mugwhump
[09] Warrior
I'm having a tough time landing 2B+K BE AAB etc. followups after 3B AAB 2A+B.
Any tips for timing? Which parts of the input can I buffer?
Any tips for timing? Which parts of the input can I buffer?
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Are you remembering to take a step forward, as in 3B, AAB, 2A+B, 2B+K BE, 6, AAB, then finisher of choice?I'm having a tough time landing 2B+K BE AAB etc. followups after 3B AAB 2A+B.
Any tips for timing? Which parts of the input can I buffer?
Sadly they can AC 6AB. And there are better ones for that much meter with that starter currently.I found a really weird combo that uses 2 full bars... o_o
33B, 6AB B+K BE, 9K, 2 B+K BE, B+K, CE, AAB, 2 B+K, 1 A+B
Does -/+122 dmg
The weird transition is from 33B to 6AB B+K BE. you want to call back the orb at the right moment or: the orb will just stay there, or the opponent can escape it.
EDIT: I think the opponent can still escape it with air control, but I'll have to do some more experimenting.
6B+K, 1A+B, tap G, AAB, 2A+B/6A+B (slight charge), 2B+K BE, 66, AAB, your preferred ender.
This one is a little tricky to pull off. Firstly, the 1A+B must be done from a distance, best example I can give is the space between you and your opp. when the match begins. The orb will pop the opp. higher into the air after the 1A+B, tap G when the orb hits to stand up, and then go into the BnB. The tap G is needed, otherwise you will end up throwing out a WR A because Viola won't recover to standing position fast enough without it.
I've mentioned this before to someone else who posted this combo in the Viola Setups thread but you can air control out of this combo so, sadly, it really isn't reliable at all.