Crosswise Heel will probably whiff without the delay after K Dandy.(Midscreen) CH 6P > K Dandy delay CWH > 6H > P Pile This combo generally always works if you RC into 5D, though 5H > 2D may fail to combo on thinner characters or if the combo is too long.K Pile > 5H is a link, but you have around 6 or 7 frames.There’s no need to time the 5H hits, just mash 5H after 5D.Useful confirm when you try to throw and miss but hit with 5H.CH 2K > 5K is a 3 frame link on standing and a 4 frame link on crouching.Basic confirm in neutral when too far to link 2K > c.S.If you are too far away, you will get f.S instead of c.S.2K is a low, so this is an important confirm for Slayer’s mixup.BNB into knockdown on standing opponents.CH 5K > 6H does not combo on most crouching opponents, but if you are close enough, it can combo on crouching Potemkin, Bedman, and Kum.Both 6H and P Pile may fail to combo from far away.6H > P Pile is a 1 frame link on standing.CH 5K > 6H will not combo on crouching as 6H will hit too late.Highest damage counterhit confirm for 5K.CH 5K > 5K is a 2 frame link on standing and a 3 frame link on crouching.5P cannot hit most crouching opponents, but can hit crouching Potemkin, Bedman, and Kum in the middle of a combo.For better frame advantage, end on 5K if the opponent is blocking.Can also be started from 2P, which gatlings into 5P, though this won't reach at every range.5P gatlings into 5K, so you can use this from any 5P hit.(Corner) Bite > RC > K Pile > K Pile > 5H > 2H > c.S > j.S K DĬombos used on standing or crouching opponents ![]() (Corner) Mappa/IL > RC > 5D > 5H > 5H > K Pile > 5H > 2D
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