docvizzo
[14] Master
Theres nothing wrong about going for Wakeup, but i suggest:
From Mid to closerange, which Includes punishing:
iGDR~4A+K~1K for 59 Damage. If they tech, it leaves you at +1. Not great, but its an easy, tournament-Combo.
Dont forget, iDGR 22B 8A+K iDGR 28B is LESS Damage, 58 Damage, for eneourmous Effort.
From Long Range:
Now the Effort is worth the Combo. iDGR 22B 8A+K iDGR 28B from Long Range is 80 Damage. If they tech, they're screwed. And i hit a lot iGDR from Long Range, people seem to be too careless and underestimate iGDRs speed, not to mention, TCs under Highs.
Dont do 4A+K from Max Range, only 45 Damage.
And the Combo is not that hard, if you once get the feeling for the 8A+K recovery.
iGDR is easy with practice, and now i love the 360 Analog-Stick, great for iGDR.
From Mid to closerange, which Includes punishing:
iGDR~4A+K~1K for 59 Damage. If they tech, it leaves you at +1. Not great, but its an easy, tournament-Combo.
Dont forget, iDGR 22B 8A+K iDGR 28B is LESS Damage, 58 Damage, for eneourmous Effort.
From Long Range:
Now the Effort is worth the Combo. iDGR 22B 8A+K iDGR 28B from Long Range is 80 Damage. If they tech, they're screwed. And i hit a lot iGDR from Long Range, people seem to be too careless and underestimate iGDRs speed, not to mention, TCs under Highs.
Dont do 4A+K from Max Range, only 45 Damage.
And the Combo is not that hard, if you once get the feeling for the 8A+K recovery.
iGDR is easy with practice, and now i love the 360 Analog-Stick, great for iGDR.