Ash Crimson(KOFXI): Unterschied zwischen den Versionen

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''LDM Input:'' either A>B>C>D or hold A+B+C and press D (better and easier)
''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>
''After activation you want to use 2-8K to juggle, which version (B or D) depends on the opponent's 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.''
''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>
'''LDM Combos:'''<br>
*Midscreen activate, then 2-8B>4,6A, then...
*Midscreen LDM activation, then 2-8B/D>4,6A, then...
**236236E: costs another Bar, but seals the opponents special moves & command normals temporarily
**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
**236236A: does not combo but sets up pressure without having to spend additional meter


*Corner 2-8B,\/,2-8B>4D>2-8B,\/,[2-8D>4D>2-8B,\/]x4, [2],8D, then...
*Corner LDM activation > 2-8B/D,\/,2-8B>4D>2-8B,\/,[2-8D>4D>2-8B,\/]x4, [2],8D, then...
**End the combo here
**End the combo here
**QS to another character
**QS to another character
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