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Freddy combo thread

xxteefxx

Kenshi Moderator
Not only that after the Stance Low or med attack u can Oki with EX sweat Dreams.

Kruger is too much. he's one of the top tier characters. beside his hit confirms, he got every tool!

-EX low projectile works like kung lao Low hat. so u can play a mix up or either Low or mid. as well as his 2,2,1+2 stagger in combos.
-Any combo can be easily followed up by Sweet dreams Oki setups and baits, keeping Kruger FUll offensive all the time
-His NS is amazing, it ducks under projectile, Goes away on hit/or block from opponent to sweep range, making him completely safe after wards
-His corner game IS too much! whether damage wise. Resets with Oki and full offensive. making it completely guessing game. guess wrong once and seriously u might die if kruger has 2 meters! atleast this combo setup will leach around 80%...too much
-his TC's are safe on Block and f+4,2,1 is a great anti jumpers and decent anti air...works like Subzero 2,2
-EX hell spike safe on block and stagger, so u can easily follow up with moves
-Footsie game is amazing and completely safe.
-1 on block is as fast as quanchi's 1,1 on hit.
-Most of his combos corner push
-AMAZING projectile speed!
- a light character in general. making his dash cancel, and movement approach/back dash very smooth. this by itself is really decent when it comes to OKI set ups, and EX Hell spike traps.

Konqurr:
the anti air thing is a little harsh for Kruger. believe it or not, b+2 has a VERY weird hit box were it ducks under jump P and punish them sometimes. the only good anti air which does work against a lot of character, is EX hell spike. after manuevering as well will make it superb (exactly like kenshi's RK after dashing or movement ). this is the only example i found that is safe somehow, it even stops Mileena's Teleports. i did put both examples in my vid as well

the anti corss ups, i actually use Teleport for sure...it helps actually.



also guys, who said Kruger wake up game is bad :S ...for god sake, he's good! way better than TONS others.

Ty as well Crane and embarque. glad u liked it and/or found it useful.

as for the damage Embarque. hmm the maximum i got was 79% i shall post this in my coming kruger vid soon. prety much all i can tell u are two things:
1- Hell spike EX always go first for Scaling damage.
2-standing 3, and 4 scales damage high as well.
3-Always try to use all three claws in the combo if u can. so far, Far away hell spike, is really impossible to be used in corner. so, u can pull it if u did something like f+4,2~ far hell spike, dash in (near corner), f+4,2,1~(med range Hell spike), f+4,2,1~ cl hell spike, f+4,2,1 (VERY strict timing for the juggle.... it reaches a point were it's for sure a 1 framer)

the easiest you can get with 1 meter is a 74%:
-sweat dreams, jp f+4,2,1~ EX Hell spike. Dash in f+4,2,1~ Med Hell spike. f+4,2,1~ CL.hell spike, f+4,2,1~ Finger Toss
 

JHCRANE 14

GO VOLS!!!
Nightmare stance is canceled by the following:

inputting 1,2,or4
inputting special
dashing or double jumping both forward or backwards

not sure about blocking, but you can cancel without hit confirmation from either player.
I am not talking about hit comfirming. I am saying if no damage has been taken or delivered Freddy cannot cancel into his special moves. I play my friends online and tell them don't hit me. I jump back, go into nightmare stance, and all I can do is 1,2,3-or dash cancel. I can't do any specials out of it. Then I hit him with my 1 attack and take 3% damage off. I can now cancel into any special moves out of nightmare stance. This is what I have found and thats what I am talking about.
 

RWDY Nori

MK is kinda dope
So can somebody make a post w/the best BnB combos for meterless, meter, corner, x-ray etc so I can update the first post? Thanks guys
 
lol are you serious? I've been focusing on ending my combos with that to force a mixup. Now that I know it has armored that makes it even more deadly in the corner. lol Shit this character is good.

BNBS:

f4 21 string:

1) f4 21, medium spike, far spike - 26% w/ no JIP, 30% with

b1 2 u2 string:

1) b1 2 u1, nightmare stance 1, dash b2 f4 21 far spike far spike - 38% meterless, midscreen. 42% with jip

b3:

1) b3 close spike, dash, f4 21 far spike far spike - 28% (Spikes may change if you end up in corner)

2) b3 close spike, medium spike, far spike, far spike - 21% moves them halfscreen

3)

b2:

1) b2, close spike, medium spike, far spike far spike - 23% Moves them half screen.

2)

3)

Corner(No meter):

1) f4 21 close spike, f421 close spike - 37%

2) f4 21 close spike, f4 21 sweet dreams(sets up mixup) - 34%

3) b3 close spike, up+3, f4 21 close spike - 33% low start

4) b2 close spike, up+3, f4 21 close spike - 35% overhead start

EX Midscreen: 1 meter

1) f4 2 close spike, dash f4 2 ex spike, jip f4 2 medium spike - 40% midscreen, anywhere

EX Midscreen to corner:

1) b1 2 up1, nightmare stance 1 dash b2 f4 21 ex spike, jip f4 21 close spike - 53%

2) b1 2 up1, nightmare stance 1 dash b2 f4 21 ex spike, jip f4 21 sweet dreams - 50%



EX Corner: 1 meter

1) up+3, up+3, f4 21 ex spike, dash back jip f4 21 close spike, f4 21 sweet dreams - 67% without jip at start, 69% with

2) f4 21 ex spike, jip, 421 close spike, f421 close spike - 61%

3) b3 ex spike, jip f4 21 close spike, f4 21 close spike - 53%

4) b3 ex spike, jip f4 21 close spike f4 21 sweet dreams(setups up mixup) - 50%

5) b2 ex spike, jip f4 21 close spike f4 21 close spike - 55%

6) b2 ex spike, jip f4 21 close spike f4 21 sweet dreams - 52%



I'm filling these out, gonna take awhile. Lots of combos for each string.
Thank you for the combos. 2 things: The second string is actually b+1,2,u+1, not 2. Just wanted to put that out for editting incase anyone else got confused by it. Second, I'm having trouble connecting Nightmare stance (qcb+4~1) after said combo. I guess it must be entered in very quickly?