Following CH 66:B?

6:6B, 66B, 6:6B, 44{B}, MCHT 66 - Gives great oki in MC, does shit tone of damage on opponent's trying to get up otherwise 11BBB does the most grounded damage...

So from best to worst:
1. 1{B}
2. 44{B}
3. 11BBB
4. 2A+B236, CR A+K, BCR B, etc...
2A+B is last because the tech trap rarely works in SC4 (at least for me, it always gets avoided), I wonder if it's any better in BD...

4A depending on range is a gamble even though it's +0 on grd... At close range BS 2A is my go to move, BS 3K is 2nd, BS 6A is 3rd for CH baiting... If they get smart you can always GI them too...
 
6:6B, 66B, 6:6B, SideStep Up, 44 MT_

sidestep is crucial since all those elbows/stuns puts em off axis.

SideStep UP (1p) or Down (2P) to ensure full combo lands.

Voldo's axis problems has pissed me off of recent.
 
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