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K (→Combos) |
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5A/2A: good, fast pokes. 2A can be confirmed into 3A if mashed, and 5A ist good as an anti-smalljump attack.<br> | 5A/2A: good, fast pokes. 2A can be confirmed into 3A if mashed, and 5A ist good as an anti-smalljump attack.<br> | ||
j.C: Very strong jump in, hits early and reaches far down and also has a great crossup hitbox. Can be done right at the start of a smalljump, repeatedly, to exert a lot of pressure.<br> | j.C: Very strong jump in, hits early and reaches far down and also has a great crossup hitbox. Can be done right at the start of a smalljump, repeatedly, to exert a lot of pressure.<br> | ||
j.E: comparatively strong but | j.E: comparatively strong but somewhat slow j.E, good horizontal Hitbox which is useful to get in on the opponent. | ||
'''Anti-Air''' | '''Anti-Air''' | ||
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*5D(c)(counter hit) > 3A: vs Smalljumps | *5D(c)(counter hit) > 3A: vs Smalljumps | ||
*j.D (strong air-to-air, has to be done early, will stop almost anything) | *j.D (strong air-to-air, has to be done early, will stop almost anything) | ||
*63214,63214P ( | *63214,63214P (slow but strong) | ||
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*'''With back to wall poke with 2D > 6A, confirm into 214C (1-2 Hits), 236B/D (B if 2 Hits of 214C hit, D if 1 hits), 236A (Whiff), Corner Combo | *'''With back to wall poke with 2D > 6A, confirm into 214C (1-2 Hits), 236B/D (B if 2 Hits of 214C hit, D if 1 hits), 236A (Whiff), Corner Combo | ||
== Blockstrings & Okizeme == | == Blockstrings & Okizeme == |
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