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Tech Kitana Kombo Thread

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Just a little combo I made with her :)

Here is the button input for this combo.

F+2, 1; (try and move in a bit, don't take a huge dash, dashing takes up too much time and will ruin the combo by spacing in way too much.) 2, DF1; (move in a bit, if you moved in enough from your first movement, there is no need to move in then) 4, bb2; (dash, and jump diagnoaly forward) Jump kick, df1; df1; 4, df2.
*IMPORTANT NOTE* This combo is doable online, depending on the connection, I would RECOMMEND you do an EX FAN lift, instead of the regular one. or you can simply replace 4, BB2, with F+2, BB4. IT will be 42%, instead of 44%, but it will be a safer fan lift without using up meter.***


F+2, 1; 2, DF1; 4, BB2; JK, DF1; DF1; 4, DF2.

~~~~Thanks to DrDogg for the entry below~~~~
Key

JK = Jump Kick = Jump 3 or 4
JP = Jump Punch = Jump Forward or Jump Back 1 or 2
NJP = Neutral Jump Punch = u,1 or u,2
ff = Forward Dash
~ = Cancel = 2-in-1 into the special move


Note: A jump punch starter can be added to any combo that starts on the ground with a normal combo string.


UNBREAKABLE COMBOS


2 Bars

26% - Fan Lift, Air Fan Toss, Fan Toss, EX Fan Toss (hold), ff, Fan Toss, EX Fan Toss (hold), ff, Fan Toss (Action Kungfu)


Full Meter

27% - Fan Lift, Air Fan Toss, X-Ray (Action Kungfu)

30% - Fan Lift, Air Fan Toss, Fan Toss, EX Fan Toss (hold), ff, Fan Toss, EX Fan Toss, ff, Fan Toss, EX Fan Toss, ff, Fan Toss (Action Kungfu)

31% - Naked X-Ray (Action Kungfu)


MID-SCREEN COMBOS


Fan Lift - Starter

25% - Fan Lift, JK~Air Fan Toss, Fan Toss, ff, f+2,1 (DrDogg)


f+2,1 - Starter

f+2,1, 2~Fan Toss, 4~Fan Lift, JK~Air Fan Toss, Fan Toss, 4~d,f+2 (Mr. Kitana)

39% - f+2,1, b+2~Air Fan Toss, ff, 4~Fan Toss, f+2,1 (NuSix3)

45% - f+2,1, NJP, ff, NJP, b+2, Air Fan Toss, ff, Fan Toss, ff, 2~Fan Toss, ff, 2~d,f+2 (sliverfish)

47% - f+2,1, f+2~ Fan Toss, 4~Fan Lift, ff, ff, b+2~Air Fan Toss, ff, Fan Toss, ff, 4~d,f+2 (bob)

48% - f+2,1, 4~Fan Toss, 4~Fan Lift, ff, ff, b+2~Air Fan Toss, ff, Fan Toss, ff, 4~d,f+2 (DaeDraug)

51% - f+2,1, NJP, 4~Fan Toss, 4~Fan Lift, ff, ff, b+2~Air Fan Toss, Fan Toss, 4~d,f+2 (bob)

55% (1 bar) - f+2,1, NJP, 4~Fan Toss, 2~Fan Toss, 2~EX Fan Lift, ff, ff, b+2~Air Fan Toss, ff, Fan Toss, ff, 4~d,f+2, 2 (bob)


f+4,1 - Starter

30-31% - f+4,1, d,f+2, d+1, d,f+2, d+1, d,f+2, d+1, d,f+2, d+1, d,f+2 (Zero Kyori)**

30-31% - f+4,1, d,f+2, d+1, d+1, d+1, d,f+2, d+1, d,f+2, d+1, d,f+2 (Zero Kyori)**

30-32% - f+4,1~Fan Lift, ff, JK~Air Fan Toss, 3,3,3~d,b+3 (NuSix3)

36% - f+4,1, ff, b+3,3~Fan Lift, ff, JK~Air Fan Toss, Fan Toss, ff, f+2,1 (DrDogg)****

42% - f+4,1, ff, 4~Fan Lift, ff, ff, 4~Fan Toss, ff (mini-dash), 2~Fan Toss, f+2~d,f+2 (SkatanMilla)

47% (1 bar) - f+4,1, ff, 2~Fan Toss, ff, b+3,3~EX Fan Lift, ff, ff, b+2~Air Fan Toss, ff, Fan Toss, ff, f~df+2 (DrDogg)

48% (1 bar) - f+4,1, ff, 2~Fan Toss, f+2~EX Fan Lift, ff, ff, b+2~Air Fan Toss, ff, Fan Toss, ff, 4~d,f+2 (bob)

**After the second rep, you can link d+1, d, b+3. Your looking about 30-31% damage. Not real practical, but somewhat flashy.

