Di_PL
[10] Knight
Thanks for the answers. I have to spend more time in the lab.
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Hmm... does GI > 44B > 33ABK > 4B+K (tech trap) build enough meter for the full 2-bar 4B+K combo?
found a guaranteed full death combo, midscreen that ends at a wall. the irony is i was so close to finding one with zwei (237 dmg, damn you), i picked up algol about a week and a half ago and have been working on finding one and boom, came up with it today. non techable, two full bars, and looks flashy as hell.
also found some unique wall combos and side throw setups, which actually change randomly and force you to modify the combos you're doing. actually great fun trying to guess what will happen. i will see about maybe recording some of this stuff
I've started using 44B → 66A+B → FC 8B BE → 3B BE → QI A+BB BE → FC 8B BE → 1A over the 3B BE ender recently. Comparable damage, no glitchy QI B in it, and 1A also counts as a tech trap for additional damage with 2K followup.
I usually just mash out QI A+BB BE, then hold 2 (holding 2 is the most important part; you want to start holding it as early as possible after the previous input) and when you teleport you do 8B BE when he stands up out of his chair.I am having trouble getting the FC 8B BE after a QI A+BB BE all the time, any tips on getting it down, because I like damage.
keep in mind, it is positional dependent on the screen if you'll get the end of the combo because you have to end up at the wall at the end
44b (as close to the opponent as possible), 4 A+B BE, 8 way run left (must be left, right does not work). as the opponent is coming down, stop step, they will bounce on the last ball, 66 A+B (all of this is 100% reproducible, just have to get used to the timing), ifc 8B BE, (recreates the old BE combo that was nerfed), 2 A+B, iFC 8B BE, 3B BE, QI B, 3BB
guaranteed death, no CH or Clean hits required.
ironically, this works easier on small and normal size characters, although i can get it on big hitbox characters, just harder to get the second bounce at the beginning
I think you can't land 3B BE B, after FC8B BE, despite that ,44B,4A+B BE,step left,66A+B is confirm combo after that FC8B BE can land opponent backwards
FC 8B BE still splats that way if it hits the opponent from the back or back left. Still very impractical, considering the standard 44B > 66A+B is not dependent on the range that 44B hits from or enemy character size and is only a smidgen less damage. Nobody is going to bother with 4A+B BE combos in a real match if it means risking the waste of a successful 44B launch.I find it interesting that stepping left allows the FC 8B BE to splat backwards, but right will always splat forwards. im assuming itll get nerfed.
There's a staling system used for certain launches. If you do 3B BE > QI B > 3B BE > QI A+BB BE over and over in training mode, the A+BBs will stop launching after a few loops. Similar "launch staling" can be observed in Viola's combos and Hilde's loops.in this combo:
-44B>4A+B(BE)>2A+B>A+B>QI B>3B(BE)>QI A+B B(BE)>FC 8B(BE)......the FC8B(BE) just hit the opponent in the air and don't send him to the ground......maybe is for balance?...bug?....?????
There's a staling system used for certain launches. If you do 3B BE > QI B > 3B BE > QI A+BB BE over and over in training mode, the A+BBs will stop launching after a few loops. Similar "launch staling" can be observed in Viola's combos and Hilde's loops.
Did read all about FC 8B BE and still zero success,can someone give me/us more hardcore tips about how to do it ....