By the time the instant kill animation is over the enemy has fallen. No matter how early i roman cancel after throw the same thing still happens.
What are the "other requirements?"
I need vs. Ragna strats. What else can be punished besides whiffed or blocked d. I get guard crushed constantly. How would you zone effectively I assume from most of the videos I've seen it's best done mid range. I cant keep him out but afraid to get too close.
thanks! those drills are trouble. i find myself waking up to them and getting pressured into a string, is this escapable? i find that i have to wait for a second drill but by then eddie has cranked his own gaurd gauge or either got me in command throw. will FB or SB work?
i find that 236S is a good move to spam gets rid of the pet and its RANGE(hint -_o) often rewards you with rekkas (on anticipation; get eddie to turtle). also feinting into HS works well lol.
the timing for the dj~ j.S should be at the point where you can still JC (follow-up)?
edit: Sol's VV on wakeup just seems so instant on wakeup that im having trouble timing it, invinciblity frames?
ive really been playing with Orb frc mix ups i was wondering if anyone knew anything buff after a Jump Install (mohora-mode) havent seen it used too much with ABA but one of the things i really like about being in Goku-Mohora mode (a second normal jump that is).
thanks the only reason i ask is because i like to play an aggressive ABA i have no problem getting an opponent cornered but from there my oki game changes (i like to use crossover) so i then rely on rekkas and butloop mix ups so im using 50% most of the time often without reward. i find myself then playing defensive because i dont got anything solid/safe afterward.
thanks much, i didnt know you could dash buffer that.
ive been trying to throw tiger orbs into a rekkas mix up(im tired of eating lows) but need something buff afterward (that would explain the high)
also just in combo wise its a good skill to learn but i seem to fall.
again thanks!
ive only tested this one on Order, the timing is a little tight but its half life.
50% Tension
(anti-air)
2S, butt, RC, Orb, LAND, dash, 5K, 5S/6P(one hit), 2S, sj.P, sj.S, sj. HS, sj.D, Orb
sorry im wrong its a neat combo but i totally spaced out recovery, apologies..
forgive me if i missed the answer already but i was wondering how you capatalize on a character that tech recovers back after 6k, S.disc in the corner everything i do is not really effective in the punishment department (another s.disk or IAD to some air to air that gets blocked)
im sorry if this one has been posted, but i have slightly modified an existing combo not yet completed i was wondering if someone might help. though i know up to a certain point the combo is useless, i am a scrub but never the less a combo fiend. anyways....
(corner)
6K, S.Disc, r.5Sc(1), 2H, ju.H | ADC j.D | ADC j.S-H, land, ju.K-S-H | ADC j.D | ADC j.D, S.Pin, land, S.Disc, 2(picks up pin), 2H...
its as far as i can get but it a launch from there my main objective is to finish with a special or just keep it going (looks flashy but again pointless i know)
this thread rocks and is really helpful, how everyone breaks it down...