STK
Beso de Muerte + Fantasía Oscura
yea but how close or how far? can i blow up wake ups if i swing right after?after a knockdown
yea but how close or how far? can i blow up wake ups if i swing right after?after a knockdown
After a fullscreen knockdown you can do db3 into air quake for a decent overhead into low or just do a meaty bf4 for chip and start your zoning. In the corner you can do db3 into a b3 for a hard to blockable setup which breaks almost half of the wakeups in the game, there are certain setups that can break all wake-ups in the game, but im still trying to find one that can beat both techroll and a normal wakeupyea but how close or how far? can i blow up wake ups if i swing right after?
Midscreen? I know db1 throws them farther than db2 so maybe thats whyOK. thanks. I started working on blowing up roll back wake ups because from all the combo vids i have seen you would think that you could to avoid the bd3. All i found is if you db3 after an airborne db2 the roll right out of it but on an air db1 the roll into it? Same damage if you do db1 over db2. Scaling i guess?
yea. just tested it in the corner also. it still hits. Im looking for the biggest corner damage before i go for the OTG.Midscreen? I know db1 throws them farther than db2 so maybe thats why
b2 isn't a hard knockdown, I don't believe. Those setups likely aren't safe when the opponent rolls.Safe earthquake setups:
what? safe == opponent can't hit you, but safe =/= opponent can't roll. And i'm not sure that he can roll safely. Need to check this out.b2 isn't a hard knockdown, I don't believe. Those setups likely aren't safe when the opponent rolls.
I think the point of this set up is to get the dd1 out with out getting hit. Does anyone notice ending combos with db1 over db2 helps with people that tech roll db3?b2 isn't a hard knockdown, I don't believe. Those setups likely aren't safe when the opponent rolls.
thats pretty cool, must have a look at that.Just noticed in practice that you can actually aim the second EX air ground pound independent of the first. So if you let go of left after a (EXdd1 left), the second hit will be in the mid range. You can also do both the far ranges(left, right) in succession.
Here's the weird thing tho, it seems if the first hit connects without being blocked, that the second hit will always connect.
I doubt this has any practical value, but interesting none the less.
Just noticed in practice that you can actually aim the second EX air ground pound independent of the first. So if you let go of left after a (EXdd1 left), the second hit will be in the mid range. You can also do both the far ranges(left, right) in succession.
Here's the weird thing tho, it seems if the first hit connects without being blocked, that the second hit will always connect.
I doubt this has any practical value, but interesting none the less.
What's the easiest way to do instant air dd1s? There a trick to it? I can't quite pull it off but I can instant air other shit.
Pretty much what Alakai said. It's almost like a reverse Tiger Knee if you are familiar with any other games that use that. By going Down to Down-Forward to Down, you can get out both downs much quicker than Down Neutral Down.Video isn't really giving me too much info. What's the trick here?
yea and since shatter 19 frames and second hit of 33 18 you cant really fuzzy it either but there is a gap between 3~shatter(all shatters) that can be punished with armorAlso 33 can be used as a mix up tool. Since the 2nd 3 is an overhead you can do 3 db1d instead. You can ex db1d in crystalline for a full combo.
212/21d4u4 his 50/50. (jip/air dd1 also in this variation)Can I get a quick tutorial on this character from any of you good people over here at Tremor HQ?