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Domethieus

[CSE] Makoto Combo/Discussion Thread

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Makoto Nanaya Combo Thread

As a general notations go, I'll be marking the damage in RED and Heat Gain in BLUE

makoton-kick.gif

Contents

1) Midscreen to corner

2) Corner

3) Character specific

-------------------------------

Ending 1(Standard DP ender) - ~(66 5CC > j.CB > j.CC > 623C~D)

Ending 2 ( PF Ender ) - ~(66 5CC > j.B > j.D > 66 236236D(3/3))

Ending 3 ( Oki Ender) - ~(5CC > j.CB > 623C~D[Make sure you delay D a bit])

-------------------------------

General Tips:

- A good way to fit PF into combos with less hassle is to input 2362366D as you are landing from j.D. It'll create a micro dash and do PF afterward. -Bibiquadium

-When using Star Gazer or Mars Chopper in pressure, if you want to get a counter hit to combo out of it without needing 50% heat to Rapid Cancel it, you can always trick your opponent by doing 214A~C~ Delay A or B. If the one you are fighting mashes, he'll get a nice surprise, but if he doesn't, you'll get punished for it so I recommend having 50% heat when doing so. -Bibiquadium

BnB

General Midscreen: (DMG: Varies. No less than 1600 and Max is ~2.4K)

*2A/2B > 5B > 5CC > 214A~CCCC

1: Hitting off a raw 5B gets ~1800.

2: If you're close enough, you can tack in 5B > 6A > 5B before 5CC to make the damage maxed out. I think if you do this with a 2A before, it ends up being ~2000. NOTE; this cannot be done if you did a 2B before 6A.

Midscreen Overhead: (DMG: ~2700)

*6B~C > 214A~C~B > 2A > 5C > 2D(1) > 5B > 6C > 214B > j.A > j.B > j.D > 214A~C~A.

1: This can be done from a little bit away from the starting position for your opponent for the 214 A~C~A ender. If you're further from that, you can go into Corona Ender instead.

2: If you do anything before the 6B-C, this combo will not work with 2D(1). take it out and just do 2A > 5C > Corona Ender.

Midscreen CH5B/5C Confirm. (DMG: ~3.8K without Super.)

*CH5B/5C > 2C > 2D > 214A~C~B > 5B/5C 6C > 214B > j.A > j.B > j.D > 5D > 66 > 5CC > Corona ender.

MAJOR NOTE: If I recall correctly, anything you attempt to do on smaller characters like Noel/Carl will MISS after the 5D because they'll tech out before you get to them leaving you wide open. I'll retest it later, because I forgot about this combo. >_> You can also do this combo straight from 2C without CH.

"Strong" Corner Confirm: (DMG: Ranges from 5.1-5.5 depending on starter.)

*5B/6B/5CC > 5D > 214A~C~B > 5B > 6A > 2D > 2C > 214A~D > 5CC > j.B > j.D > 66 > 5CC > PF.

1: Combo is probably your best option off of one of these confirms. It's simple, easy to utilize and can also be done from j.CC, in which case you do a 5B > 5CC after. (j.CC > 5CC nets most DMG.)

2: In case you're having trouble linking the 5CC after the 214A~D, you can do 5A > 6A instead. You sacrifice a little damage, but it makes the combo even easier.

3: Without meter, after the j.D, do basic Corona Ender.

"Weak" Corner confirm: (DMG: ~4.4)

*2B > 5B > 5CC > 5D > *2D > 2C* > 236A~D > 66 > 5CC > j.B > j.D > 66 > 5CC > PF

1: For the parts I have asterisked, you need to do a Microdash to make this universal. some characters will fall out due to their smaller hitbox. As long as you get the dash before you hit one of these moves, it'll work on everyone. Feel free to not use it on character such as Bang, Haku, Tager, Ragna, but yeah.

2: For doing the dash after a 5D, input 662D right as her foot is touching the ground and you'll get it as long as you don't overcharge 2D, For doing a dash after 2D, input 662C right at the peak of their launch from your hit. This has to be done pretty quickly and personally, doing it after 5D is easier.

3: Of course, default to Corona ender without meter.

