MKHSpartan
[12] Conqueror
Followed by 44K.Manly men would RCC B+K. :P
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Followed by 44K.Manly men would RCC B+K. :P
It whiffs too much LOL.Many have tried, few have succeded, lol.
But, if you use a single 2K as a poke, it can't be blocked at all, right? Or just no one ever does?
snip
How is the consistency of those combos? I still cant decide if i prefer to go for the usual BnB wallcombos after 22A splats, or the guaranteed UB (22A~W!~3B~W!~236 B).
α Patroklos*
Aeon**
Astaroth
Cervantes
Ezio Auditore
Hilde
Maxi
Mitsurugi
Tira***
Voldo
Xiba
Yoshimitsu
Z.W.E.I.
*He moonwalks with you! Looks super jank.
**Requires a different angle compared to others; think a little more parallel with him
***Jolly only
Starter is 88A ~ W!
- 6K ~ W! ~ Back Throw 92 damage
- 66K ~ W! ~ Back Throw 94 damage
- 3(B)~ W! ~ G ~ WR (B) ~ SCH B 96 damage
- 3(B) ~ W! ~ 6B+K ~ SRSH B ~ 22BB 99 damage
- 3(B) ~ W! ~ 4B+K ~ SSH BBB 101 damage
- 3(B) ~ W! ~ 2KKKKK ~ 66B 102 damage
- 3(B) ~ W! ~ 2KKKKK ~ A+B 104 damage
- 3(B) ~ W! ~ 2KKKKK ~ 2(A+B) ~ SBH k(BE) 119 damage
- 3(B) ~ W! ~ 2KKKKK ~ 66B (tech) 132 damage
- 3(B) ~ W! ~ 2KKKKK ~ 66B (tech) ~ W! ~ CE 203 damage
or they could have just nerfed the tech recovery frames off a grounded hit 2KKKKK so that the move would still be generally useful, but wouldnt have enough + frames to tech trap into ridiculous shit. more or less the moonwalk thing was a lazy nerf imo.You can use 2KKKKK to hurt people badly at the wall. This is off 88A, which is great because you're probably already using this to fish for wall hits anyway. What you want to do is hit 88A and the subsequent 3B at such an angle that you're ever so slightly to Siegfried's left of them, while still on axis enough that the 3(B) gives you the high wall splat. When you do the 2KKKKK, you're going to end up stomping mostly on their rear calf, because it's the only part sticking out from their hitbox. For some, you can end up stomping across their entire body - experiment and see what angle is consistent for which character.
In my opinion it's easiest to start out on α Patroklos, Algol, Astaroth, or Mitsurugi (in order of easiest to hardest), though you can do it on all of the characters listed below:
Code:α Patroklos* Aeon** Astaroth Cervantes Ezio Auditore Hilde Maxi Mitsurugi Tira*** Voldo Xiba Yoshimitsu Z.W.E.I. *He moonwalks with you! Looks super jank. **Requires a different angle compared to others; think a little more parallel with him ***Jolly only
Here's a combo list, with regular BnBs listed for comparison:
Code:Starter is 88A ~ W! - 6K ~ W! ~ Back Throw 92 damage - 66K ~ W! ~ Back Throw 94 damage - 3(B)~ W! ~ G ~ WR (B) ~ SCH B 96 damage - 3(B) ~ W! ~ 6B+K ~ SRSH B ~ 22BB 99 damage - 3(B) ~ W! ~ 4B+K ~ SSH BBB 101 damage - 3(B) ~ W! ~ 2KKKKK ~ 66B 102 damage - 3(B) ~ W! ~ 2KKKKK ~ A+B 104 damage - 3(B) ~ W! ~ 2KKKKK ~ 2(A+B) ~ SBH k(BE) 119 damage - 3(B) ~ W! ~ 2KKKKK ~ 66B (tech) 132 damage - 3(B) ~ W! ~ 2KKKKK ~ 66B (tech) ~ W! ~ CE 203 damage
The Rationale Behind Nerfing
The best I can speculate is that 2KKKKK made Siegfried really god damn obnoxious at the wall. To be fair, he still is - the damage difference between current BnBs and 2KKKKK combos aren't all that different. That is, they're not all that different until you take into account Clean Hits and meter options. 66B has a Clean Hit rate of B, which is fairly often, and 2(A+B) ~ SBH k(BE) does 20 damage more than SSH BBB or 66B enders for either combos. Not to mention, the tech traps off of 2KKKKK quickly reach ludicrous levels of meterless damage.
Thus, instead of nerfing the combo enders and possibly ruining them elsewhere, they nerfed the move that gave these situations - 2KKKKK. It wouldn't be too big of a deal, since he still has a serviceable low okizeme tool in 1K, and he doesn't lose too much damage from the wall combo damage, since he has SSH BBB. So nerfing 2KKKKK was probably the logical nerfing choice for trying to reign in his wall combo damage without neutering him too much in other areas.
At least, it WOULD be logical if they didn't nerf 2A+B in a subsequent patch. =P
or they could have just nerfed the tech recovery frames off a grounded hit 2KKKKK so that the move would still be generally useful, but wouldnt have enough + frames to tech trap into ridiculous shit. more or less the moonwalk thing was a lazy nerf imo.
stuff about 2K
PS : In any case the combo looks so cool. Nice one !
Not only does it look cool, it absolutely MURDERS people for teching,
yes. >_> better a well thought out nerf than a lazy/not well thought out one. after all, look at what those kinds of nerfs did to 2A+B.It probably was, but do you really want an in-depth nerf?
If 2KKKKK didn't moonwalk, you can get an easy 42 damage on sleepers