: A lunging forward middle chop, with great range. If really close to a wall then will produce a Wall Stagger. For guaranteed punishment against crouched opponents: In open space, use for greater damage than.Opponent might evade to your back side: Use due to it's half circular property, since is linear.On occasions where this move is guaranteed to hit, so is the above-mentioned, so here are a few things to consider to help decide which move to use, and when to use it: It's also half circular and when performed close to a wall, produces a Wall Splat for great combo potential. It's a great, general-purpose knockdown tool to have at the ready. : A quick, reverse spin mid kick which knocks down on any hit. All the attacks can be delayed as well, and if the final (an uppercut) lands a Counter Hit, then you can follow-up with a combo such as which works against all characters. The first is a natural combo and is somewhat hit-confirmable, however, the final is not, and is heavily punishable on guard. So it's always a good idea to hit-confirm before you decide to follow-up. However, if is a Counter Hit, then it pushes Light and Middleweight Opponents back quite far, making any follow-ups miss. If is a Recovery Hit, then the follow-up is guaranteed. It's also a linear attack which makes it vulnerable to evades. On Normal or Recovery Hit it only gives a small advantage so Kage must keep applying pressure. (or ): A standard mid-level uppercut attack, that launches only on Counter Hit. On completion, it produces spinning knockdown where you can apply more pressure, and should it happen to hit the opponent into the wall, it can produce a wall splat or slump for additional combo opportunities. Due to 's half circular property, if you catch an opponent evading the wrong way, it will result in a Counter Hit, and so the follow-up is guaranteed.
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