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=== Leader Combo Starters=== | === Leader Combo Starters=== | ||
*Midscreen combo into 5C/D(2 hits) or 2B>2A/B, then 6A,236236E: To make the 6A cancel into 236236E, you need to input the 6A as a 236 already, eg. 5C>236A>236E. This becomes extra hard when having to make a micro-walk before the 5C, eg. after a shift-in. In this situation, using 5D(2) is advised, since its activation range is bigger and no micro walk is required at all. | |||
* | *Corner Combo in [4],6A, 2A(whiff),2C,236236E: the basic corner starter for your LDM. | ||
* | *Combo in 236236P, Dream Cancel 2. Hit in 236236E, 5C(f),[4],6A etc.: LDM starter from 236236P. Very important if you catch your opponent jumping, as this restands, but costs 3 gauges and one shift stock. | ||
*Reset Setup: corner juggle in 2C>236236E, 214B-6C cancel 214D-6C cancel 236B, link 2C,236B-6C (guard crush),236B, 2B>6A>214A, link 5C(1)... [https://youtu.be/uBMPJ0GObQU?t=1183 Source: TORU] | *Reset Setup: corner juggle in 2C>236236E, 214B-6C cancel 214D-6C cancel 236B, link 2C,236B-6C (guard crush),236B, 2B>6A>214A, link 5C(1)... [https://youtu.be/uBMPJ0GObQU?t=1183 Source: TORU] | ||
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=== Leader Combos === | === Leader Combos === | ||
*Corner combo into [4],6A, 2A(whiff, for timing),2C,236236E link 214B-6C cancel 214D-6C cancel 236B, delay 2C>214B-6C cancel 214D-6C cancel 623C, 623Cx4, 2A(whiff, for timing), 2C>214B-6C, link 236236P | *Corner combo into [4],6A, 2A(whiff, for timing),2C,236236E link 214B-6C cancel 214D-6C cancel 236B, delay 2C>214B-6C cancel 214D-6C cancel 623C, 623Cx4, 2A(whiff, for timing), 2C>214B-6C, then: | ||
**nothing: BnB ender. You will use the above combo a lot, this is your corner LDM bnb. | |||
**link 236236P: only works if the 214B-6C hit as high as possible. | |||
*5C(2)>214P or 5C(2)>623C(mash trap) or 41236P (only one hit hits): resets or a little extra damage, only works if the 214B-6C hit as high as possible. | |||
*Corner combo into 236236E link 5C(far, 2 hits), [4],6A, 2A whiff (for timing), 2C>214B-6C cancel 214D-6C cancel 236B, immediate 2C>214D-6C cancel 623C, start 623C loop: a variation to the above combo if the starter was against a standing opponent. If you can, avoid this combo since it allows saving shift right after activation and deals less damage - but sometimes you just need to use this one, eg. if you hit with 2B>2B>6A. | *Corner combo into 236236E link 5C(far, 2 hits), [4],6A, 2A whiff (for timing), 2C>214B-6C cancel 214D-6C cancel 236B, immediate 2C>214D-6C cancel 623C, start 623C loop: a variation to the above combo if the starter was against a standing opponent. If you can, avoid this combo since it allows saving shift right after activation and deals less damage - but sometimes you just need to use this one, eg. if you hit with 2B>2B>6A. | ||
* | *Midscreen combo into LDM, 5C(far, 2 hits),[4],6A, hyperhop delay j.D,\/, 214B-6C cancel 236D-6C cancel 214B-6C cancel 623C, start 623C loop: the most important corner carry combo. This is a difficult combo that needs practice to master. The hyperhop should come as early as possible and the j.D timing is essential - if both of these factors are used perfectly (~ 3F timing), the 236D-6C will hit, otherwise it will miss. | ||
* | *Back-to-corner combo into LDM, 5C(far, 2 hits), [4],6A cancel 236B, delay 2A,214D-6E (opponent flies over you) cancel 236B link 236236P(, shift out): bread n butter midscreen LDM combo. This is only used if the one that moves the opponent to the corner would not work (which is rare). Note that the super at the end costs no meter since it is still performed during LDM. | ||
* | *Close to corner combo into [4],6A, hyperhop delay j.D,\/,236236E, 214B-6C cancel 214D-6C cancel 236B, 2C>214B-6C cancel 214D-6C cancel 623C, start 623C loop: a useful variation if you are too far away for 2C after the [4],6A, but still close enough for the 214B-6C to connect after the activation. This needs a bit of experience to eyeball. | ||
== Team Combos == | == Team Combos == |
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