Vanessa(KOFXI): Unterschied zwischen den Versionen

1.892 Bytes hinzugefügt ,  24. Juni 2023
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=== Leader Combos ===
=== Leader Combo Starters===


*midscreen combo in C(2 hits),6A,236236E, C(far, 2 hits), [4],6A cancel 236B, delay 2A,214D-6E cancel 236B, 236236P, shift out
*midscreen combo into 5C(2 hits) or 5D(2 hits),6A,236236E: To get this to work, you need to input the combo as 5C>236A>236E. This becomes extra hard when having to make a microwalk before the 5C, eg. after a shift-in. In this situation, using 5D(2) is advised, since its activation range is bigger and no micro walk is required at all.


*midscreen combo in C(2 hits),6A,236236E, [4],6A-236B,2A-214D-6C-236B-2C-236B (Crossup)...
*midscreen combo in C(2 hits),6A,236236E, [4],6A-236B,2A-214D-6C-236B-2C-236B (Crossup)...
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*A Stylish combo against standing opponent from [https://youtu.be/C9iYIdF2vaU?t=5801 BZR]
*A Stylish combo against standing opponent from [https://youtu.be/C9iYIdF2vaU?t=5801 BZR]
=== Leader Combos ===
*Corner combo into [4],6A, 2A(whiff, for timing),2C,236236E link 214B-6C cancel 214D-6C cancel 236B, delay 2C>214B-6C cancel 214D-6C cancel 623C, 623Cx4, 2A(whiff, for timing), 2C>214B-6C, link 236236P or 5C(2)>214P or 41236P: the basic corner LDM combo, you will be using this a lot. You can both shift the last 236236P super or before that the last 214P-6C before that, both is very useful to close out the combo.
*Corner combo into 236236E link 5C(far, 2 hits), [4],6A, 2A whiff (for timing), 2C>214B-6C cancel 214D-6C cancel 236B, immediate 2C>214D-6C cancel 623C, start 623C loop: a variation to the above combo if the starter was against a standing opponent. If you can, avoid this combo since it allows saving shift right after activation and deals less damage - but sometimes you just need to use this one, eg. if you hit with 2B>2B>6A.
*midscreen combo into LDM, 5C(far, 2 hits), [4],6A cancel 236B, delay 2A,214D-6E (opponent flies over you) cancel 236B link 236236P(, shift out): bread n butter midscreen LDM combo. This is only used if the one that moves the opponent to the corner would not work (which is rare).
*midscreen combo into LDM, 5C(far, 2 hits),[4],6A, hyperhop delay j.D,\/, 214B-6C cancel 236D-6C cancel 214B-6C cancel 623C, start 623C loop: the most important corner carry combo.
*close to corner combo into [4],6A, hyperhop delay j.D,\/,236236E, 214B-6C cancel 214D-6C cancel 236B, 2C>214B-6C cancel 214D-6C cancel 623C, start 236C loop: a useful variation if you are too far away for 2C after the [4],6A, but still close enough for the 214B-6C to connect after the activation. This needs a bit of experience to eyeball.


== Team Combos ==
== Team Combos ==
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