Jink
[10] Knight
After RSH'B I do:
1AA for damage and possible T!
44 to keep RSH momentum, however I don't use this online.
A+B near wall and edges, it gives Sig momentum from SSH to roulette.
66A+B when I know its going to finish the fight, but I don't use it much.
I'm mastering kA as a combo after CHit SSH'K, I'll try kA2A, 1AA. Thanks.
CHit SSH'A, 22 works for T! But I'm not sure entirely.
88,RSH'K work as T! against downed players when close enough.
1AA for damage and possible T!
44 to keep RSH momentum, however I don't use this online.
A+B near wall and edges, it gives Sig momentum from SSH to roulette.
66A+B when I know its going to finish the fight, but I don't use it much.
SRSH B, 1B = T!
CH a+kA2A (second hit), 1AA = T!
CH 4K, 3B = T!
b:4, 22*88B = T!
CH SBH K, 3A = T!
There are more, many more, these are just some of the common tech traps I've seen so far...
CH SSH K, a+kA2A, 1AA = combo, and second hit of 1AA tech traps for 3B to combo depending on range, etc...
44A, 66B = combo at long~mid range...
I'm mastering kA as a combo after CHit SSH'K, I'll try kA2A, 1AA. Thanks.
CHit SSH'A, 22 works for T! But I'm not sure entirely.
88,RSH'K work as T! against downed players when close enough.