****You can x-ray after the JK~air fan toss for 39%.


f+3,1 - Starter

36% - f+3,1~Fan Lift, ff, NJP, ff, b+2~Air Fan Toss, ff, Fan Toss, 4, d,f+2 (Action Kungfu)

40% - f+3,1~Fan Lift, ff, NJP, b+2, Air Fan Toss, ff, Fan Toss, ff, 2~Fan Toss, ff, 2~d,f+2 (sliverfish)

2,1 - Starter

(Full Meter) - 2,1~EX Fan Toss (hold), ff~uf, JP, 2,1~EX Fan Toss (hold), ff~uf, JP, 2,1~EX Fan Toss (hold), ff~uf, JP, f+2,1, 4~Fan Toss, ff, 4~Fan Lift, ff JK~Air Fan Toss, ff, Fan Toss, ff, 4~d,f+2 (Konqrr)

37% - 2,1~Fan Lift, JK~Air Fan Toss, 4~Fan Toss, 4~d,f+2 (Konqrr)

38% - 2,1~Fan Lift, wait, b+2~Air Fan Toss, 4~Fan Toss, 4~d,f+2 (Konqrr)

40% - 2,1~Fan Lift, ff, NJP, b+2~Air Fan Toss, ff, 4~Fan Toss, f+2~d,f+2 (bob)

41% - 2,1~Fan Lift, ff, NJP, b+2, Air Fan Toss, ff, Fan Toss, ff, 2~Fan Toss, ff, 2~d,f+2 (sliverfish)

42% - 2,1~Fan Lift, ff, NJP, ff, 4~Fan Toss, ff, 4~Fan Toss, f+2~d,f+2 (Konqrr)

50% (1 bar) - 2,1~EX Fan Toss (hold), ff, f+2,1, NJP, 4~Fan Toss, ff, 2~Fan Lift, ff, JK~Air Fan Toss, ff, Fan Toss, 4~d,f+2 (Action Kungfu)

51% (1 bar) - 2,1~EX Fan Toss (hold), NJP, f+2,1, NJP, ff, b+2, Air Fan Toss, ff, Fan Toss, ff, 2~Fan Toss, ff, 2~d,f+2 (sliverfish)

53% (1 bar) - 2,1~EX Fan Toss (hold), ff~uf, JP~f+2,1, 4~Fan Toss, ff, 4~Fan Lift, ff, JK~Air Fan Toss, ff, Fan Toss, ff, 4~d,f+2 (Konqrr)


Other Starters

39% - 1,1~Fan Lift, ff, NJP, b+2~Air Fan Toss, ff, Fan Toss, ff, 2~Fan Toss, ff, 2~d,f+2 (sliverfish)

40% - b+2~Air Fan Toss, ff, Fan Toss, ff, 2~Fan Toss, 2~d,f+2 (sliverfish)

43% - b+2~Air Fan Toss, ff, Fan Toss, ff, 4~Fan Toss, 2~d,f+2 (sliverfish)


CORNER COMBOS


2,1 - Starter

49% (Full Meter) - 2,1~EX Fan Toss (hold), ff, 2,1, EX Fan Toss (hold), ff, 2,1, EX Fan Toss, (hold) ff, f+2,1, B+2~Fan Toss, ff (mini-dash), Fan Toss, 4~d,f+2 (Marshmellow)

52% (1 bar) - 2,1~EX Fan Toss, ff, f+2,1, NJP, 4~Fan Toss, 4~Fan Lift, ub+4~Air Fan Toss, Fan Toss, ff, 4~d,f+2 (SkatanMilla)


f+4,1 - Starter

f+4,1, b+2~Air Fan Toss, ff, b+2~Air Fan Toss (Idle Hands)

47% - f+4,1, 2~Fan Toss, b+3,3~Fan Lift, JK~Air Fan Toss, Fan Toss, 3,3~d,f+2 (DrDogg)**

49% - f+4,1, 2~Fan Toss, b+3,3~Fan Lift, b+2~Air Fan Toss, Fan Toss, ff, 3,3,3~df+2 (DrDogg)****

**You can x-ray after the JK~air fan toss for 49%.

****After the b+2, you need to delay the air fan toss slightly to make sure it hits in the corner.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 

NuSix3

Boob
Tell me if i'm right:
f+2,1 ; 2~fan ; 4~lift ; JK~fan ; fan ; 4~d,f+2 ?

