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*'''2B/2A>2A>3A>Quick Shift:''' a very useful quick shift setup that can be used from various ranges. | *'''2B/2A>2A>3A>Quick Shift:''' a very useful quick shift setup that can be used from various ranges. | ||
*'''midscreen crossup (eg. j.C,2B, | *'''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 (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. | **'''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. | ||
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**'''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. | **'''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 | *'''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: | ||
**'''delay | **'''delay 236A>214B,''' start card Okizeme | ||
**'''2363214A,''' | **'''2363214A,''' immediate QuickShift or kill with the Super, then use 623A card okizeme for the next incoming opponent | ||
**'''link 3A>214B>236C>214B:''' hard combo that requires the very first 3A>214B to hit as high as possible. | **'''link 3A>214B>236C>214B:''' hard combo that requires the very first 3A>214B to hit as high as possible. | ||
**'''link 236B>236A>214B:''' hard combo that can be done if the very first 3A>214B hits high, but not high enough for another 3A. The "link 236B" part is hard because it cannot be pre-buffered (doing it early will result in the 214B still becoming part of the rekka chain from before) - try pushing the button for the motion once your opponent is very low already, about the height of Oswald's head or even lower. | **'''link 236B>236A>214B:''' hard combo that can be done if the very first 3A>214B hits high, but not high enough for another 3A. The "link 236B" part is hard because it cannot be pre-buffered (doing it early will result in the 214B still becoming part of the rekka chain from before) - try pushing the button for the motion once your opponent is very low already, about the height of Oswald's head or even lower. |
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