Diskussion:Cheng(RB2)

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C_Austrila aus Hong Kong erklärt Competitive Cheng

how to be solid at close range Firstly, when jump attack land following 2 sets of mix up. A then C is combo or A then A low jump or A vertical low jump C. The other mix up of 4 choices are 2A or B then 2C cancelled with feints or other moves. CC or C cancelled with feints or 214C or big roll are the most safety approach. double orb attack(6A) and low jump C are risky but rewarding. Secondly, when jump attack land very close followed 2 sets of mix up. A then C for hitting below or low jump C for cross over or even collapse of Creation (P-power 412369C)for 'the back or front half chance attack'(move forward or backward).This P-super can also be applied on the mix up of 4B and 6B. As mentioned before, high fireball protects Cheng from jumping into the opponent. It is the condition for far B to be a successful poke. 236B then fireball or 4B then small roll are both connected and kara cancellable. Of course you can always use 214A cancelled with flexible Geezer or 4A then fireball or small roll towards aggressive opponent. At last these are some habit of mine. I cancel normals with only 2A+C or 214C since it gives me charge up for belly Blast as I can mix up with jumpto confuse opponent. Feint move(6A+C)is only used for investment on opponent falling on ground. either you gain time for setting up low jump C or you get a free meal with big roll for someone doingD recovery.

This time hope everyone can enjoy being 'the mentalist' with Cheng. Afterall it is why I am into the FFRB2.