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== Combos == | == Combos == | ||
=== Basic Combos === | === Basic Combos === | ||
These combos are used frequently and are very useful. | |||
*(j.C/D,)2B>2A/5A(c)>41236B>66B, then... | *(j.C/D,)2B>2A/5A(c)>41236B>66B, then... | ||
**>66B: useful combo from lights into hard knockdown. 5A(c) is easier to cancel into 41236B, but 2A has more range. | **>66B: useful combo from lights into hard knockdown. 5A(c) is easier to cancel into 41236B, but 2A has more range. | ||
**QS: ''[1 Skill Stock]'' a useful quick shift setup from light hits. | **QS: ''[1 Skill Stock]'' a useful quick shift setup from light hits. | ||
**SC 21416A: ''[1 Super, 1 Skill Stock]'' super cancel for good damage. | **SC 21416A or 2141236E: ''[1-2 Super, 1 Skill Stock]'' super cancel for good damage, can be saving-shifted however. | ||
**''nothing:'' end the combo right there if your opponent blocked, you will be at +0. | **''nothing:'' end the combo right there if your opponent blocked, you will be at +0. | ||
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**21416A: ''[1 Super Stock]'' high-damage combo into super. | **21416A: ''[1 Super Stock]'' high-damage combo into super. | ||
*J | *5C>5E link 236236B: ''[1 Super Stock]'' easy combo into super. If the opponent guards, stopping after 5E will leave Terry at an advantage. | ||
**41236D> | |||
**21416A: ''[1 Super Stock]'' for damage. | |||
===623B>AB Combos=== | |||
These combos need to be started from fairly close, so they are harder to land than the above combos. | |||
*J.C/D,5A(c)/5C>623B>AB(break), then... | |||
**41236D>44D(whiff)>44D: hard knockdown. 44 instead of 66 is needed since you cross your opponent. | |||
**21416A: ''[1 Super Stock]'' simple ender for good damage. | |||
**41236D, 23636A: ''[1 Super Stock]'' harder, but slightly more damage and builds some extra meter. The weird motion is needed since you cross your opponent. | |||
**2141236E: ''[2 Super Stocks]'' easy LDM setup that cannot be saving-shifted. | |||
**41236D, 23[6](walk forward),236E: ''[2 Super Stocks]'' harder, but slightly more damage and builds some extra meter. The weird motion is needed since you cross your opponent. | |||
*Corner j.C/D,5A(c)/5C>623B>AB(break), 41236D link 41236D, then... | *Corner j.C/D,5A(c)/5C>623B>AB(break), 41236D link 41236D, then... | ||
**623D: combo into hard knockdown | **623D: combo into hard knockdown | ||
**236236K: ''[1 Super Stock]'' | **236236K: ''[1 Super Stock]'' hardly worth the damage. | ||
**2141236E: ''[2 Super Stocks]'' good damage. | |||
**QS: 41236D has a lot of juggle time, so QS combos after are possible. | **QS: 41236D has a lot of juggle time, so QS combos after are possible. | ||
===Other LDM Setups=== | |||
*2B>5A(c)>2141236E: ''[2 Super Stocks]'' only works up close and needs a fast hit confirm. Input the 5A(c) as 214A to make the combo easier. | |||
* | |||
===Situational Combos=== | |||
*Saving Shift to Terry (counter hit) > 236236B: ''[1 Super Stock]'' costly but adds some extra damage. | *Saving Shift to Terry (counter hit) > 236236B: ''[1 Super Stock]'' costly but adds some extra damage. | ||
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