Mid screen to corner

A Starter

*2A > 5B > 5C > 6C > 214A~C~D [1632/12]

*5A > 5CC > 214A~CCCC [ 1690 / 13 ]

B Starter

*6B > 5C > 214A~C~B > 2A > 5C > 2D[1] > 5B > 6A > j.CB > j.CC > 623C~D [2870 / 30 ]

*6B > 5C > 214A~C~B > 2A > 5C > 2D[1] > 5B > 6A > j.CB > j.D > 66 5CC > j.CB > j.CC > 623C~D [3146/11]

-214BD/CD FC > 2C > 2D > 214ACB > 5C6C > 214B > j.B > jc > j.D > (Corner?) > 5D > Ender [/]

-214BD/CD > 214ACB > 5CC > 2D > 2C > 214ACB > 5CC > j.CB > j.CC > 623CD [/]

C Starter

*2C > 214A~C~B > 5B > 6A > 2D[1] > 5B > 6A > j.CB > j.D > 66 5CC > j.CB > j.CC > 623C~D[4193/41]

*2C > 214A~C~B > 5B> 6A > 2D[1] > 5B > 6A > j.CB > j.D > 66 5CC > j.B > 66 236236D(3/3) [5062/0]

*6C CH > 214A~C~B > 5B > 6A > 2D[1] > 5B > 6A > j.CB > j.D > 66 5CC > j.CB > j.CC > 623C~D [3610/40]

*6C CH > 214A~C~B > 5B > 6A > 2D[1] > 5B > 6A > j.B > j.D > 66 2C > 236A~D > 66 5CC > j.CB > j.CC > 623C~D [3896/48]

Throws

* 6B+C > 214A~C~B > 5CC j.CB > j.D > 66 5CC > j.CB > j.CC > 623C~D[3041/36]

214A~C~A CH

*(Crouch) 214A~C~A CH > 66 5CC > 6B > 5C > 214A~C~B > 2A > 5C > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [3921/40]

50% Heat Combos Midscreen

A Starter

*5A > 5CC > 214A[C]~CCCC > RC > 2D > 66 2C > 214A~C~B > 5CC > j.B > j.D > 66 5CC > j.CC > 623C~D [3327/39]

B Starter

*5B > 5CC > 214A[C]~CCCC > RC > 2D > 66 2C > 236A~D > 66 5CC > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [4115/43]

C Starter

Parry

*46D > RC > 2C > 214A~A > 5CC > 2D[1] > 5CC > j.CB > j.CC > 623C~D [4258/18]

Throw

* j.B+C > RC > 2C > 214A~A > 5CC > 2D[1] > 5CC > j.CB > j.CC > 623C~D [3863/20]

*j.B+C > RC > 2D > 66 2C > 214A~C~B > 5B > 6A > j.CB > j.D > 66 5CC > j.CB > j.CC > 623C~D [4322/37]

*B+C > 214A~A > 5B > 6A > BBS > 66 5D > 214A~C~B > 5CC > j.B > j.D > 66 5CC > j.CC > 623C~D [3810/36]

214A~C~A

*214A~C~A > RC > 66 5CC > 214A~CCCC [2486/6]

*(Crouching) 214A~C~A > RC> 66 5CC > 6B > 5C > 214A~C~B > 2A > 5C > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [3921/21]

100% Heat Combos

A Start

B Start

C Start

Throws

214A~C~A

*(Crouch) 214A~C~A > RC > 66 5CC > 6B > 5C > 214A~CCCC > RC > 2D > 66 2C > 214A~C~B > 5CC > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [4909/32]

*(Crouch) 214A~C~B > RC > 66 5CC > 6B > 5C > 214A~CCCC > RC > 2D > 66 2C > 236A~D > 66 5CC > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [5001/33]

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Close to Corner Combo

100% Heat

*2C > PF(2/3) > BBS > 66 5D > 214A~C~B > 5B > 6A > 2D[1] > 5B > 6A > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [6848/37]

Corner Combos

A Starter

*2A > 5CC > 5D > 2D > 66 2C > 236A~D > 5CC > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [3490/47]

*2A > 5CC > 5D > 2D > 66 2C > 214A~C~B > 5CC > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [3391/45]

*2A > 5CC > 214A~CC > 5B > 6A > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [2942/40]

B Starter

*6B > 5C > 5D > 214A~C~B > 5B> 6A > 2D > j.D > 2366A~D > 5B > 6A > j.CB > j.CC > 623C~D [4006/47]

-214BD/CD FC > 236AD > 6A > 5D > 5B 6A 2D > 2C > 214AD > 5CC > j.B > jc > j.D > Ender [/]

C Starter

*j.CC -> 5CC > 5D > 5B -> 6A > 2D > 2C > 214A~D > 66 5CC > j.B > j.D > 5CC > (Ender) [??/??]

