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What do you guys think about using K2? I've taken another look at it as advancing TJ/low evader at the last 20hp/when I expect to get thrown, but don't want to risk getting guard-punished for using A+B vs characters that can punish it. It's only -8 on block and +2 on hit and impacts faster than 8K which I have been using for similar situations. Jumping over linear moves with 8K is pretty lulz but doesn't serve much purpose if it's so slow that people can still block it after >.>
. For the tech trap after A+B knockdown, I think there's something out there but we just need to keep testing things.
You know ,years ago i was trying to do the same thing in fighting games untill a very good player i know told me this: "You know there is no reason to try to low/high crash all the time,Why don't you just block like normal people do?"
~Wise advice here!
So just block low(or learn to brake throws) and react according to your opponent no need to use a move for it!!
nope there is nothing , the oponent recovers about the same frame with you when using an ukemi, so the only thing u can do is a non-trap mind mixup.
After A+B we're pretty screwed. The best bet is 4A+B_2A+B. They can technically ukemi and jump, but I don't believe it can be done on reaction. And to do a TJ move from KND would mean they'd have to RCC somehow. Is that even possible in this game?
You could do an exorcism after A+B. That should scare them into staying down. (Or teach them to do a WS attack.)
What are some decent ways to set up WR K and HOV B?
2A is like +6 on hit, so if you WS K after that it will beat anything they can do. I always have bad luck with AA6, WS K. Everyone just blocks.What are some decent ways to set up CH WR K, CH 6A+B, and HOV B?