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== Combos == | |||
''Note: all Combos were provided by SenseiEnrique.'' | |||
===Basic Combos=== | |||
*2B>2A, then: | |||
**236A | |||
**2363214B | |||
*j.214C (against grounded opponent), then: | |||
**2A>236A | |||
**2363214B | |||
*j.214C (against airborne opponent low to the ground), then: | |||
**236A | |||
**236321D | |||
* midscreen (j.B/j.C/j.D) 5C/5D>6A>623D, then: | |||
**236A | |||
**41236D | |||
**walk forward, 2363214D | |||
**dash up, 421B(1)> super cancel 2141236E | |||
*midscreen 623P, then: | |||
**236C | |||
**41236D | |||
**6B, 236A | |||
**6B, 2363214D | |||
**hyperhop C/ hyperhop D | |||
**dash up, 421D(2) super cancel 2141236E | |||
*5C(f)(2), then: | |||
**41236B | |||
**2363214B | |||
*236236P>dreamcancel 2141236E (you can wait until the second to last hit (17) before dreamcanceling) | |||
*(j.B/j.C/j.D)5D>236236P(>dream cancel 2141236E) | |||
*Corner 2C/5C/5D>6B, link 236236P(>dream cancel 2141236E) | |||
*Corner after 623P or (j.B/j.C/j.D)5C/5D>6A>623D: | |||
*delay 6B>delay cancel j.214C, 6B, then: | |||
**j.C | |||
**41236D | |||
**2363214D | |||
**5A/5C (if the opponent is not too high) | |||
===Special Combos=== | |||
*Corner juggle combo (very hard): after 623P or (j.B/j.C/j.D)5C/5D>6A>623D max delay 6B>delay cancel j.214C, delay 6B>delay cancel j.214C, 6B, then: | |||
**j.C | |||
**41236D | |||
**2363214D | |||
*opponent cornered, max distance 236A (Counter hit), 2A or 2363214D | |||
*opponent cornered, 236C (Counter hit), then: | |||
**2363214D or 2A (if 236C was a little closer than half screen) | |||
**41236D or 214K (if 236C was a little further back) | |||
**6B(>delay cancel j.214C, 6B) into finisher (if 236C was almost full screen) | |||
*opponent cornered, Kensou full screen 214A, run up super jump C/D, go into corner juggle combo | |||
===Team Combos=== | |||
'''Universal Shift Combos, Midscreen:''' | |||
*j.B/j.C/j.D, 5C/5D>6A>Shift or 623D(2)>Shift | |||
*Shift to Kensou>j.D>5D>41236B | |||
*(if the attack before didn't push opponent back too far)Shift to Kensou>j.A/j.B, 5C/5D>6A>Shift or 623D>juggle combo | |||
*5C(f)(2)>Shift | |||
*Shift to Juggle anywhere moves: 623P, then: | |||
**(6B), 5D(f)>Shift | |||
**dash up 421B(2)>Shift | |||
*(j.B/j.C/j.D)5C/5D>6A>623D(1)>Shift (character will land behind opponent) | |||
'''Universal Shift Combos, Corner''' | |||
*Shift to Kensou>j.C/j.D, 5C/5D>6A>623D, delay 6B>delay cancel j.214C, 6B, j.C shift bnb in the corner, deals very high stun | |||
*Corner Juggle Combo, finish with 421D>Shift to Character with juggle anywhere move or low startup move (9F or less) | |||
'''K' & Kensou:''' | |||
*Kensou combo into 623D(2)>Shift to K', superjump forward D, LDM | |||
*Kensou combo into 623D(1)>Shift to K', side switch, LDM (very easy to time) | |||
*Kensou 623P(, 6B), 5D(f)>Shift to K', LDM (6B makes timing easier) | |||
*K' corner j.C, 5C(2)>6B>623C(1)>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher) | |||
*after Kensou corner juggle combo, finish with 421D(1)>Shift to K'>j.D, backdash LDM | |||
*Kensou corner (j.B/j.C/j.D)5C/5D>6A>623D>Shift to K', then: | |||
jump back D, LDM | |||
whiff j.E, 2A>kara cancel 3D, 5A(c), walk back LDM | |||
whiff j.E, smalljump back 236D, 5A(f), LDM | |||
*Kensou corner j.C/j.D, 5C/5D>6A>Shift to K'>K' corner bnb, but with 3 j.214B (Stun against Character with 1.0 stun multiplier or higher) | |||
*Kensou corner juggle combo (very hard variant) if the opponent is low enough after final 6B: | |||
214D>Shift to K'>j.D, j.214B 4x (Stun against Character with 1.0 stun multiplier or higher, very difficult) | |||
*Kensou cornered, combo into 2363214D>Shift to K', 2A>kara cancel 3D>j.214B, 5A(f), j.214B, LDM | |||
'''Gato & Kensou''' | |||
*Kensou close to corner, combo into 2363214K>Shift to Gato, 214B>214B up to 6 times then finisher (7 with correct height and perfect timing) | |||
*Kensou Corner (j.B/j.C/j.D)5C/5D>6A>623D(2)>Shift to Gato, 214B>214B up to 5 times then finisher | |||
*Gato corner (j.C/j.D, 2C/5C or j.B, 2B, 5C)>236C>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher) | |||
*Gato corner j.D, 2B, 5C>236C>Shift to Kensou>j.C/j.D>5C/5D>6A>623D, 6B, j.C (Stun against Character with 1.0 stun multiplier or higher) | |||
*Kensou combo into 623D(1)>Shift to Gato, side switch, 236236B(>dreamcancel LDM) | |||
'''Mary & Kensou''' | |||
*Mary corner j.C/j.D, 2C/5C(2)>6B>[4]6D>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher) | |||
*Kensou close to corner combo into 2363214K>Shift to Mary, 6B 2nd hit whiffs>623D>623D | |||
'''King & Kensou''' | |||
*King corner j.D, 5D(2)>3D>Shift to Kensou>corner bnb (Stun against Character with 1.0 stun multiplier or higher) | |||
'''Oswald & Kensou''' | |||
*Kensou corner combo into 623D(2)>Shift to Oswald, back dash, 3A>236B>236A>236B>236E (Ace) | |||
*Kensou combo into 623D(1)>Shift to Oswald, side switch, LDM | |||
'''Ryo & Kensou''' | |||
*Kensou combo into 623D(2)>Shift to Ryo, LDM | |||
*Kensou close to corner combo into 2363214K>Shift to Ryo, 214A late hit, then: | |||
**LDM | |||
**214A, 623C | |||
*Ryo corner j.C/j.D, 5C/5D>6A>Shift to Kensou, corner bnb (Stun against Character with 1.0 stun multiplier or higher) | |||
'''Ralf & Kensou''' | |||
*Ralf corner combo into 623P>Shift to Kensou, whiff 5E, LDM (unscale) | |||
'''Malin & Kensou''' | |||
*Kensou corner 623P, 2A>kara cancel 214B(second hit only)>Shift to Malin, 1F Jump, LDM (unscale) | |||
== Matchups == | == Matchups == |
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