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**'''5C(f) or 6B or walk forward>2C, then delay LDM''' | **'''5C(f) or 6B or walk forward>2C, then delay LDM''' | ||
'''Kula & Kdash''' | |||
*Corner 5C(2)>236A, 214B delay 6B, 623C(1) QS K j.D,\/,backdash, 2363214E: The so-called "Impossible Combo". To make the 623C QS easier, make sure to pre-buffer its motion during the 6B-followup to 214B already. This is also why you need to delay the followup a bit, otherwise the 623C will connect too early. | |||
*Corner 5C(2)>236A, 214B-6B, delay 623A QS K j.A whiff,\/, backdash, 2363214E: a variation from Kyuntakuya that does more damage but builds a little less meter. You can either delay the 6B-followup to 214B, or the 623A, or both - your goal is to hit the 623A as high as possible but still with the first, shiftable hitbox. | |||
*Midscreen 5C(2)>214B-6D QS K j.E whiff, then... | |||
**236A-6D, sj.D,\/,2363214E: typical midscreen LDM combo setup. If you are somewhat close to the corner when doing the superjump D, you can add j.214B after and still get the LDM. | |||
**2A whiff 3D link 236236A: tight combo with good damage. | |||
'''Gato & Kdash''' | '''Gato & Kdash''' | ||