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Posted

Wait, are you talking about secret garden(214H)?

If that's the case, there are specific patterns you use in specific situations. 2828 is one of them, but so is 3464, and 1646, to name the most commonly used ones. Most common situation is when you get them into an air combo and end it with pin, land, 6H. 6H into 214H, 2828. If you do 214H while the opponent is NOT knocked down, certain characters can punish you for free (testament, for example). If you DO get one off before getting touched, for the most part, the opponent will be on you, so a better pattern is one that backtracks in case you got caught (so a pattern like 1494, or 2448).

Yes that's move name I meant but situation I was refering on you opponent's wakeup since you PROBABLY WON'T have time to use it in ANY OTHER situation for reason you listed.(After sweep or any orther combo the scores knockdown)

  • 10 months later...
Posted

Where'd all the videos for this thread go? Also, I'm wondering if there's a way to combo, use Pin, pick it back up mid-combo and use it again? Or is that not possible?

Posted

it's done all the time. like on johnny in the corner, 2H -> jump forward 214S, falling j.H, land, pickup pin 2H -> j.D -> 214S, airdash falling D -> ad.D something like that...

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