Schneider-X
[11] Champion
I see, I personally don't think full NM's full life "combos" should be taken out because your opponent has an influence on whether you get more wallsplats or not. A true touch of death combo should be taken out though.
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Hey, today I was training with Nightmare and found a funny wall combo:
GS B6, GSB6, GS K BE, ¡W 4KK, ¡W 4K BE, 2A+B (182 dmg) only 25% meter (you actually use 50% meter, but you recover 25% with the finisher 2A+B).
I think that my training dummy was configured correctly, but can someone tell me if this is a guaranteed combo?
Yes but for 2A+B to connect after IS angle dependent.4kk BE JF into wall, 4kk BE JF catches all but right tech.
Yes but for 2A+B to connect after IS angle dependent.
sorry if this was mentioned but it took me this long to try sometihng so basic
running low kick > 2A+B is combo for 62 dmg. can't do GS K BE sadly
Its not a universal combo , it doesn't work on Pyrrha or Omega without a wall
Is it 100% confirmed that the DOOM combo works on ALL sized characters, provided the first kickpunch releases them into an altered fall arc, due to ring edge / wall proximity?
then it is only a matter of time until NM players can know a simple 2-4 move "program" which will result in the DOOM combo scenario going active, on more than a few different rings which have fairly close by walls, fences, or hard ring edges.
Once the info is fully tested, the program can begin, following a adequate flow chart illustration.
Which will be made into a T-shirt.
33b GS hold 4g to turn around then 3(B) b:A CATCHES ALL TECH for 110 damage. Also hits down for 60 damage with no tech. Takes a min to get used too but well worth the effort. At tip range seems a lot easier to time but works regardless of range.
33b GS hold 4g to turn around then 3(B) b:A CATCHES ALL TECH for 110 damage. Also hits down for 60 damage with no tech. Takes a min to get used too but well worth the effort. At tip range seems a lot easier to time but works regardless of range.
33b GS iFC throws (quick) picks them up with nice frame adv.
33b GS iFC throws (delay) will throw them.
Both work on all techs.
I couldn't get 2a+b to hit consistently but nightmare has a ton of options after 33 b GS. 4kk BE catches left tech after 33 b GS. iFC 3b catches right tech. After 33b GS 4g quickstep forward a+g b+g catches all tech. 3k catches all.Hold G 2A+B should also be a combo. 2 (K) also a tech trap?