TwistedAsura
The Wanderer
YAAAAAAAAAAAAAR. *quiet voice* I am u.s..... *cries*Nothing much has brewed up recently captain. The seas are....quiet. But I could mirror you if you want, unless you are US like 80% of the people here ;_;.
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YAAAAAAAAAAAAAR. *quiet voice* I am u.s..... *cries*Nothing much has brewed up recently captain. The seas are....quiet. But I could mirror you if you want, unless you are US like 80% of the people here ;_;.
What's the timing on the BT B+K after GDR for them to land at your feet? I'm way out of practice and can't seem to get it.
What's the timing on the BT B+K after GDR for them to land at your feet? I'm way out of practice and can't seem to get it.
FixedSwine: 6B BE is not NC, unless you're talking about 4B BE. And yes, you can check hit on 6B BE CH and it's easier to BT B+K after that for 100 points of dmg.
Wall combos:
3B, w!, 6A+B, CE, w!, 1A:B, iGDR Also works off of 44A+B, w! or 44(A+B), w!
Backthrow, w!, 66B, w!, 66B Can also replace both 66Bs with another back throw but is character dependent.
He has a ton more tech traps that were over in the combo thread but I'm too lazy to post em now. Is there a restriction on what can go up, like say it has to be guaranteed or can't be character dependent/situational?
Any advice to succeed the BT B+K shortcut ? I don't get 3K:B+K or 4KK:B+K at all...
^ Ok yeah, I forgot about that. Actually that reminds me of another tech trap someone mentioned-
CH 3A+B ~ 2(B+K) If they tech front or back it stabs them like normal but if they tech left or right it puts them into quake stun.
Also works after a DC B/6B BE, BT B+K. Though for that to stun the B+K has to push them away instead of land at the feet.