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Yeah, it's borderline impossible to set up. Doesn't work midscreen.Anyone posted this yet?
Grab over tear gas, I’m surprised I didn’t think of that earlier, that classic cyber ninja shit.
Yeah, it's borderline impossible to set up. Doesn't work midscreen.Anyone posted this yet?
Grab over tear gas, I’m surprised I didn’t think of that earlier, that classic cyber ninja shit.
Hard to say without knowing what characters you're talking about. @M2Dave posted some good zoning patterns to use. Missile should win most trades, and low auto9 should avoid and punish most high projectiles.With V2 I struggle to Zone some characters sometimes even ones I think I should be able to, is there any tips aside from bf1?
Careful with f+4,2 as the last hit can be neutral crouched and easily whiff punished.I feel like ending all combo string in V2 is best done with bf2 to get the opponent full screen again to start chipping at their health. That being said bf3(enhanced) as an ender is interesting as I think you can jail f42 into it and if it hits you can do some okay damage into full screen (f42 dash b2 f21 bf2). Also if they are expecting the mid you can wave dash in for a grab since his dash is insane or wave dash in and do f32.
I do: d2, b2, 2, f32-enderWhat is staple combo after krushing blow d+2?
B2 d2 combos is the first thing I messed with. The dash into d2 can be alot deeper than you may think.Careful with f+4,2 as the last hit can be neutral crouched and easily whiff punished.
What I have also learned from playing Highborn Kitana and fighting high level players is that nothing technically jails in this game, even if your frame advantage is in the double digits on hit. Razors are +20, but your opponent can still flawless block any attack afterward. The same goes for Robocop's flamethrower, which is why, aside from throws, it is important to use several attacks of varying start up frames (i.e., f+3,2, f+2,1, b+3,2, etc.) to confuse your opponent's flawless block timing.
By the way, I also think b+2 is better than f+4,2 as a punishing and whiff punishing tool. b+2, j.2, f+3,2 xx cannon is easy and does 23%. b+2, micro dash d+2, f+3,2 xx cannon also works. LOL. It does 27%.
What is staple combo after krushing blow d+2?
I'm purely an online player, so I like to keep things simple and consistent. After d2 KB, I like to just do f32 into ender (db1 is my preferred ender due to the oki advantage it affords). This does 30%. You can also do a b2 after the KB for a total of 33%. Ending in Wrist Rocket seems to do about 1% more damage on average than ending in db1.What is staple combo after krushing blow d+2?
Why not? The pushback is too far to capitalize on the plus frames. Canceling into ex bomb is unsafe and you have to commit to either close if it's blocked or medium if it hits or the bomb will whiff and waste your meter.Idk I don't like the idea of canceling a +6 move into anything other than ex shoulder bomb maybe
So does Sindel just totally shit on him, then? I can't see him contesting her normals, especially the spear and f4.Moves that have the ability to low profile low auto.
- Cassie's low gunshot (hard) in V1
- Fujin's f+3 (easy) in all variations
- Sindel's low fireball (medium) and EX low fireball (very easy) in V3
I don't rly disagree but I mean, you don't rly gain anything by using meter on shot/rocket. Maybe flame could achieve sth more?Why not? The pushback is too far to capitalize on the plus frames. Canceling into ex bomb is unsafe and you have to commit to either close if it's blocked or medium if it hits or the bomb will whiff and waste your meter.
V3 combos ?I’m in the middle of putting together a robocop video, I’ll post here when it’s done!
Oh yah I forgot about that.You don't want to throw it out on block, anyway. If you're komboing her, she won't have glow active.