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**'''delay 214C,236B,236E:''' Ace Setup with tricky timing. The combo must not end in the corner for this to work. | **'''delay 214C,236B,236E:''' Ace Setup with tricky timing. The combo must not end in the corner for this to work. | ||
*'''Corner Crossup (after throw or on incoming) (j.C,\/,)2B,2A,(3A,)214C,236B/236D,236A (Whiff), (Opponent flies back into the corner), 3A>214B,then: | *'''Corner Crossup (after throw or on incoming) (j.C,\/,)2B,2A,(3A,)214C,236B/236D,236A (Whiff), (Opponent flies back into the corner), delay 3A>214B,then: | ||
**delay 236C,214B, start card Okizeme | **'''delay 236C,214B,''' start card Okizeme | ||
**2363214A, immediately quickshift or kill with the super | **'''2363214A,''' immediately quickshift or kill with the super | ||
**'''link 3A>214B>236C>214B: hard combo that requires the very first 3A>214B to hit as high as possible. | |||
**'''link 236B>236A>214B: hard combo that can be done if the very first 3A>214B hits high, but not high enough for another 3A. The "link 236B" part is hard because it cannot be pre-buffered (doing it early will result in the 214B still becoming part of the rekka chain from before) - try pushing the button for the motion once your opponent is very low already, about the height of Oswald's head or even lower. | |||
*'''From further away 2B>2A>3A>236A(whiff)>236A:''' fancy situational combo that is rarely seen. Used in case you are too far away for the BnB, but hit with 2B,2A.. | *'''From further away 2B>2A>3A>236A(whiff)>236A:''' fancy situational combo that is rarely seen. Used in case you are too far away for the BnB, but hit with 2B,2A.. |
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