ZUZU
[10] Knight
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It can't be done in training mode, only versus.
You might not be breaking them correctly. If they throw out an A grab you have to break it with A. Same thing with B grabs. If you try to break an A grab with B it won't work. Other than that you may have the timing wrong. Also 66_k doesn't have a low hit box, the brave edge version gives it a low hit box, which is another reason it is so good.Ground throw breaks are glitchy as fuck. 66K BE combos off them on some characters even though 66K doesn't. It doesn't surprise me that there would be whiffing problems too.
That's weird. The only thing I could think of is if they use a move that puts their character in to a lying down (not crouching) animation/hurtbox. This would cause the attack to whiff. Other than that I have no idea what's wrongI have been having trouble with the 6b after my 1A+G gets broken and even a lot of times when it isn't broken. The attack goes right through them, if they are blocking, attacking, anything the axe will pass right through them. I was just wondering if there was some property that makes this happen after 1A+G grab
Ground throw breaks are glitchy as fuck. 66K BE combos off them on some characters even though 66K doesn't. It doesn't surprise me that there would be whiffing problems too.
1b,b only hits both times if the opponent is not air controlling (moving left or right) and if the second hit whiffs they can punish, so it's risky. I only do it as an ending to a combo instead of 66 b ( 6b 22k 22b-be 66b) if you land a raw 22b-be just use 28 b+g. Hope that helpsHi, guys. I was wondering, can anybody tell me in which situations does 1bb (CH version) succeed after 22_88 b BE? It has great potential for W! combos and ROs... Is the opponent supposed to be rolling on the ground, stepping, or what?
Yah, they are pretty much useless, but I did discover a neat reset with them. During a wall combo when it comes time to 2a+g or 2b+g you can 3a+g or 3b+g and jump over your opponent. A lot of people try to whiff punish but you can usually get a counter hit with b+k-backturned. You can follow this up with 22k and basically do an entire wall combo over again. This is risky and the spacing is weird but it does work, for the most partand comfirmed useless.
1K/2K RCC 3A+G_B+G jumps over retaliatory 2A/2Ks and grabs them during their recovery crouch.and comfirmed useless.
fyi: you dont have to rcc for 3a/b+g. you can use 2a/b+g and 3a/b+g straight from crouch.1K/2K RCC 3A+G_B+G jumps over retaliatory 2A/2Ks and grabs them during their recovery crouch.
Attacks, such as Astaroth's CE, do damage. Damage reduces the opponent's health bar. When the opponent's health bar reaches zero, you win the round.Is there any real use for Asatorth’s CE?