The only reason I list Burn Knuckle (qcf + A) as a combo ender is because it's much easier to cancel from df + C than Power Charge (hcf + B). cr.B, qcf + A > qcf + B (As cr.B is not cancelable, qcf + A will chain into a normal attack.).You can omit the df + C after a jump-in midscreen to connect it. Usually the only situations where it doesn't connect is either of the first two combos I listed after a jump-in if you include the df + C. This does the best damage and forces a slam, so you can set up whatever you want a crossup, meaty, short hop mixup, whatever. This only does a bit more damage than the above, and is a normal knockdown, which means they have the choice to roll or stay down. Cancel (>) into C Rising Tackle (dp + C).sj.D, which is the least damage, but forces a reset and puts you right next them with a lot of advantage.dp + C (Must cancel from previous move.)Īnytime you land a B Power Charge (hcf + B), you have 3 options:.cl.D > f + A (2 hits) > B Power Charge (hcf + B), sj.D.(S)DM B High Angle Geyser (qcf qcf + B).(S)DM D High Angle Geyser (qcf qcf + D).cl.D / cl.C (2 hits) > df + C (optional) >.Some standard combos everyone should know.
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