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* 100% curse | * 100% curse | ||
3C > JD > 5A > 6B > J6D | 3C > JD > 5A > 6B > J6D<br> | ||
3C > J2A Dive Cancel > 5D > JA > JC > JD | 3C > J2A Dive Cancel > 5D > JA > JC > JD<br> | ||
Dive Cancel > 5B > JA > JC > J2A Dive Cancel > 5D > JA > JC > JD | Dive Cancel > 5B > JA > JC > J2A Dive Cancel > 5D > JA > JC > JD<br> | ||
Close JD > 5D > JA > JC > JD | Close JD > 5D > JA > JC > JD<br> | ||
Quote: | Quote:<br> | ||
Punish with this if you can. 100% curse | Punish with this if you can. 100% curse<br> | ||
Anti-Air/Air-to-Air Curse Building Combos: | Anti-Air/Air-to-Air Curse Building Combos:<br> | ||
2B CH > 5D > J4B > 5A > 6B > J6D | 2B CH > 5D > J4B > 5A > 6B > J6D<br> | ||
5C Normal Hit> JA > JC > J2A Dive Cancel > 5D > J6B > JA > JC > JD | 5C Normal Hit> JA > JC > J2A Dive Cancel > 5D > J6B > JA > JC > JD<br> | ||
5C FC > JD > 5D > JA > JC > JD | 5C FC > JD > 5D > JA > JC > JD<br> | ||
Quote: | Quote:<br> | ||
Timing of JD is really hard here. 100% curse | Timing of JD is really hard here. 100% curse<br> | ||
JA (air to air)> J6A/B/C > (JC) > JA > JB > JC > JD | JA (air to air)> J6A/B/C > (JC) > JA > JB > JC > JD<br> | ||
J6A/B/C (air to air) > (JC) > JA > JB > JC > JD | J6A/B/C (air to air) > (JC) > JA > JB > JC > JD<br> | ||
Air Throw > JD > 5D > JA > JC > JD | Air Throw > JD > 5D > JA > JC > JD<br> | ||
Quote: | Quote:<br> | ||
JD is done as low to the ground as possible. 100% curse | JD is done as low to the ground as possible. 100% curse<br> | ||
* Very high Air Throw > J2A > J2C dive cancel > 5D> JA > JC > JD | * Very high Air Throw > J2A > J2C dive cancel > 5D> JA > JC > JD | ||
* Use when too high to hit with JD on the way down. | * Use when too high to hit with JD on the way down. | ||
Situational Curse Building Combos: | Situational Curse Building Combos:<br> | ||
236236C > 5D > JA > JC > JD | 236236C > 5D > JA > JC > JD<br> | ||
Quote: | Quote:<br> | ||
Adjust left/right to bounce opponent higher to allow time to hit with 5D. Can't adjust beam on tager. | Adjust left/right to bounce opponent higher to allow time to hit with 5D. Can't adjust beam on tager.<br> | ||
214214D > walk forward 5D > JC > JD | 214214D > walk forward 5D > JC > JD<br> | ||
Ground Throw > 23236C > 5D > JA > JC > JD | Ground Throw > 23236C > 5D > JA > JC > JD<br> | ||
Gold Burst > 5D > JA > JC > JD | Gold Burst > 5D > JA > JC > JD<br> | ||
Quote: | Quote:<br> | ||
Very hard when opponent is too far. Dive-cancel variations possible also. | Very hard when opponent is too far. Dive-cancel variations possible also.<br> | ||
J6D > 3C > 236236C > 5D | J6D > 3C > 236236C > 5D<br> | ||
Quote: | Quote:<br> | ||
Tager Variation J6D > 3C > JD > 5A > 6B> J6D | Tager Variation J6D > 3C > JD > 5A > 6B> J6D<br> | ||
Counter Assault > 236236C > 5D> JA > JC > JD | Counter Assault > 236236C > 5D> JA > JC > JD<br> | ||
Quote: | Quote:<br> | ||
requires 100% heat. Dive-cancel variations possible | requires 100% heat. Dive-cancel variations possible<br> | ||
CH/FC Curse Building Combos: | CH/FC Curse Building Combos:<br> | ||
5D CH > JD > 5D > JA > JC > JD | 5D CH > JD > 5D > JA > JC > JD<br> | ||
Quote: | Quote:<br> | ||
If you go into fever after 5D, D bug will connect after JD and you can go into loops. 100% curse | If you go into fever after 5D, D bug will connect after JD and you can go into loops. 100% curse<br> | ||
FAR 2C FC > 5D > JA > JC > J2A Dive cancel > 5D > JA > JC > JD | FAR 2C FC > 5D > JA > JC > J2A Dive cancel > 5D > JA > JC > JD<br> | ||
Quote: | Quote:<br> | ||
100% curse | 100% curse<br> | ||
MIDDLE 2C FC > 6A > 5D > JA > JC > J2A Dive cancel > 5D > JA > JC > JD | MIDDLE 2C FC > 6A > 5D > JA > JC > J2A Dive cancel > 5D > JA > JC > JD<br> | ||
Quote: | Quote:<br> | ||
100% curse | 100% curse<br> | ||
NEAR 2C FC > 5A * 1-2> (JA> JC > J2A Dive Cancel > 5D) * 3 | NEAR 2C FC > 5A * 1-2> (JA> JC > J2A Dive Cancel > 5D) * 3<br> | ||
Quote: | Quote:<br> | ||
100% curse | 100% curse<br> | ||
JC FC > CPQ > 5D > JA > JC > J2A Dive Cancel > 5D > JA > JC > JD | JC FC > CPQ > 5D > JA > JC > J2A Dive Cancel > 5D > JA > JC > JD<br> | ||
