Big Pampering
Warrior
Im gonna try it out, its probably unsafe like any other low hat setups.is standing 3 to low hat, safe on block? it seems to have enough push back
Im gonna try it out, its probably unsafe like any other low hat setups.is standing 3 to low hat, safe on block? it seems to have enough push back
As for the damage his best mid screen combo is,man, does somebody know any midscreen BnB without meter that does around the same damage as the spin-jkick-divekick- 1-24grab? I just hate the combo as it leaves you at less advantage than ending it with a spin like in the older combo. I like to end the combo with the 4grab but sometimes you cant get the link and I dont want to let people get out of the corner because it switches sides.
Thanks I am mostly using the f3 into spin ender combo right now for almost anything right now, like teleport 3/2 starter air to air combos and stuff. the grab combo is a punish combo only for me right now. And I dont quite understand what you mean with throwing a low hat right after you do the combo? doesnt the low hat whiff? if people use a wakeup attack they are going to punish it right? Anyway Im looking forward those strats. And I cant seem to find the stream for the tourney? what is it called?As for the damage his best mid screen combo is,
11,2 spin, jump-kick, dive-kick, jump-kick, 2, 4 grab (plus ▲) but this leaves u as u said with less advantage.
i prefer to not grab but instead tele-port (3). so u stand right infront his face and the damage follows.
also a good 1 is, 11,2 spin, jumpkick, divekick, roll, spin than immdiatly throw a low hat. 9 out of ten times pp think they can punish the low hat, but they can't. just block that and full punish. i have won a tournament with KL yesterday on ps3 and xbox. the stream will be shown here @testyourmight, ill post a link of some videos that show some advanced mind games not seen jet.
i think its supposed to whif, and that 9 out of 10 people think they can punish it, which he then blocks and punishes with full combo. sorry for butting in and sorry if im wrong. but i think thats what he meantAnd I dont quite understand what you mean with throwing a low hat right after you do the combo? doesnt the low hat whiff?r
That is some serious mindfuck.... thank you Im gonna use this. How did I not realise that.i think its supposed to whif, and that 9 out of 10 people think they can punish it, which he then blocks and punishes with full combo. sorry for butting in and sorry if im wrong. but i think thats what he meant
thanks, stream should be up this week. as mattman said, it whiffs almost every wake up if u connect the low hat right after f3, spin. i haven't test this on all the moves, but i know for sure that it won't work against retiles elbow dash. if u not grab/f3, spin in the end of the combo but teleport instead, u can get a 45% reset out of it.Thanks I am mostly using the f3 into spin ender combo right now for almost anything right now, like teleport 3/2 starter air to air combos and stuff. the grab combo is a punish combo only for me right now. And I dont quite understand what you mean with throwing a low hat right after you do the combo? doesnt the low hat whiff? if people use a wakeup attack they are going to punish it right? Anyway Im looking forward those strats. And I cant seem to find the stream for the tourney? what is it called?
congrats on your tourney win btw
Also if you dont end the combo in the grab, youre still sacrifing damage for pressure, in that case I still prefer the spin ender
Its stance specific.24spin.... Why does his whiff (the spin) so many times? You have to be REALLY close to the opponent. I thnk thats horrible..
How much does this combo do, do you know?As for the damage his best mid screen combo is,
11,2 spin, jump-kick, dive-kick, jump-kick, 2, 4 grab (plus ▲) but this leaves u as u said with less advantage.
i prefer to not grab but instead tele-port (3). so u stand right infront his face and the damage follows.
also a good 1 is, 11,2 spin, jumpkick, divekick, roll, spin than immdiatly throw a low hat. 9 out of ten times pp think they can punish the low hat, but they can't. just block that and full punish. i have won a tournament with KL yesterday on ps3 and xbox. the stream will be shown here @testyourmight, ill post a link of some videos that show some advanced mind games not seen jet.
What do you mean stance specific? As in you have to be closer to him?Its stance specific.
No I mean that the spin hitting when using 24~spin (Unless in the corner I think) is stance dependant. Try changing stance and trying again. 24~spin isn't generally recommended as a result.What do you mean stance specific? As in you have to be closer to him?
it depends on how u start the combo. without teleport, 3... it should be 36% if u start it with the teleport its something like 40%How much does this combo do, do you know?
either way its risky even if it connected 100% of the time, because I dont think its hit confirmable. one of the things you can use 24 spin is when they block the 24 and try to punish or pressure you, 24 looks likes it is at hella disadvantaged if blocked but it isnt. if they pressure you you can just spin them out of whatever they do.What do you mean stance specific? As in you have to be closer to him?
Main BnBs are 112 or 21 (for punish) spin, JK/DK, dash, 1, dash, 24 1+3, 2 or with meter is 112/21 JK/DK, dash 2~ex hat, dash 1, dash 24, 1+3, 2.Im not quite understanding your combo lol. Im trying to do it in the lab, but I dont think it works. 112 (or 21) spin, jump kick, dive kick, THEN jump kick again into 2/4 grab?
lol srry i wrote it down wrong, its 21, spin, jump kick, divekick, divekick, 24 grab (tab▲) its a difficult combo thoIm not quite understanding your combo lol. Im trying to do it in the lab, but I dont think it works. 112 (or 21) spin, jump kick, dive kick, THEN jump kick again into 2/4 grab?
Yes I do this combo a lot, just I need a meterless higher damage combo. Something like 35% would be fine too. The ending 2 doesnt come out often enough to count it.Main BnBs are 112 or 21 (for punish) spin, JK/DK, dash, 1, dash, 24 1+3, 2 or with meter is 112/21 JK/DK, dash 2~ex hat, dash 1, dash 24, 1+3, 2.
Yes.The teleport throw is unbreakable right?