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Mailist y combos salayer v0.1
Mailist y combos salayer v0.1







mailist y combos salayer v0.1

Crosswise Heel will probably whiff without the delay after K Dandy.(Midscreen) CH 6P > K Dandy delay CWH > 6H > P Pile This combo generally always works if you RC into 5D, though 5H > 2D may fail to combo on thinner characters or if the combo is too long.K Pile > 5H is a link, but you have around 6 or 7 frames.There’s no need to time the 5H hits, just mash 5H after 5D.Useful confirm when you try to throw and miss but hit with 5H.CH 2K > 5K is a 3 frame link on standing and a 4 frame link on crouching.Basic confirm in neutral when too far to link 2K > c.S.If you are too far away, you will get f.S instead of c.S.2K is a low, so this is an important confirm for Slayer’s mixup.BNB into knockdown on standing opponents.CH 5K > 6H does not combo on most crouching opponents, but if you are close enough, it can combo on crouching Potemkin, Bedman, and Kum.Both 6H and P Pile may fail to combo from far away.6H > P Pile is a 1 frame link on standing.CH 5K > 6H will not combo on crouching as 6H will hit too late.Highest damage counterhit confirm for 5K.CH 5K > 5K is a 2 frame link on standing and a 3 frame link on crouching.5P cannot hit most crouching opponents, but can hit crouching Potemkin, Bedman, and Kum in the middle of a combo.For better frame advantage, end on 5K if the opponent is blocking.Can also be started from 2P, which gatlings into 5P, though this won't reach at every range.5P gatlings into 5K, so you can use this from any 5P hit.(Corner) Bite > RC > K Pile > K Pile > 5H > 2H > c.S > j.S K DĬombos used on standing or crouching opponents (Corner) Mappa/IL > RC > 5D > 5H > 5H > K Pile > 5H > 2D You need to RC almost immediately after Mappa/IL/Bite hits.(Midscreen) Mappa/IL/Bite > RC > K Cross > 5H > j.S H D 2K is one frame faster than 5K, so you can use 2K for an easier confirm. 6H > 5K/ c.S is a link, but you have a lot of time to do it.Easy and stable confirm for midscreen CH IL.(Midscreen) CH IL > 6H > 5K/ c.S > j.S H D Potemkin and Kum touch the ground before 5H hits, so use CWH > c.S > f.S or CWH > 5K on them instead.On lightweights or larger characters, you may be able to do this without delays. On most characters, you will need to add a delay before the first j.D to combo into j.K > dj.S.P Cross> 5H > j.S doesn’t always combo because P Cross doesn’t move as close as K Cross does, so you may need to do P Cross > f.S > j.S or P Cross > j.S.P/K CWH > 5H > j.S H D 2K > j.K > dj.S H D On heavyweights (Bedman, Leo, Johnny, Potemkin, Kum), 6H > Pile only works at certain distances. On some characters, you have to hit 6H as soon as possible or they will touch the ground before P Pile hits. CH Mappa > 5K may fail to combo from far away, use CH Mappa > P Mappa instead.CH Mappa > 5K is a link, about 5 frames under most conditions.On Potemkin and Kum, use Throw RC > c.S > f.S.On some characters, it may help to delay the 5H.Throw RC > 5H > j.S H D 2K > j.K > dj.S H D If you want to be safer on block, use P Mappa, which leaves you further from the opponent.5K is a great poke, so you can fish for damage with this combo and get even more damage by spending Tension on Mappa RC.f.S > 5K is a 2 frame link on crouching hit.f.S > c.S is a 4 frame link on crouching hit.BNB into knockdown on crouching opponents.(Crouching only) c.S > f.S > c.S > f.S > 5K > 2D f.S > c.S is a 3 frame link on standing hit.Commonly used after crossing up the opponent with forward dash.For more optimized combos, refer to the other sections on this page. These routes are mostly universal and require no character specific adjustments.

mailist y combos salayer v0.1

If you are just starting out, some useful details about the moves and combos are provided.

Mailist y combos salayer v0.1 install#

IAD = Instant Air Dash MC = Mortal Counter JI = Jump Install RC = Roman Cancel RRC = Red Roman Cancel YRC = Yellow Roman Cancel PRC = Purple Roman Cancel IK = Instant Kill Mappa = Mappa Hunch - 236or P Pile = P Pilebunker - 214P > P K Pile = K Pilebunker - 214K > P CWH = Crosswise Heel - 214or > K UP = Under Pressure - 214or > S IL = It's Late > 214or > or Helter = Helter Skelter - 214or > H Bite = Bloodsucking Universe - 63214H DOT = Dead on Time - 632146S EW = Eternal Wings - 236236H SDD = Straight-Down Dandy - j.214214S (N) = Hit N of a move or move must deal N amount of hits. = High Jump/Super Jump jc = Jump Cancel hjc/ sjc = High Jump Cancel/Super Jump Cancel dc/ adc = Dash Cancel/Air Dash Cancel CH = Counter Hit AA = Anti-Air = Hold input. whiff/ (whiff) = The move must whiff (not hit).

mailist y combos salayer v0.1

>/ ~ = Cancel the previous special into a follow-up special. , = Link the previous move into the following move. ▷/ land = Indicate that the player must land at that point in the sequence. = Proceed from the previous move to the following move.









Mailist y combos salayer v0.1