Just tried it but the 4 keeps whiffing after the 2~fan in the very beginning. I'll keep at it.

I came up with a smaller combo for the f+2,1 launch that does 39% mid-screen with no bars:
f+2,1 ; b+2~fan ; (full dash) ; 4~fan ; f+2,1 (9 hits, 39% damage)

Right now i'm trying to see what i can get out of the f+4,1 launch. At the moment I have:
f+4,1~lift ; (short dash) ~ JK~fan ; 3,3,3~d,b+3 (30-32% damage depending which or if all of the 3,3,3's connect)
 

DrDogg

Noob
How are you hitting the fan lift after f+4,1? I can only get that to connect in the corner.

Also, can anyone confirm if f+2,1 is safe? It looks really unsafe to me, so I've been focusing on combos that start with f+4,1 since that looks like her only safe launcher (haven't tested yet for confirmation).

EDIT:

36% mid-screen, no x-ray or meter
f+4,1, ff, b+3,3~fan lift, ff, JK~air fan toss, ground fan toss, ff, f+2,1... I think I can do better, but that's a start.

Edit 2:

47% corner combo, no x-ray or meter
f+4,1, 2~fan toss, b+3,3~fan lift, JK~air fan toss, ground fan toss, 3,3~cutting fan (d,f+2)

Note: You can x-ray after the JK~air fan toss in both combos. The mid-screen combo changes to 39% and the corner combo changes to 49%. Not worth it imo...
 

NuSix3

Boob
How are you hitting the fan lift after f+4,1? I can only get that to connect in the corner.

Also, can anyone confirm if f+2,1 is safe? It looks really unsafe to me, so I've been focusing on combos that start with f+4,1 since that looks like her only safe launcher (haven't tested yet for confirmation).
By buffering b,b while entering the f+4,1. Fan lift should pick up the opponent before he has a chance to bounce on the ground.

As for f+2,1 being safe... I don't think it's horribly unsafe, but in any case f+4,1 will always be the better option since it's an overhead attack. The only problem is the f+4 is a slow ass move that whiffs crouched.

Anyone got any tips for practicing dashes? Especially for combos. I wish the ps3 pad had a 5th face button i could use for block. I've been going claw grip using L1 as my block button and I just can't dash cancel as good as I should be able to.
 

DrDogg

Noob
Oh wow, I wasn't even thinking about canceling before the ground bounce... lol.

I play the same way you do. Claw gripe with block on L1. I don't have any issues dashing in most cases. I do have problems with some of Cage's dash cancel combos because they're really strict. I think it's just a matter of getting used to the recovery of each attack and knowing when you can start the dash cancel and when to cancel the dash into your next attack.
 

bob

Noob
f+2,1; f+2~d,f+1, 4~b,b+2, double dash, b+2~d,f+1, dash d,f+1, dash 4~d,f+2 = 47%

f+4,1 dash 2~d,f+1, f+2~:en b,b+2, double dash, b+2~d,f+1, dash d,f+1, dash 4~d,f+2 = 48%

f+2,1, u1, 4~d,f+1, 2~d,f+1, 2~:en b,b+2, double dash, b+2~d,f+1, dash d,f+1, dash 4~d,f+2, 2 = 55%
 

Pistol

Noob
f+2,1; f+2~d,f+1, 4~b,b+2, double dash, b+2~d,f+1, dash d,f+1, dash 4~d,f+2 = 47%

f+4,1 dash 2~d,f+1, f+2~:en b,b+2, double dash, b+2~d,f+1, dash d,f+1, dash 4~d,f+2 = 48%

f+2,1, u1, 4~d,f+1, 2~d,f+1, 2~:en b,b+2, double dash, b+2~d,f+1, dash d,f+1, dash 4~d,f+2, 2 = 55%
godlike. Welcome to the site.
