![]() At the end the final 214M might not always land because they ended too high up after the final 4S. At the beginning you need to properly time your 5 to hit them as high as possible. The hard part comes from the beginning and the ending. They deal incredible damage and are very easy to do. The main idea here are the 4 Astra 5M~ S > 4S loops. In majority of your matches you will not need to kill them with one combo, but this route shows you the sheer damage potential Dragon Knight has and how her optimal Awakening punishes look like. Surprisingly more viable ToD than you'd think. ![]() ![]() Instead of ending the combo at ( 5M~ B hit), continue with 5 into 4S.īased on what starter you used with this combo, you may only get one or two loops of 5M~ S > 5B > 5 > 5Ģ36M CH > Conversion > 66 > 2S > 5M~ S > delayed 5 > 4S > x3 > 214M > AS This combo also goes into this combo linked below but can only be done when starting the combo at the middle of the screen. Some chains may be a little harder to execute than others due to the amount of time before the opponent techs varies based on starter, such as how starting with 2A will make the opponent tech out faster than if you started with 5B. Any chain into 2B will require a deeper dash-in and not work with A normals due to the range. This combo works from any chain, even the most scaled ones such as 2A > 2A > 5B. Finish with 2S > 4S > 214M for extra damage but less oki. This combo is amazing as it grants Dragon Knight some of the best corner carry in the game due to the Hard Knockdown with 5M~ B, which gives Dragon Knight enough time to run all the way over to the opposite side of the screen to start her pressure. with 5M Guard Mid Startup 18 Recovery 10 Advantage +18 ~ A Guard Mid Startup 68 after 5M Recovery - Advantage +18 instead of a safe jump, but be wary, as this setup does not cover DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.sĬhain Starter > 2S > 5M~ B > 66 > 5B > 2S > 4S > ( 5M~ B hit) Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. Or even granting better okizeme From Japanese "起き攻め". after the 214M Guard Mid Startup 16 Recovery 35 Advantage -26 using a buffered forward jump > delay j.B Guard High Startup 12 Recovery 23 + 3 Landing Advantage -8~+15 at all screen positions. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. ![]() This combo also grants a safe jump A very well-timed jump attack on a character who is rising from a knockdown. Starting from A normals is benificial due to it having the most cancel options on pressure. ender if the opponent blocks, and due to the delay cancel on the B normals being able to catch opponents mashing. A string like this works great as a hit confirm To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent., due to it being able to also go into 5S Guard Mid Startup 14 Recovery 26 Advantage -8 > 5M Guard Mid Startup 18 Recovery 10 Advantage +18 as a safe pressure To attack the opponent continuously and leave little room for counter attacks. The general chain structure to follow with comboing and pressure is: ( A starter > 5B > dl. This combo is good due to it being available from all chains, such as 2A > 2A > 2B at all screen positions, and costing a low amount of Mana.
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