This is a thread to post all your flight cancel fun.... for instance....
If I land df1 (no meter) pushing opponent into the corner, I jump over, reverse flight cancel, vertical jump, and land on their wake up. EDIT(D+2 puts you in the corner. D, then 2, puts the opponent in the corner). This works better the higher the juggling db1 lands.... 33 is a little more consistent on forcing the 50/50, and not letting ppl walk out of the corner.
Some times I try a soft reset mid combo by ending the combo with 13 fly cancel, dash forward, reverse fly cancel, jump in from behind. (it loses to tech rolls, but is usually good to keep the opponent on the defensive)
I've also seen people end not-so-long corner combos with 33/df1. Then, while the opponent is down, 13 backwards fly cancel and some how end up on the opponents other side.
Jump in 1, fly cancel, jump in 2. Good for pressuring people. (If your going to fly cancel anyways, it might be worth mashing 1 right as you jump, then fly cancel your protected jump.)
Any other suggestions?
If I land df1 (no meter) pushing opponent into the corner, I jump over, reverse flight cancel, vertical jump, and land on their wake up. EDIT(D+2 puts you in the corner. D, then 2, puts the opponent in the corner). This works better the higher the juggling db1 lands.... 33 is a little more consistent on forcing the 50/50, and not letting ppl walk out of the corner.
Some times I try a soft reset mid combo by ending the combo with 13 fly cancel, dash forward, reverse fly cancel, jump in from behind. (it loses to tech rolls, but is usually good to keep the opponent on the defensive)
I've also seen people end not-so-long corner combos with 33/df1. Then, while the opponent is down, 13 backwards fly cancel and some how end up on the opponents other side.
Jump in 1, fly cancel, jump in 2. Good for pressuring people. (If your going to fly cancel anyways, it might be worth mashing 1 right as you jump, then fly cancel your protected jump.)
Any other suggestions?
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