JS 66bA+B+K ~ A+B? I don't think there's a situation where that can actually combo. Ditto for JS 66B ~ A+B.
Yeah, ditto for that one as well. Pretty sure there's no plausible, useful situation where that can actually combo. EDIT: Check out the combo list. It's pretty solid, bro.
It actually does combo, but not if you hit JS 66B at max range. If you hit with JS 66B, quickly tap forward and press A+B and it'll combo for 31 damage. I think it would be ok to throw in every once in a while since the mood change rate of A+B on hit is fairly decent, but I wouldn't rely on it.
haha we're all here to help each other :) I wouldn't dismiss it so quickly...tbh, it might actually be a pretty decent way to change moods. It just needs to be field-tested more.
Yeah, those combos involving a quick dash forward are solid. When you're good enough to pull them off consistently that is. I'm not ;_;
66B at point-blank range ~ A+B connects, but I don't think it'd be worth it.. 66B 4A gives a great mixup opportunity.
and i thought 4K has similar change rate as A+B except A+B don't give you headaches. 66B, 4A, 4K does more damage too
What's the best option when your opponent blocks the first hit of a JS 66B* and gets hit by the second? The opponent starts to spin on the ground while you're free to follow up. Just tested it and best I could get was, in terms of meterless damage: If Jolly - 4A, 4K (can switch to Gloomy for 666B follow-up) If Gloomy - 4A, 4K, 666B
I always do 4A 4K in either state, but Gloomy 22_88B 666B is good, too. Jolly 22_88B CE is good, too. If 22B hits them in the air, you'll likely get the full CE, but they can escape back right/back left. If 22B hits grounded, you'll get the short CE, etc. 6A+B would be a good trap.