Throw Starter

*BC > 6A > 2D > 2C > 236A~D > 5CC > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [3482/45]

*4BC > 2B > 6A > 2D[1] > 5B > 6A > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [2877/36]

214A~C~A CH

*(Crouch) 214A~C~A CH > 66 5CC > 6B > 5C > 5D > 2D > 66 2C > 236A~D > 66 5CC > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [5051/51]

*(Crouch) 214A~C~A CH > 66 5CC > 6B > 5C > 5D > 2D > 66 2C > 236A~D > 66 5CC > j.B > j.D > PF (3/3) [6006/0]

50% Heat Corner Combo

A Starter

B Starter

C Starter

Parry

*46D > RC > 2C > 214A~A > 5CC > 2D[1] > 5B > 6A > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D[4712/28]

*46D > RC> 2C > 214A~C~B > 5B > 6A > 2D[1] > 5B > 6A > j.CB > j.D > 66 5CC > j.CB > j.CC > 623C~D [4835/37]

Throws

*j.CB > RC > 2C > 214A~C~B > 5CC > j.CB > j.D > 66 5CC > j.CB > j.CC > 623C~D[4128/30]

214A~C~A

*214A~C~A > RC > 66 5CC > 5D > 2D > 66 2C > 236A~D > 66 5CC > j.B > j.D > 66 5CC > j.CB > j.CC > 623C~D [6493/30]

100% Heat Combo

A Start

B Start

C Start

*5C CH > 2C > 214A~D > PF [3/3/-] > BBS > (66)5D > (66)214A~C~B > 5B > 6A > 2D > j.D > 2366A~D > 5CC > hjc > j.CB > j.CB > j.623C~D [7060/??]

Throw

214A~C~A

*(Crouch) 214A~C~A > RC > 66 5CC > 6B > 5C > 5D > 2D > 66 2C > 236A~D > 66 5CC > j.B > j.D > 66 5CC > j.B > j.D > PF(3/3) [6006/0]

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Character Specific Combos

Tager(works midscreen)

2A -> 5B -> 5CC -> j.CC -> 5A -> 5CC > 214A~C~CCCC [~2k, 10]

Legend:

Characters the listed route will work on.

Characters the listed route will not work on.

Characters the listed route will work partially on.

214A~C~B > 2A > 5CC

Ragna, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Valkenhayn, Platinum, Relius

214A~C~B > 5A

Ragna, Jin, Noel, Carl, Litchi,Bang, Lambda, Hazama, Tsubaki, Mu, Makoto, Valkenhayn, Platinum, Relius Rachel, Taokaka, Arakune, Tager, Bang, Lambda, Hakumen,

5D > 5B > 6A/5D > 5CC/j.D > 5B > 6A/j.D > 5CC

Jin,Valkenhayn, Ragna, Noel, Rachel, Taokaka, Carl, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Platinum, Relius

j.D > 6A

Jin, Carl, Valkenhayn, Ragna, Noel, Rachel, Taokaka, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Valkenhayn, Platinum, Relius

5D > 214A~C~B > 5B/5CC

Makoto*, Ragna, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu,, Valkenhayn, Platinum, Relius

*5B whiffs, 5CC works

5D > 214A~C~C > 5B/5CC

Relius, Ragna, Arakune, Valkenhayn, Lambda, Jin, Noel, Rachel, Taokaka, Carl, Litchi, Arakune, Tager, Bang, Lambda, Hakumen, Hazama, Tsubaki, Mu, Makoto, Platinum,

5D > 6A > 214A~C~D > 5CC

Jin, Taokaka, Carl,Bang, Hakumen, Valkenhayn, Ragna, Noel, Rachel, Litchi, Arakune*, Tager, Lambda, Hazama, Tsubaki, Makoto, Valkenhayn, Platinum, Relius

*delay 6A > 214AC slightly

B+C > 214A~D > 5CC > 5D

Jin,Tsubaki Ragna, Noel, Rachel, Taokaka, Carl, Litchi, Arakune*, Tager, Bang, Lambda, Hakumen, Hazama, Mu, Makoto, Valkenhayn, Platinum, Relius

