Notice some different things with ag:A and agA in wall combos. Against Pyrrah I couldn't get ag:A, w, 4KK, w, iWSB, but I could get it with regular agA.
With ag:A you can get a back throw if you think they're asleep.
ag:A, w, 4KK, w, Flapjack, backthrow.
Meh, haven't been able to play the past couple of days. I was wondering though, how is GSB at catching rollers? Especially after 2A+B, Flapjack, and the combo 33B be, 4B(B).
And one more. If someone breaks your throw and it lands them on their butt. Is there any frame advantage over the...
I've got some different things I've been doing on the wall. I haven't thoroughly tested everything, but a lot of it seems to be legit.
This basic combo is good for damage and will get you meter in return.
1A6/66A6 > GS K BE > w! > 4KK > w! > iWR (B) > NSS A+B > 2A+B (147)
However you can...
This works on Nightmare, but not Pyrrah. If you don't GS after a 66K hit into wall you can get a 4KK. So the iWRB stuff works there to. Nice damage for no meter.
66k, w, 4KK, w, iWR{B}, A+B, 2A+B. 107 dmg
Hey, check out this thread and say hi.
http://8wayrun.com/threads/kansas-sc4-players-out-there.4809/
Got some players in Wichita, KC and Topeka I believe.
Lol, whoops, not sure how that happened. Hardest part about that combo is the 4KK delay. You have to let them slide all the way down the wall and let their feet touch the ground. It's pretty tight timing, but like I said it's getting easier for me to do. Oh and I tested on Pyrrrah, hopefully...
I'm really starting to like this combo I posted earlier. It's becoming easier to do. It does 127 dmg and keeps them between you and the wall. You can dash grab at the end and it will catch left and right tech. Obviously not guaranteed damage but it's there.
Also if you do not delay the 4KK you...