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*Corner Combo in 214B (knockdown) > 623A, then: | *Corner Combo in 214B (knockdown) > 623A, then: | ||
**slight delay 2B (card hits)> hit confirm 5D: the low option. The 5D automatically hits players rolling forward. The delay on 2B is necessary to turn the j.C / 2B into a true 50/50, otherwise people will just block low, then high and cover both options. | **slight delay 2B (card hits)> hit confirm 5D: the low option. The 5D automatically hits players rolling forward. The delay on 2B is necessary to turn the j.C / 2B into a true 50/50, otherwise people will just block low, then high and cover both options. | ||
**Smalljump up instant j.C (card hits), \/, hit confirm 5D: the overhead option. if you time it perfectly you land in time to punish a forward roll with 5D. | **Smalljump up instant j.C (card hits), \/, hit confirm 5D: the overhead option. if you time it perfectly you land in time to punish a forward roll with 5D against Ryo, Kim, Maxima, Duo Lon (because they wake up slower) and Yuri + all console characters except Geese (because their front roll is longer). | ||
**Smalljump Back instant j.A (card hits), 2D>6A>214C... (Note: character specific, only against taller crouching characters) | **Smalljump Back instant j.A (card hits), 2D>6A>214C... (Note: character specific, only against taller crouching characters) | ||
**Block or roll or backdash (Opponent attempted a reversal, card hits in air) > 3A>214B... | **Block or roll or backdash (Opponent attempted a reversal, card hits in air) > 3A>214B... |
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