FenrisZero
[13] Hero
Natural Combos
Counter Hit Combos
Wall Combos
Counter Hit Combos
Wall Combos
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There's a variation of this that I've seen Sora do, it's the same except you just do normal 4A then 214 SE BBB. They can't get up fast enough to avoid it.FC 1B, 4(A), SE 5hit JF - 88dmg.
Hard to do, may be character dependent
I guess you could just use normal parenthasis. (B) I was thinking there used to be a way around it but I don't remember.ps. how the heck do I escape markup for the B xD
It's been a while lol, what does the W! mean?
Tech Trap.....I think
22/88(B) ~ 8B+K < 9B+K
This will hit them if they tech any way but forward, and if you think they will then 8B+K will still grab them. If they tech left it gets a little weird, the 9B+K seems to make them fly towards you too fast for any followups. Even 6B8 whiffed. Maybe that was just me in training, i dunno.
To make the opponent block on wakeup I just gotta put it on Guard After First Hit right? Also was < right? I forget the tech trap annotation.
Ok I didn't have the second option right. I'll try it again in a bit.Yeah you just put the dummy on second action to guard all and thats it
SE CH [K] ~ 8B+K works.Great stuff so far, I'm new so was wondering what a few of her recommended easy combos might be? Since most of the ones I'm seeing say you need to get a lethal hit first, which is cool and smarter, but sometimes want something you can always throw out there.
That 6K B then stomp one is fun, though they often block the second hit.
Also the 22_88 B (SE) ~ 8B+K bow and arrow looking thing is too fun, so I do that a lot. Any other easy ways to combo into that 8B+K other than the 22_88 B launcher by the way?