Great! (But you've got the damage wrong. See the edit in my previous post.)Oh, then that's even better! Fixed.
I think he's implying that the first two hits of the 2,1,b.2 will be blocked and will only do chip. The b.2 overhead then hits and the damage opens up.Clarify "opponent blocking" for me? As in, what it has to do with the combo.
exaxtly what i meant lolI think he's implying that the first two hits of the 2,1,b.2 will be blocked and will only do chip. The b.2 overhead then hits and the damage opens up.
I didn't say anything about using meter. <_<Eh, I don't really think 2-4% damage justifies spending meter when breakers are so vital to staying alive with Kenshi. Especially with :en Rising Karma being such a good wake-up option.
Ugh, I read that completely wrong. I saw "TK" and for some reason... it just didn't register correctly. I need more sleep.I didn't say anything about using meter. <_<
your last midscreen combo has some errors..its 35% and its db1 for the rising karma. And im sure everyone knows those already lolSome of combos which I use and are quite reliable:
db+1, nj.P, ff 2,1b+2~bf+2 (25%)
f+3,2 db+1, ff f+3,2 bf+2 (26%)
nj.P, 2,1~db+1, ff f+3,2~bf+2 (26%)
2,1b+2~db+1, ff f+3,2~bf+2 (31%)
f+2,2b1, ff f+3,2 df+1, ff f+3,2 bf+2 (36%)
Wall:
j.P, f+2,2b+1, 2,1b+2, 3~db+1, 3~db+1, d+1~bf+2 (45%)
Cheers
If you can react fast enough, you can dash under their jump and do a bf2. That move has a huge hitbox.Ive been playing Kenshi since day 1 and you are definitely right about one thing... He is garbage against cross-ups. People have started doing this to me constantly now and I feel like Kenshi has no answer for it.