 

DrDogg

Noob
f+4,1 dash 2~d,f+1, f+2~:en b,b+2, double dash, b+2~d,f+1, dash d,f+1, dash 4~d,f+2 = 48%
I assume this only works with the EX fan lift right? I can't get it to hit with the normal one.

I'm also having trouble connecting the f+2. I'm only gotten it a few times. Any tips?

Edit:

I took some of your stuff and added it to mine since I'm having trouble landing that one part of yours. Here's what I came up with:

47% - mid-screen, one stock
f+4,1, ff, 2~fan toss, ff, b+3,3~EX fan lift, ff, ff, b+2~air fan toss, ff, fan toss, ff, f~df+2

49% - corner, no meter
f+4,1, 2~fan toss, b+3,3~fan lift, b+2~air fan toss, fan toss, ff, 3,3,3~df+2*

*after the b+2, you need to delay the air fan toss slightly to make sure it hits in the corner
 
I like this one because the starter leaps over lows, and the beginning is completely hitcheckable, to keep Kitana as safe as possible:

36%

f+3, 1,(hitcheck) fan lift, dash, u+2(bounce), dash, b+2 ~ air fan toss, dash, fan toss, 4, d,f+2

Different notation:

6LK, LP, (hitcheck) 44HP(fan lift), 66, 8RP, 66, 4RP 26LP, 66, 26LP, HK, 26HP

Kitana can also hitcheck 11(LP LP) and 21(HP LP) into this same combo for a starter, all totally safe, and what looks like some of her fastest pokes, especially 1(LP). They also have endings to keep opponents respect for followups. 112, 212.

The above combo doesn't do as much damage as these other ones you guys are mentioning, because it starts from faster(assuming, cause no frame data is out) confirmable strings that have a final hit and allow her to keep the pressure on if it's guarded.

For example, Kitana could end the pressure with d,b+4(24+HK)[although I think that is unsafe, but I don't even know], if your opponent is stand guarding, finish the follow if they're disrespecting, or completely stop and throw or low poke(d+4/2HK) pressure, etc.

Just more for her arsenal, really.
 
Sorry guys, I just got back.
But yeah, that input is correct.
I will also be uploading a 50% combo, but it does use EX moves.

The fan lift in this combo does not need to be EX, but i would def EX the fan lift online.
you can also do, 2, fan throw, 2 fan throw, f+2, Ex fan lift, and continue with the combo, JK fan throw, fan throw, 4, DF2.. (49%)

Also, after a JK, air fan throw, im trying to dash in with 2, fan throw, 4, df2
 
You can combo f+4, 1 twice in the corner. Also finishing some combos in the corner with her d,f+2, allows you to extend the combo with a ground chain. Something of a ground fan substitute.
 

DrDogg

Noob
I like this one because the starter leaps over lows, and the beginning is completely hitcheckable, to keep Kitana as safe as possible:

36%

f+3, 1,(hitcheck) fan lift, dash, u+2(bounce), dash, b+2 ~ air fan toss, dash, fan toss, 4, d,f+2
Kitana can also hitcheck 11(LP LP) and 21(HP LP) into this same combo for a starter, all totally safe, and what looks like some of her fastest pokes, especially 1(LP). They also have endings to keep opponents respect for followups. 112, 212.

For example, Kitana could end the pressure with d,b+4(24+HK)[although I think that is unsafe, but I don't even know], if your opponent is stand guarding, finish the follow if they're disrespecting, or completely stop and throw or low poke(d+4/2HK) pressure, etc.

Just more for her arsenal, really.
Three things I'm curious about.

1. Can you really hit confirm off of 1,1 and 2,1? You basically have to input the fan lift just after the first attack in both strings. My execution is not the best, but I don't see how you can hit confirm with those strings and still get the fan lift to combo.

2. Is d,b+4 supposed to be two hits? I don't have the game on right now, but I'm thinking that's the low sweep right? It's call Fake Out or something similar? It looked like it was supposed to have a follow-up, but I couldn't get anything after it. I didn't mess around with it too long though because it's really slow anyway.

3. Have you actually found attacks like f+3 to jump over lows? I've only played against another human online (finally and offline session tomorrow, yay!), but I've seen other attacks that are similar to Kitana's f+3 get stuffed by low attacks.

Sorry guys, I just got back.
But yeah, that input is correct.
