+3[1] f+2,3,4 S! df+1,2,F~1,3
[+52] f+1+2 4 f+3[1] 3,2,F~1,3 S! df+1,2,F~1,3
[+52] f+1+2 4 f+3[1] 3,3 S! f+2,3,3
[+52] f+1+2 4 1[2],2,4~F <CD.1,3 S! df+1,2,F~1,3[3]
[+50] 4 f+1+2 4 3,2,F~1,3 S! df+1,2,F~1,3[3]
[+50] f+1+2 4 1[2],2,4~F <CD.1,3 S! uf+3+4[4]
[+49] f+1+2 4 f+2,3,4 S! f+2,3,3
CH 4
[64] f+1+2 d+3,4~F~1,3 S! df+1,2,F~1,3
[63] f+1+2 f+2,3,4 S! f+2,3,3
[63] b+4,3 f+3 3,2,F~1,3 S! 1,2,4~F
[63] b+4,3 f+3 3,2,F~1,3 S! uf+3+4[4]
[61] f+1+2 f+2,3,4 S! db+4,2,3
[27] CH f+3+4
[24] CH ws3
[+42] f+2,3,4 S! f+3 1,2,4~F~3
[+40] f+2,3,4 S! f+3 f+2,3,3
[+37] f+2,3,4 S! f+3 3,2,F~1,3
[+35] f+2,3,4 S! f+2,3,3
[25] CH (df+1,4),2
[24] CH SWS.1
[21] b+1+2
[20] CH SWS.2
[20] CH SWS.3
[+52] ws3 4 1[2],2,4~F <CD.1,3 S! df+1,2,F~1,3[3]
[+50] ws3 4 1[2],2,4~F <CD.1,3 S! uf+3+4[4]
[+49] ws3 2 f+1+2 3,2,F~1,3 S! df+1,2,F~1,3[3]
[+49] ws3 2 f+1+2 3,3 S! f+2,3,3
[+47] f,F+4 S! ssr ws3 4 f+4,3 uf+3+4
[+47] f+3 4 f+2,3,4 S! f+2,3,3
[+45] f+3 d+3,4~F~1,3 S! f+2,3,3
[+45] b+4[5],3 4 3,3 S! f+2,3,3
[+45] b+4[5],3 4 3,2,F~1,3 S! df+1,2,F~1,3
[+45] df+1,2 1,2,4~F <CD.1,3 S! df+1,2,F~1,3[3]
[+43] df+1,2 1,2,4~F <CD.1,3 S! uf+3+4[4]
[+43] df+1,2 df+4~F~1,3 S! f+2,3,3
ws2,1
[59] f,f d+3,4~F~1,3 S! f,f ssr f+2,3,3
[57] f,f d+3,4~F~1,3 S! db+4,2,3
[57] f,f d+3,4~F~1,3 S! df+1,2,F~1,3
[55] f,f d+3,4~F~1,3 S! uf+3+4
CH db+2
[70] f,f d+3,4~F~1 3,2,F~1,3 S! df+1,2,F~1,3
[70] f,f d+3,4~F~1 3,3 S! f+2,3,3
[67] f,f d+3,4~F~1,3 S! f+2,3,3
CD.2
[71] f+3(x3) 3,3 S! f+2,3,3
[24] CH d+2
[20] uf+3
[+50] f+3[6] 4 1[2],2,4~F <CD.1,3 S! df+1,2,F~1,3[3]
[+48] f+3[6] 4 1[2],2,4~F <CD.1,3 S! uf+3+4[4]
[+47] f+3[6] 4 f+2,3,4 S! f+2,3,3
[+41] df+4~F~1 1,2,4~F <CD.1,3 S! f+2,4
[+40] df+4~F~1 df+4~F~1,3 S! df+1,2,F~1,3
[+30] f+3+4 uf+3+4
CH d+2,D
[76] ws3 4 1[2],2,4~F <CD.1,3 S! df+1,2,F~1,3[3]
[74] ws3 4 1[2],2,4~F <CD.1,3 S! uf+3+4[4]
[73] ws3 4 f+2,3,4 S! f+2,3,3
CH f+3
[66] 2 f+1+2 f+3[1] 3,3 S! f+2,3,3
[65] 2 ws3 2,4,F~1,3 S! df+1,2,F~1,3
[64] 2 f+3 2,4,F~1,3 S! df+1,2,F~1,3
CH 3+4
[73] 4 df+4~F~4 f+4,3 uf+3+4
[66] b+4,3 1,2,4~F <CD.1,3
CH f,F+4
[68] ws3 3,3 f+1+2 3,f+3
[64] ws3 4 1[2],2,4~F <CD.1,3
CH SWB.2
[63] ws3 3,3 S! 3,f+3
[59] d+3,4~F~1,3 S! 3,f+3
  1. 1.0 1.1 1.2 1.3 f+3 as 3rd low hit doesn't work vs Alisa, Eliza, Josie, Kuma/Panda, Kunimitsu, Lucky Chloe, Xiaoyu, and Zafina. Against Armor King it also doesn't work unless off-axis to the right. It always whiffs off-axis to the left.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Jab as 3rd aerial hit can whiff if off-axis to the left or opponent is too far away.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 df+1,2,F~1,3 ender after 6 or more aerial hits whiffs if Josie is off-axis to the right.
  4. 4.0 4.1 4.2 4.3 4.4 4.5 uf+3+4 ender can whiff if off-axis to the right. Can replace with f+2,4 or df+1,2,F~3. It can also whiff if you don't get in deep enough—you can dash a lot deeper than with the other enders since uf+3+4 hits much lower.
  5. 5.0 5.1 Crumple b+4,3 works vs everyone except Alisa, Eliza, Josie, Kuma, Kunimitsu, Lucky Chloe, and Xiaoyu.
  6. 6.0 6.1 6.2 CH d+2 f+3 doesn't work vs Kunimitsu.

