21.992
Bearbeitungen
(→Combos) |
|||
| Zeile 234: | Zeile 234: | ||
== Combos == | == Combos == | ||
* | ''Combos provided by AD_Ryan unless otherwise stated'' | ||
=== Basic Combos === | |||
'''Midscreen:'''<br> | |||
*2B>2A>[2],8B/D | |||
*2B>2A>236236K | |||
*41236A>j.E | |||
*41236A>[4],6A | |||
*41236A>super cancel 236236P (you can then run across the screen for more juggles & corner carry) | |||
'''Corner:''' | |||
*j.D>5C, [4],6A, link 236236K | |||
*41236A>4D>j.E | |||
*41236A>[2],8D | |||
===LDM Combos (Sans Culottes)=== | |||
'''Notes:'''<br> | |||
''LDM Starters: [j.D,\/,LDM] or [41236A, dash, LDM] or 236236K SC LDM''<br> | |||
''LDM Input:'' either A>B>C>D or hold A+B+C and press D (better and easier) | |||
''After activation you want to use a Flash kick to juggle, which version (B or D) depends on the opponents height at activation.''<br> | |||
''If you activate LDM while the opponent is grounded you always want to follow up with the B version, whereas if the opponent was in a juggle state during activation the D version can be more consistent.'' | |||
'''LDM Combos:'''<br> | |||
*Midscreen activate, then 2-8B>4,6A, then... | |||
**236236E: costs another Bar, but seals the opponents special moves & command normals temporarily | |||
**236236A: does not combo but sets up pressure without having to spend additional meter | |||
*Corner [2-8B,\/,2-8B>4D>]x5,2-8B,\/, [2],8D, then... | |||
**End the combo here | |||
**QS to another character | |||
**another LDM activation > repeat loop | |||
===Other Combos=== | |||
*41236A, 5E kara cancel 236263K, QS Oswald, land, 214C>236B>236E (ACE), see clip from [https://twitter.com/ontortita/status/1722641998144737496 Tortiita]. Needs a delay on either the 236236K or the 214C. | |||
== Special Attributes & Bugs == | == Special Attributes & Bugs == | ||