bushindu
[11] Champion
mrc
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Natural combos: First and all subsequent hits deal 100% damage (e.g. BB, 2A → CE).So how exactly does combo scaling work in this game?
I have no idea. Blame Project Soul for removing the scaling indicator from training mode that was in SC4.Do they stack? If I launch an opponent after a stun, do I do 0.75 * 0.80 = 60% damage?
Natural combos: First and all subsequent hits deal 100% damage (e.g. BB, 2A → CE).
Air combos: First hit does 100%, second does 75%, all hits after do 65% (e.g. 33B → bA).
Stun combo: First hit does 100%, second hit does 80%, third/fourth hits do 70%, and fifth and on hits do 50% (e.g. 1B:B → 2143B:B → JFT).
Wallsplats count as both a stun and their own single hit, so they will scale combo damage down considerably for obvious reasons. Also keep in mind damage is affected by the state of the enemy character, which is why some moves like Algol's 3AA, which logically should only do 40 damage (20+20), does 42 damage because the opponent is forced into a TC state by the first hit of the string, causing the second to get the damage bonus of hitting a non-blocking crouching opponent with a mid.
The stun/launcher is the first hit.When you say "first hit" do you mean first hit after the stun/launcher or is the stun/launcher the first hit?
JG the BE version, and make sure not to throw out too many high attacks randomly. Pay attention to what they like to do after a bullrush so you don't get caught by 22B or 6K or whatever.What to do against Asta who spams bullrush/EX bullrush?
No, you are thinking of BE bullrush. I've never had a problem dealing with it, but maybe I've never fought any really good Astaroths before (Entirely possible). If the super armor/revenge property keeps getting you, pay attention to when they like to use the move so you don't get caught by it, or just play a bit more cautiously when they have 25% or more meter. I'm pretty sure some fast moves that activate the super armor, like 2A, recover quickly enough for you to still JG the 2nd part of the BE, lol.OK then that's not the move I'm thinking of. I'm thinking about the one that he can absorb a move up to 28 damage with.
Fully charged bullrush is very easy to JG or auto-GI.For BE bullrush you can JG the second hit and punish for big damage. Standard bull rush is really hard to deal with. You can GI and sometimes you can sidestep it. Other than that it's usually best just to block. For the fully charged version, options are very limited because it has huge range, gives frame advantage, and has a massive hitbox. Can't do much besides lay on the ground or GI
Practice is really the only way to learn em. Lots and lots of practice bro. Stick or pad doesn't matter. I play on stick btwSay, I've been having a lot of trouble with APat's just frames. Is there any tips on how to execute them better, I'm pretty hopeless because i'm getting most of them which isn't much with by button mashes. Also, is it easier to do just frames on a pad or on a fightstick, pretty lame question but I would like to know. C:
Say, I've been having a lot of trouble with APat's just frames. Is there any tips on how to execute them better, I'm pretty hopeless because i'm getting most of them which isn't much with by button mashes. Also, is it easier to do just frames on a pad or on a fightstick, pretty lame question but I would like to know. C: