After f+2 or standing 2
uf + 3, 1, b+2, 1, 4
or
uf + 3, 1, b+2, 1+2, 4
uf + 3, 1, b+2, 1, 4
or
uf + 3, 1, b+2, 1+2, 4
- Both of them do the same damage (~59 depending on the setup) and allows you to recover fast enough to continue the pressure via okizeme or wall games.
After 1+4, 2, d+4 (the last sweep is a launcher)
dash > 1+4, 1, 2, 3
- You will be able to dash right after to threaten with either a sweep (against passive opponents) or a 1+4 for another pick-up against active opponents. Alternatively you can use an f+3 to set up mind games by alternating between canceling the kick (and going into another move) or attacking on the second (advantage on guard) or third (unblockable) spins.
After 1+4, 2, d+4 (the last sweep is a launcher)
dash > 1+4, 1, 2, 3
- You will be able to dash right after to threaten with either a sweep (against passive opponents) or a 1+4 for another pick-up against active opponents. Alternatively you can use an f+3 to set up mind games by alternating between canceling the kick (and going into another move) or attacking on the second (advantage on guard) or third (unblockable) spins.
Update
Guess what? Asuka finally has a 60+ combo! It's only a slight modification of the big one mentioned above and at it's biggest it goes like this:
f+2, uf +3, df + 1, b + 2, 1, 4 (wall splat) f + 2
In case you get a wall splat and the follow-up you get a staggering 75 points of damage and an opponent who is forced to rise into your okizeme by the wall. Make it pay off and you've practically won the round. Note that it is exceedingly difficult to land this whole thing on certain characters, with Steve being a major offender. You might want to stick with the slightly smaller version mentioned at the top for him.
No comments:
Post a Comment