Quote: | Quote:<br> | ||
100% curse | 100% curse<br> | ||
While Cursed Combo Starters: | While Cursed Combo Starters:<br> | ||
2A* 2> 6A Bug > 5C > 5C Bug > 5D Bug Down > 5D Bug Up > Loops | 2A* 2> 6A Bug > 5C > 5C Bug > 5D Bug Down > 5D Bug Up > Loops<br> | ||
Quote: | Quote:<br> | ||
Use 3A>3A>5CD to release D bug | Use 3A>3A>5CD to release D bug<br> | ||
6A > 2B > 2A > 5C > 5C Bug > 5D Bug Down > 5D Bug Up > Loops | 6A > 2B > 2A > 5C > 5C Bug > 5D Bug Down > 5D Bug Up > Loops<br> | ||
Quote: | Quote:<br> | ||
hold A after 6A > 3B > 6A Bug > 2A > 5CD to release D bug | hold A after 6A > 3B > 6A Bug > 2A > 5CD to release D bug<br> | ||
JC >5C Bug > JD > 5D Bug Down > 5D Bug Up > Loops | JC >5C Bug > JD > 5D Bug Down > 5D Bug Up > Loops<br> | ||
Quote: | Quote:<br> | ||
used for mixup from 6A string, C bug must be hold before JC | used for mixup from 6A string, C bug must be hold before JC<br> | ||
JC > 5C Bug > J214C > 5D Bug Down > 5D Bug Up > Loops | JC > 5C Bug > J214C > 5D Bug Down > 5D Bug Up > Loops<br> | ||
Quote: | Quote:<br> | ||
used for mixup from 6A string, C bug must be hold before JC | used for mixup from 6A string, C bug must be hold before JC<br> | ||
JC > 5C Bug > J214B > 5D Bug Down > 5D Bug Up > Loops | JC > 5C Bug > J214B > 5D Bug Down > 5D Bug Up > Loops<br> | ||
Quote: | Quote:<br> | ||
used for mixup from 6A string, C bug must be hold before JC, stabilizing variation | used for mixup from 6A string, C bug must be hold before JC, stabilizing variation<br> | ||
2B > 4B Bug > 6C Set 1 > 6C Bug > 5C Set 2 > 2C Set 3 > 5D Bug Down > 5D Bug Up > Loops | 2B > 4B Bug > 6C Set 1 > 6C Bug > 5C Set 2 > 2C Set 3 > 5D Bug Down > 5D Bug Up > Loops<br> | ||
Quote: | Quote:<br> | ||
1B then 6C set is 6C > 5CD > 2C to get the D bug timing | 1B then 6C set is 6C > 5CD > 2C to get the D bug timing<br> | ||
3A > CPQ > 6A bug > 5C bug > 5D Bug Down > 5D Bug Up | 3A > CPQ > 6A bug > 5C bug > 5D Bug Down > 5D Bug Up<br> | ||
Quote: | Quote:<br> | ||
CPQ+5CD together for crossup A bug | CPQ+5CD together for crossup A bug<br> | ||
Throw > 5D Bug Down > 5D Bug Up > Loops | Throw > 5D Bug Down > 5D Bug Up > Loops<br> | ||
Quote: | Quote:<br> | ||
Adjust with 4/6D Bug in corners | Adjust with 4/6D Bug in corners<br> | ||
Air Throw > 5D Bug Down > 5D Bug Up > Loops | Air Throw > 5D Bug Down > 5D Bug Up > Loops<br> | ||
Air Throw > J6C > 236C > 6D Bug Down > D Bug Up > Loops | Air Throw > J6C > 236C > 6D Bug Down > D Bug Up > Loops<br> | ||
<br> | |||
Loops: | Loops:<br> | ||
J6C > 236C > 6D Bug*N | J6C > 236C > 6D Bug*N<br> | ||
Quote: | Quote:<br> | ||
Can change sides during combos by teleporting | Can change sides during combos by teleporting<br> | ||
J2A Dive > J2C Dive > 5C Bug > 5D Bug*N | J2A Dive > J2C Dive > 5C Bug > 5D Bug*N<br> | ||
Quote: | Quote:<br> | ||
Adjust D bug near corners with 4/6 | Adjust D bug near corners with 4/6<br> | ||
(Corner)236C > 6C Bug > 6D Bug Down > JC during D bug Down > 214C > D Bug Up | (Corner)236C > 6C Bug > 6D Bug Down > JC during D bug Down > 214C > D Bug Up<br> | ||
Quote: | Quote:<br> | ||
note C bug hits first before 6D bug down, release both 6CD together midway through, also works mid screen but not on smaller characters | note C bug hits first before 6D bug down, release both 6CD together midway through, also works mid screen but not on smaller characters<br> | ||
Loop Enders | Loop Enders<br> | ||
D Bug Down > 6D > 236D > D Bug Up | D Bug Down > 6D > 236D > D Bug Up<br> | ||
D Bug Up > 236C > 6C Bug > 6D Bug Down > Low to Ground 236D > 6D > Low to Ground 236D | D Bug Up > 236C > 6C Bug > 6D Bug Down > Low to Ground 236D > 6D > Low to Ground 236D<br> | ||
(Corner)D Bug Up > J2A Dive > J2C Dive(whiff) > 6C Bug > 6D Bug Down > 6D Bell Bug > 236D > D Bug Up > off the ground 6B Bug > 2D | (Corner)D Bug Up > J2A Dive > J2C Dive(whiff) > 6C Bug > 6D Bug Down > 6D Bell Bug > 236D > D Bug Up > off the ground 6B Bug > 2D<br> | ||
D Bug Up > 236236C > 236236C | D Bug Up > 236236C > 236236C<br> | ||
Quote: | Quote:<br> | ||
100% but does most damage | 100% but does most damage<br> |
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