Dranakal
[08] Mercenary
this is not a combo, you can air control it -_-With 3b 1b 1b you have to wait just a tick after 1st 1b
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this is not a combo, you can air control it -_-With 3b 1b 1b you have to wait just a tick after 1st 1b
Sorry for not reading the whole thread, so just igonre of already known. I saw in first post you only listed 11BA Wallcombos when you hit 4K etc from Max range, but this seems pretty constant to me and havent seen it in your video:
3B~W!~iFC1B~11BA6~MSTB B+K BE~CE alone is 129 DMG. So better than the other ones you listed in first post.
But i feel like its worth to check.
Hey Doc, thx for your contribution. Its really interesting, but you got it all wrong :P
This is very consistant if you use 4K to throw into wall. It gets a bit weird/char dep with 4B and 3B.
So here is the trick to it
If 4K throws opp into wall from a distance FC 1B will not give a high wall splat, so instead, go directly for 11BA~MSTB+K,1A = 106 dmg
However, if you and your opponent are close to the wall, and you use 4K to splat, FC 1B gives high wallsplat and you can FC 1B, 11BA MST B+K,1A = 103 dmg :p
Have fun folks.
I've been wondering that since I saw the french stream, where DTN used FC 1BB always to punish opponents high moves.snip
FC 1bb natural combo against:
Algol
Alpha Patroklos
Astaroth
Voldo
Nightmare
Tira
Aeon
Ivy
Hilde
Raphael
Ezio
ZWEI
Seems to be random against:
Maxi
Works off axis against:
Algol
Works on crouch against:
Astaroth
Voldo
Nightmare
Aeon
No. Its random. Doesnt depend on range. Or anything. Mitsu can always block. Nm can almost never block. Maxi can block half of the time or more often. Etc. still builds hell of a meter and breaks armor fast.FC 1BB causes the ground stun you usually get on CH if you hit them at tip range. At the very tip sometimes you don't get the stun though. Only really tested it on Astaroth =/
On NH in situations where FC 1BB isn't a combo, the second hit is still a causes a forced-block situation. If they don't want to get hit, they'll have to stand into your mixup, since it's hard to read whether the second hit is coming or not during the window where you have to press G to block the second hit. So I prefer FC 1B as my FC punisher unless I really need the damage.
thats what i use and i agreefast option is guaranteed if they don't GI back, 236B is 26 frames and after GI u have 27 frames.
so for the slow option I guess it will work if they GI back right away? I should use that, big dmg!
I've been using 3B as my fast option and 236(B) as my slow one. The moves are 8 frames apart, so I doubt one can GI both with the same timing. Both fit within the window, and in the current metagame people will probably think the defensive mixup is GI or don't GI. Often I run into players that never re-GI as well. And this way I don't need to check whether they have meter or not.New post GI
sorry for mistake last time. Somehow, I messed up the testing or whatever.
fast option 236B hold
slow option 6B+K,MST A+B