I will also be uploading a 50% combo, but it does use EX moves.

The fan lift in this combo does not need to be EX, but i would def EX the fan lift online.
you can also do, 2, fan throw, 2 fan throw, f+2, Ex fan lift, and continue with the combo, JK fan throw, fan throw, 4, DF2.. (49%)

Also, after a JK, air fan throw, im trying to dash in with 2, fan throw, 4, df2
Since it seems like this will be Kitana's official combo thread, you should update the first post with all of the combos, notations and damage percentage.

It'd be much easier to list the notation when you upload vids as well. I'd prefer that to a youtube link.
 

Konqrr

MK11 Kabal = MK9 Kitana
You can tack on up to 3 jump punch 21 :en fans before you do the f21 combo that is in the initial post. Doing so gives you 61% ^_^

I love this thread.
 
In the corner, Kitana can do d+1, d, f+2 x4 from.....

f+4, 1, d,f+2, d+1, d, f+2, d+1, d, f+2, d+1, d, f+2, d+1, d, f+2
f+4, 1, d,f+2, d+1, d+1, d+1, d, f+2, d+1, d, f+2, d+1, d, f+2

After the second rep, you can link d+1, d, b+3. Your looking about 30-31% damage. Not real practical, but somewhat flashy.
 

16 Bit

Mash d+1~Cat Claws
Premium Supporter
NetherRealm Studios
anyone know if d,f+2 is safe?

when you throw a ex fan then cancel it and dash in and combo is that a true combo? It counts as one and they can't block in practice with auto block on but maybe a human can.
 

Pistol

Noob
anyone know if d,f+2 is safe?

when you throw a ex fan then cancel it and dash in and combo is that a true combo? It counts as one and they can't block in practice with auto block on but maybe a human can.
1. Strategy guide says it is. I'm testing stuff tonight.

2. Yes
 
Three things I'm curious about.

1. Can you really hit confirm off of 1,1 and 2,1? You basically have to input the fan lift just after the first attack in both strings. My execution is not the best, but I don't see how you can hit confirm with those strings and still get the fan lift to combo.

2. Is d,b+4 supposed to be two hits? I don't have the game on right now, but I'm thinking that's the low sweep right? It's call Fake Out or something similar? It looked like it was supposed to have a follow-up, but I couldn't get anything after it. I didn't mess around with it too long though because it's really slow anyway.

3. Have you actually found attacks like f+3 to jump over lows? I've only played against another human online (finally and offline session tomorrow, yay!), but I've seen other attacks that are similar to Kitana's f+3 get stuffed by low attacks.



Since it seems like this will be Kitana's official combo thread, you should update the first post with all of the combos, notations and damage percentage.

It'd be much easier to list the notation when you upload vids as well. I'd prefer that to a youtube link.
1. I'm a VF player, hitchecking off 1,1 and 2,1, is extremely... and I repeat, extremely easy for me to do. The window is huge, especially for 2,1, and I don't think it would be a problem for you either coming from DOA or Tekken. Tap b, as 1,1 or 2,1 is touching opponent, if it's hitting follow up with b,2. Remember 2,1 is much much easier to confirm than 1,1. Although since there's no frame date available, I'm guessing 1,1 starts faster than 2,1 although the combo loses 1%(lol) damage, and 2,1 has largely more range, so you can walk in with it from distance.

You can hitcheck 1,1, and 2,1 into any of her special moves on visual check alone, complete the strings, backdash, stop and throw, or start the string over again for pressure.

f+4,1 is also hitcheckable for the 1 in the string, but the window is not nearly as huge. The whole thing about many of these combos starting with f+2,1(the launcher) has me uneasy thinking it might be uppercut or throw punishable, leading it to be best used as a punish combo on very unsafe moves or when you connect with jump punches. So far, landing jump punches to start combos seem difficult to land on a player unless they're doing something that starts slow and you're in the air already, or they're not using block.

2. Not sure if d,b+4 is supposed to be 2 hits, but the single hit of that knockdown can be comboed into. I also don't know the safety of the move on guard, but it'd be pretty dangerous if it isn't at least uppercut(which I'm guessing is one of the fastest strikes in the game - still no frame data) punishable. That would provide a sick mixup between f+4,1 and f+4, d,b+4(instead of f+4,b+4 string).