Rage

[23] CH (1,2),3
[23] CH (2),3
[21] CH (3),2
[20] f+1+2
[+64] R.f,n,d,df+3+4 f+3 4 3,2,F~1,3 S! df+1,2,F~1,3
[+64] R.f,n,d,df+3+4 f+3 2,4~F~1,3 S! df+1,2,F~1,3
[+63] R.f,n,d,df+3+4 3+4 S! ws3 2,4,F~1,3
[+60] R.f,n,d,df+3+4 3+4 S! f+3 f+2,3,3
[+55] R.f,n,d,df+3+4 b+1,1 S! f+3 3,2,F~1,3
[+54] R.f,n,d,df+3+4 b+1,1 S! f+2,3,3

Wall

Regular carry (30% scaling)
[+22] 1 db+4,2<3
[+20] b+4,3,4
[+18] d+3,4~4
[+15] d+3,4~2
[+15] d+3,4~3
[+14] 1,2 uf+3+4
Regular splat
[+27] 2 db+4,2<3
[+26] b+4,3,4

Float

One hit BNB
[+33] d+3,4~F~1,3 S! f+2,3,3
Two hit BNB
[+26] 3,2,F~1,3 S! f+2,3,3
[4] 1
[5] 2
[5] (1),2
[12] f+3
[+38] f+3 2,4~F~1,3 S! df+1,2,F~1,3
[+37] f+1+2 f+2,3,4 S! f+2,3,3
[+35] f+3 3,2,F~1,3 S! f+2,3,3
[+29] 1 3,2,F~1,3 S! f+2,3,3
[+28] 1 1 3,3 S! f+2,3,3
[8] 1,2
[16] b+4,3
[+30] f+3 3,3 S! f+2,3,3
3,3
[42] ws3 f+4,3 uf+3+4[1]
[41] ws3 1,2,4~4
[41] ws3 2,4~F <CD.1,3
[40] f+3 2,4~F~1,3
[35] 1,2,4~F~1,3
3,2,F
[40] CD.1 4 3,2,F~1,3 S! df+1,2,F~1,3
[38] CD.1 f+2,3,4 S! f+2,3,3
[14] f+1+2
[7] 3
[7] df+2
[+33] d+3,4~F~1,3 S! f+2,3,3
[+33] df+4~F~1 3,2,F~1,3 S! df+1,2,F~1,3[2]
[+31] df+4~F~1 3,2,F~1,3 S! uf+3+4
[+30] df+4~F~1 3,2,F~1,3 S! f+2,4
ws3
[50] f+1+2 3,2,F~1,3 S! f+2,3,3
[49] 2 f+1+2 3,2,F~1,3 S! df+1,2,F~1,3[2]
[47] 2 f+1+2 3,2,F~1,3 S! uf+3+4
[46] 2 f+1+2 3,2,F~1,3 S! f+2,4
[15] (2),4
[10] df+4
[+34] SWS.F~4 3[1],2,F~1,3 S! f+2,3,3
[+30] SWS.F~1 3,2,F~1,3 S! f+2,3,3
[+30] SWS.F~1 4 3,2,F~1,3 S! df+1,2,F~1,3
[+27] SWS.F~4 f+4,3 uf+3+4
2,4
[42] SWS.F~1 3,2,F~1,3 S! df+1,2,F~1,3
[42] SWS.F~1 3,3 S! f+2,3,3
R.f,n,d,df+3+4
[51] <3+4 S! f+3 1,2,4~F~3
[50] <f+1+2 3,2,F~1,3 S! df+1,2,F~1,3
[48] f,f 2,4~F~1,3 S! df+1,2,F~1,3
[43] <3,3 S! f+2,3,3
[43] <3+4 S! f+2,3,3
  1. 1.0 1.1 Can whiff easily, especially vs smalls.
  2. 2.0 2.1 Doesn't work if you're even slightly off-axis to the right, which can happen easily. Best to try when you start slightly off-axis to the left.

Back-turned opponent

[13] uf+4
[10] df+2
[+44] f+1+2 d+3,4~F~1,3 S! 3,f+3

Stage break

Howard Estate
big boy break all the walls combo here
Vermilion Gates
Twilight Conflict
[79] CH f,n,d,df+3 uf+3+4 BB! f+1+2 3,3 S! f+2,3,3 W! db+4,2,3
Jungle Outpost
[76] CH f,n,d,df+3 uf+3+4 BB! 3+4 S! f+2,3,3 W! db+4,2,3
G Corp. Helipad
[79] CH f,n,d,df+3 uf+3+4 WB! 3+4 S! <1,2,4 W! SWS.4 db+4,2,3
[76] CH f,n,d,df+3 uf+3+4 WB! 3+4 S! f+2,3,3 W! db+4,2,3
Duomo di Sirio
[63] CH f,n,d,df+3 uf+3+4 BB! f+1+2 3,3 S! f+2,3,3
[63] CH f,n,d,df+3 uf+3+4 BB! f+1+2 3,2,F~1,3 S! df+1,2,F~1,3

Extras

Extra combos are juggles that are:

  • Strictly worse than one of the § Staples; or
  • Too inconsistent to be a staple; or
  • Joke combos for style points.

External links