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K (→Matchups) |
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:After blocking a sweep, you can roll > confirm that Kensou used a fireball > use 236321A, or use the 2363214A right away and hold down the button to reflect the projectile, then follow it up with the super by releasing the button. This is a costly and somehwat dangerous strategy however and should be used sparingly. | :After blocking a sweep, you can roll > confirm that Kensou used a fireball > use 236321A, or use the 2363214A right away and hold down the button to reflect the projectile, then follow it up with the super by releasing the button. This is a costly and somehwat dangerous strategy however and should be used sparingly. | ||
:Kensou's smalljumps are so high that it is best to use 5A against them instead of eg. 5D(counter hit) > 3A, since the latter will whiff. | :Kensou's smalljumps are so high that it is best to use 5A against them instead of eg. 5D(counter hit) > 3A, since the latter will whiff. | ||
:If you go into the BnB ending with 214B > A card and Kensou uses a wakeup 421D, you will be at +4 only if you block it and he gets hit by the card, which isn't enough to combo after. If you have a read, you can try and roll forward (~+22) or backdash (~+26) to bait it. The latter option is also safe against reversal command grab super and leaves you space and time to punish forward roll. | |||
===Vs K'=== | ===Vs K'=== |
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