Oswald(KOFXI): Unterschied zwischen den Versionen

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*'''midscreen crossup (eg. j.C,2B,)2A,214C(2),236D,236A (whiff), turn around delay 3A, then:
*'''midscreen crossup (eg. j.C,2B,)2A,214C(2),236D,236A (whiff), turn around delay 3A, then:
**'''214A/C,214D,236A(whiff):''' Basic midscreen crossup setup into knockdown. The 236A at the end is to build meter - leaving it away will make Oswald recover slightly faster.
**'''214A/C,214D,236A(whiff):''' Basic midscreen crossup setup into knockdown. The 236A at the end is to build meter - leaving it away will make Oswald recover slightly faster.
**'''214D,236A/C,214B:''' Midscreen-into-corner setup. Can start card Okizeme after.
**'''214D (corner reached), delay 236A,214B:''' Midscreen-into-corner setup. Can start card Okizeme after. Note: in this and other combos with a 236P>214B ender, 236A is used over 236C - same damage and meter game, but easier because it has less startup.
**'''delay 214C,236B,236E:''' Ace Setup with tricky timing. The combo must not end in the corner for this to work.
**'''delay 214A,236B,236E:''' Ace Setup with tricky timing. The combo must not end in the corner for this to work. You want to hit your opponent as high as possible, while still comboing into 236B. If you hit them too low, it will not be an ace. When you see the hit will be too high or low, convert into the combo below.
**'''delay 214A,214D(>236A whiff):''' hard knockdown ender in case you cannot get an Ace. The 236A whiff increases overall recovery a little, but builds extra meter.


*'''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:
*'''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:
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