3. f+3 has been hit by lows, but as far as I know after guarding someone's move and them trying to immediate low punch, low kick, or sweep, I've been able to leap over the move or beat it outright. Also when I've gotten hit out of f+3 Kitana was airborne. I'll just have to test further. Some lows are actually quite far up for some characters too though so it wouldn't be some absolute low beating attack, but a hitbox, and possible frame advantageous situation, where you would want to beat someone's low attack(instead of getting hit with a low out of your jab or something) too, on your disadvantage.

In training right now, if you look at Kitana's body she's in the air, however some moves are still going to hit, for example Kitana's own cr.1 will probably beat her f+3 clean because it's not low to the ground at all. However, if the Kitana doing f+3 has advantage, it's going to beat d1 anyway, and the defending Kitana won't be able to just crouch if the Kitana with advantage were to uppercut, as an example.

---------

As it stands, upclose game feels like VF or Tekken, based on using advantage and string manipulation and hitchecking, aswell as possible forced choice tactics based on frames. Seems like quite a few characters, can play off the 1 Jab. Stuff like this is probably beneficial for Kitana vs characters with teleports and for possible nightmares like Smoke(which it seems like he'd just flat out destroy most of Kitana's game if it's not pointblank).

But once you're out of pointblank or upclose, it's back to classic Mortal Kombat which might end up being matchup heavy on specials. Don't quote me on this though, see for yourself. This game looks to have viable styles from players coming from different fighting game backgrounds.
 

Konqrr

MK11 Kabal = MK9 Kitana
Good stuff AKF.

1. Kitana vs Smoke isn't that bad of a matchup, you just have to play more footsies and less fans outside of combos. Smoke bomb is way punishable and if you get a Jump Punch Starter (JPS) from jumping one, you get a 50% combo lol

2. db4 is really slow, but definitely safe on block. Be careful using moves that are slow like that in block strings when your opponent has meter for armor based moves or xray...also quick opponents can simply uppercut. I know this because I also use Stryker and get hit out the second hit of his b32 popup! It's good, but don't abuse it.

3. f21 is Kitana's BEST punisher. It has so much range, you can out footsie every character in the game with it's range to punish whiffed moves. Just doing f2 as a poke is gdlk.
 
Okay so f2,1 can be used to punish Whigs okay I'm new to fighting games so I really want to learn as much as possible for kitana
 

Konqrr

MK11 Kabal = MK9 Kitana
That combo is sick. How are you timing your jump punches? Are they crossing up?
They cross up if I time my jump late. I choose if my jps is going to hit in front or behind.

Full combo is:

jps~21~:en Fan (hold), ff~uf,
jps~21~:en Fan (hold), ff~uf,
jps~21~:en Fan (hold), ff~uf,
jps~f21,
4~Fan,
ff~4~Fan Lift,
ff~jk~Air Fan,
ff~Fan,
ff~4~df2.

There are so many ways you can change this up... use one :en Fan or two or three, use none and just go straight into f21, whatever lol

Kitana is so awesome.
 
New bnb from hitcheckable 21

21 ex fan(hold) dash, *f+21, u1(bounce), 4 fan toss, dash, 2 fan lift, dash, jump toward 4, air fan toss, dash, fan toss, 4, d,f+2

18 hits 50% damage, can also start it from 1,1 but does 48%

* you have all day. Assess if you're near the corner or not, so you're ready to add more to your combo or whatever, you might even be able to leap over the opponent and then continue the combo here(untested)... but that's how much time you have to continue.
 
@Action Kungfu
How do you get u1 to hit after f+2,1? I tried and its very unreliable, half the time you just punch the empty air.

Also, can anyone actually test how safe/unsafe is f+2,1? Stupid game doesn't allow recording for AI else I would tested myself. Based on block animation it doesn't look bad but considering how much damage you take from a simple combo I don't think its a good idea to use it other than as a whiff punisher if its unsafe.

One more combo to add to the list:

b2, air fan, dash, ground fan, dash, 2 ground fan, 2 ~f,d+2 40%

You can probably up the damage by 2% or so by using 4 instead of 2, but the combo becomes far less reliable.

We need to test other launchers besides f+1,2. (if it turns out unsafe). So far what I like about b2 is that you can cancel into air fan even if you completely whiff / blocked. It also pushes you back quite a bit so you are safe from throws and whatnot. As far as I know air fan is safe, and b2 offers pretty good anti air.
 
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