Requiem
[08] Mercenary
B+K* Air B+K 4(A+B) Ein hits CE B+K 4A+B 2K = 222-240 dmg and 250 if they eat the tech trap
What? I don't understand this part of the combo.
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B+K* Air B+K 4(A+B) Ein hits CE B+K 4A+B 2K = 222-240 dmg and 250 if they eat the tech trap
is not difficult to set up some B+K(BE) combos....but that combo, is like you were a psychic reading the mind of the opponent to know when he gonna jump, and do the B+K(BE) > B+K to hit him in the airwell the opponent must be really stupid if he gets hit by a B+K BE alone
I don't understand this either...B+K* Air B+K 4(A+B) Ein hits CE B+K 4A+B 2K = 222-240 dmg and 250 if they eat the tech trap
I don't understand this either...
Exactly how would you use B+K when EIN is already in use during B+K BE? Even if B+K came out, it would cancel the BE.
Well I guess I need to try harder eh?Actually, the B+K move seems to have somewhat of a "special property". Using it does not cancel B+K BE, only delays it a bit. That's why this combo (and others, like B+K BE, B+K, BB, Ein, 1A) is possible.
Actually alot of people don't know about the reset with ein when zwei does B+K BE and then does B+K. Ein always come's back after it. ( also works when he does B+K and then B+K BE) So not your fault if you didn't knew about itWell I guess I need to try harder eh?
Guys I found a setup for air hit 44B...
4(A) 44B (as soon as you start up 44B you release 4(A)) 66A+B
You can substitute 1K BE with 66A+B for 91 damage
CE also connects for 105 damage. Double CE is 129 damage
Anyone else noticed that you can't get CHed during B+K?
This is really good in some MUs or situations where you don't wanna eat CHs.
Like vs Ivy in Mid range, she'll try to catch you with 6(A) , 3 (A) or 1A al lot.
Or vs astaroth and his 6B. I love to spam B+K, you should too!
As for GB... you can GB with 4(A) full charge~2B ~ EIn ~ WSB .....
i get this vs some chars, if someone can test it vs all chars... i know that i doesnt work vs ZWEI.
sorry if this is a repost, im too lazy to read everything!
4(A) perfect delay? what do you mean?B+K is a great spacing and anti-rushdown tool with a couple uses in wake-up situations. The "not getting CH" part and the late TC window in my opinion, balances out how slow the attack is (i25) to throw out. B+K is essentially a tool to put meter into seeing as how B+K, 1K is the best way to get meter from having it connect. You have a small amount of time to quickly dash in for 1K at all but very far range and its more consistent than B+K, 4B which whiffs upon hitting the opponent on an angle. B+K and all of EIN's hits alone gain 0% meter, Zwei does "all the shopping" in this sense.
4{A} is tricky to use proficiently because it requires you to "evolve" how you use it based on your opponent's answer to it, and how well you understand what your opponent knows in this situation. This goes for all of Zwei's setups, so its ignorant to slap an "effectively" on any of them. First and foremost in order to apply 4{A} into anything really, the first hit of 4{A} must hit them. Then you have to make them NOT want to step, which gets out of pretty much every setup except 4{A}~perfect-delay. Aside from 4{A}~perfect-delay, you can apply 4{A} max charge into 4KB in order to attempt catching step however, this wont work at far range and 4K can be stepped with everyone but Algol (basically) but its hard to step anyway so it can work. Once they stop trying to evade your setup you can apply 2B, but at this point the opponent is defensive so they can GI your followups, be wary. I could go on and on, but the point is its not something to outright test vs. everyone since its a general setup, you could say it works on every character or you could say it never works because its based on your opponent's actions and how well you enforce the setup. I'm gonna go make some dinner, a TV Dinner, Hungryman!
4(A) perfect delay? what do you mean?
B+K is also balanced with the extremly long EIN recovery, could be a bit faster imo.
I was talking about 4(A) after a Guard break!
delaying EIN to the point before the opponent is able to step his attack. This prevents them from stepping EIN
i don't understand, you can always step EIN even if they dont charge at all...
but you can catch the step if you get the right timing, but i think it just re tracks if they attack after a step,
e.g. you can beat step ~ BBs.
Is that what you mean?
4(A) perfect delay? what do you mean?
My bad, didn't read properly!
Something funny for you guys:
66A+B ~ 44B+K is a combo if you delay 66A+B ,
not useful though, it just looks nice and shocks.