KineticClash
[10] Knight
Ohhhh. I got it to work with 7B+K, CE (which does more than twice the damage of 7B+K, 6B8!), but I can't get it to work with 7B+K, dash 1B BE, CE. If I hold 2G, I can just duck it.
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but with the pressure of a combo, most people force hold G and dont duck in timeHmm, it still seems like a good strategy. However, it costs 150% of your meter, and some people react to the blue flash of CE quickly enough to duck. Unless they're really just good guessers...
lol and I get jip, because apparently viola is brokenIf their front hits the wall after 214A...
214A!, (front hits wall), short delay, 3B, 6B8 BE!, 7B+K, dash 1B BE x3, 6B8 = 237
214A!, (front hits wall), short delay, 3B, 6B8 BE!, 7B+K, 6B8 BE, Elysium's CE = ****252**** (100% health combo)
I just tried this myself and I am afraid it is similar to Astaroth's version. It mostly works the way you say but for some reason it is possible for the opponent to crouch and duck AFTER the animation has started. Over in the Asta camp we came to the conclusion that the CE connecting like that was an unintended result of the patch code. I had recorded the combo in training and when I just mashed G it connected like you said, but when I did the same and started holding 2G after her CE animation started it ducked it. It is only duckable like this when you try to get them off the ground, doing it while they are standing is still impossible to duck afterwards. I even had one moment where (I may have had the CE timing off on this one) I just started mashing like crazy to see what would happen and I managed to get a throw out of it. My guy started the throw animation, she started the CE animation, and then my throw connected and I was all like o_O.CE can be linked after many moves as a "techtrap" or "G trap" because it's guaranteed if the opponent holds/presses G.
I noticed that if you do 1A+B at an angle you can combo it with 8A+B, B for about 10 more damage (52) as opposed to the 41 or so with foot stomp.
Works mostly from the opponents left or back side. Seems to be character dependent, too. You can do it on Cervantes from the front.
Well I think that should work no problem (I'm gonna go ahead and assume that the ! is the wall splat in there) but I think my previous post pretty much sums up how effective its gonna be.Hey I need some people to verify this, i 've tried with random air control, vs CPU, random ukemi and it still connects wanna check its not just me
214A!,2A+B 1B BE x2 CE asap ah well still literally a killer combo lol
my bad its one of those Hold G things
214A isn't really worth using except as a really slow high move punisher since anyone who sees it will know to duck it. If you don't mind the damage loss then 6A+K works alot better, you just have to dash forward before the 2A+B in order to get it to land.
*Regarding the CE-
I just tried this myself and I am afraid it is similar to Astaroth's version. It mostly works the way you say but for some reason it is possible for the opponent to crouch and duck AFTER the animation has started. Over in the Asta camp we came to the conclusion that the CE connecting like that was an unintended result of the patch code. I had recorded the combo in training and when I just mashed G it connected like you said, but when I did the same and started holding 2G after her CE animation started it ducked it. It is only duckable like this when you try to get them off the ground, doing it while they are standing is still impossible to duck afterwards. I even had one moment where (I may have had the CE timing off on this one) I just started mashing like crazy to see what would happen and I managed to get a throw out of it. My guy started the throw animation, she started the CE animation, and then my throw connected and I was all like o_O.
oh yeah I took your post into consideration, but it just nice to now something so damaging on the off chance 214 a hitsWell I think that should work no problem (I'm gonna go ahead and assume that the ! is the wall splat in there) but I think my previous post pretty much sums up how effective its gonna be.
Yeah, this definitely works at most ranges where 3A+B can connect. At tip range 6B8 aims too high to allow the target to take fall damage and get hit by 6B8.I found out that if you delay 6B8 after 3A+B, it will deal 20 more dmg if I remember correctly.
The opponent will have to hit the ground first to get the extra damage.
Can someone confirm that?