Works even from midscreen, but is very hard. It's Late (CH), K Pilebunker, K Pilebunker, 2D.It's Late (CH), K CWH, 6H, P CWH, jP>jK>jD.The brutal ground bounce can be followed up with whatever you like It's Late will counter hit people trying to throw it on wakeup. Other useful strings include jS>jK>jS and jK>jP>jKįor damage, you simply Roman Cancel Mappa and go into the above combo. Some characters are harder to hit with this as well, try delaying the first jD. This is the standard one, but if you have hits before CWH, the second air string will likely drop. Slayer has quite a bit of variety to his air combos. K CWH, 5H jc jS>jH>jD>j2K,jK jc jS>jH>jD.Mind the spacing! You also want to avoid being careless with 2D it's very unsafe on block at that range. On a crouching opponent, you get slightly more hits before a knockdown: K Mappa deals slightly more damage but leaves you at less advantage, particularly if the opponent is close by. Knockdowns are preferably but hard to get without a crouching opponent. Spacing dictates your combo options heavily. TK K Pile - dash cancel into K Pilebunker, 2147K~P.For example D becomes 236D > = cancel into the next attack, = link the next attack after preceding move's recovery jc = jump cancel hjc = high jump cancel (N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S) (move) = whatever's listed in the parentheses is optional If you have notations that are not listed here but are necessary, feel free to add them as you see fit. Numbers represent direction on a keyboard numpad.
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