ah, its just fun to toss in once or twice in your whole session with an opponent, its a big combo booster and rage-initiator!
edit: thanks for the headsup though
Dunno if this has been mentioned, but its sort of a combination of one combo with a command grab that leaves you open to continue without a second RC after the grab.
standard RC combo start up 5B - 5C - 236A - RC - 2C - 6B - 5B - 5C - 236C - 9D - [w]236D - MANY OPTIONS HERE (2c would probably be a good choice)
you just have to make sure that when you hit the 236C -> 9D -> 236D that your opponent has his back to the wall (he won't be high off the ground then) making it possible for you to continue the combo!
obviously don't do this combo often, command grabs in combos are blue beats and can be countered, just j.aaa after the 9D and whatever after
has this been posted before?
That play style is EXACTLY what I've been doing. It is really effective, the in-out game with the wolf helps once you get really comfortable with using his 236s to move around quickly and safely.
Do you mean the wolf command grab?
Command grabs can't be countered when its a neutral grab, your opponent missed a grab attempt just before or you grabbed him in a COUNTER state.
No more serious Valk questions outside of Q/A Thread!
Fighting games are muscle memorryyyyyyyyyyyyyyyyyyyyyy Hurr Durr lag stops my combos
No, lag stops blocking properly, guessing games, throws, counters, shit like that