I'm pretty sure you can break cartwheel every time since it is 2 hits.I think it's worth noting that the Leg Grab and Enhanced Leg Grab both provide unbreakable damage. Yes, you will want to end combos with 1,1,2~MS under most circumstances; For the times you can end a match denying an opponent breaker, Enhanced Kartwheel, Leg Grab (22%). If both you and your opponent have 2+ bars, you can even do Enhanced Kartwheel, Enhanced Leg Grab (27%). Very situational, but unbreakable stuff is always worth mentioning.
Those % include the block damage you would get from the ms, f1 xx cartwheel at the end of the combo.MortySeinfeld I am confused about the corner bnb damage.
I have been messing with Sonya the last few days for the first time and have it down now but in the combo below
1. Dive Kick, 2,1 xx cartwheel, b2,1 xx kiss, b2,1,f2, 1, 1, 1,1,2 (reset) xx ms, f1 xx cartwheel (48% + block damage at the end)
I will do the same combo with 4 jabs after the B21F2 string into 112 xx MS F1 xx cartwheel and it only shows 45% for the main combo before the damage from MS F1 and any chip. Is the combo you are listing max damage with a JIP or does the 48% include some sort of chip damage? I know it says + damage at the end, but since I am getting 45% consistently in training mode I just figured I would ask.
Great, good to know I am not going insaneThose % include the block damage you would get from the ms, f1 xx cartwheel at the end of the combo.
You may be able to break the second hit of the EX Kartwheel. I've never seen it, likely because in real time the EX Kartwheel is interrupting opponent pressure and they're still inputting commands and cannot break within the small window. I wanted to emphasize the unbreakable Leg Grab followup for that reason. If only we could get the practice dummy to break at "earliest possible moment" or something.I'm pretty sure you can break cartwheel every time since it is 2 hits.
After NJP connects, dash forward while Sonya's landing. She doesn't need to move forward very far. Just slightly and the Kiss will hit.I have a question , in the misscreen combo which starts b2,1,f2 NJP kiss , I cant land a kiss , it always whiff -,- what im doing wrong ?
Indeed...for some strange reason, the Leg Grab can't be broken. I actually had a thread set aside to talk about this the moment I learned about it.Thanks for the info. The Leg Grab stuff is accurate, correct?
That seems consistent with command grabs in this game such as Jax's Gotcha, NW's Choke, Kano's Choke. A nice side note to each move.Indeed...for some strange reason, the Leg Grab can't be broken. I actually had a thread set aside to talk about this the moment I learned about it.
http://www.testyourmight.com/threads/sonyas-leg-grab-unbreakable.13369/
thx man but I still cant land it.... any video of this combo ?After NJP connects, dash forward while Sonya's landing. She doesn't need to move forward very far. Just slightly and the Kiss will hit.
thx man but I still cant land it.... any video of this combo ?
Thanks man, I was going to edit my post to include the link.
You don't have to do a full dash like how I do in order to connect the kiss. Any length of a dash will make it work.
RiverHB - got it taken care of.
Also, this video was made before a lot of the patches came into effect, so this combo does 1% less damage than is shown, but it indeed works.
Personally, I prefer D4 xx MS F1 xx Arch Kick as an escape option.MortySeinfeld you did talk about her "escape" block strings.. I.e 114~ arc kick etc.. Very useful getting out of "jail".
It does. It can even be less than on the ground when your opponent is very low in the air.With skarlet, in a juggle the opponents hight when reset determines how much frame advantage skarlet has after the combo. Is this true with sonya as well?
for example:
112 grants 24 frames of cancel advantage when grounded...is it still 24 frames in a juggle? could it be more? Do we know what it is for various combos?