*requires > 665CC

4B+C > 2B > 6A > 5D

Ragna***, Jin***, Noel**, Rachel**, Taokaka**, Carl***, Litchi**, Arakune**, Tager*, Bang***, Lambda**, Hakumen***, Hazama**, Tsubaki**, Mu**, Makoto**, Valkenhayn***, Platinum**, Relius***

*never crosses up

**crosses up after throwing the opponent out of the corner only, allows for > 2366A~D

***doesn’t work after throwing the opponent out of the corner

*People can post combos to get this filled up and sticky if you want to*

--Credits--

Bibiquadium

Reisi

@StarGazer: Feel free to edit the thread if you need to~

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I don't rem where this was posted, but it was damn epic, I even recorded it.

http://www.youtube.com/watch?v=eKc7fNypPh4

It can be done with anything that can be linked with a PF or even a straight PF.

Requirement, 100 heat and 3/4th of wall.

-2C, PF(3/3), BBS, 66, 5D, 214A~C~B, 5B 6A, 2D[1], 5B, 6A, j.B, j.D, 66, 5CC, j.CB, j.CC, DP [6848/37]

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As always, I got distracted when doing something in training mode...and found THIS: A sideswitch combo, dealing 7k damage, working from the corner until 1/3 away from the corner. Costs 100 meter though.

5C CH > 2C > 214A~D > PF [3/3/-] > BBS > (66)5D > (66)214A~C~B > 5B > 6A > 2D > j.D > 2366A~D > 5CC > hjc > j.CB > j.CB > j.623C~D

Deals 7060 damage exactly, I was able to delay j.623C~D in the combo above, so you'll be able to end with a better ender in terms of oki.

Not the exact combo, but at least better~

Actually, this combo also works when your opponent is in the corner...

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Oh, no wonder, CH 5C, 2C, 214A~D starter, might be able to reach 7k with that. But yeah, I'll introduce it and a few others soon.

On a side note, with a specific timing, side switching isn't required.

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PF [3/3/-]

Particle Flare [Part 1, Level 3 Charge/ Part 2, Level 3 Charge/ omit Part 3]

PF [2/3/3]

Particle Flare [Part 1, Level 2 Charge/ Part 2, Level 3 Charge/ Part 3, Level 3 Charge]

Just listing how many of the 3 parts of Particle Flare should be used and to what level they should be charged. I'm a lazy bum, so I note it like that, but also to save some space.

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For people like me who are just picking up Mokoto which Combos should I be focusing on first? Can we get a BnB list or "learn these five first" list?

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In response to Appletrack and Raidhyn, here's my Personal BnB usage. I'll leave notes in Mako-chan orange font for clarity.

General Midscreen: (DMG: Varies. No less than 1600 and Max is ~2.4K)

2A/2B > 5B > 5CC > 214A~CCCC

1: Hitting off a raw 5B gets ~1800.

2: If you're close enough, you can tack in 5B > 6A > 5B before 5CC to make the damage maxed out. I think if you do this with a 2A before, it ends up being ~2000. NOTE; this cannot be done if you did a 2B before 6A.

Midscreen Overhead: (DMG: ~2700)

6B~C > 214A~C~B > 2A > 5C > 2D(1) > 5B > 6C > 214B > j.A > j.B > j.D > 214A~C~A.

1: This can be done from a little bit away from the starting position for your opponent for the 214 A~C~A ender. If you're further from that, you can go into Corona Ender instead.

2: If you do anything before the 6B-C, this combo will not work with 2D(1). take it out and just do 2A > 5C > Corona Ender.

Midscreen CH5B/5C Confirm. (DMG: ~3.8K without Super.)

CH5B/5C > 2C > 2D > 214A~C~B > 5B/5C 6C > 214B > j.A > j.B > j.D > 5D > 66 > 5CC > Corona ender.

MAJOR NOTE: If I recall correctly, anything you attempt to do on smaller characters like Noel/Carl will MISS after the 5D because they'll tech out before you get to them leaving you wide open. I'll retest it later, because I forgot about this combo. >_> You can also do this combo straight from 2C without CH.

"Strong" Corner Confirm: (DMG: Ranges from 5.1-5.5 depending on starter.)

5B/6B/5CC > 5D > 214A~C~B > 5B > 6A > 2D > 2C > 214A~D > 5CC > j.B > j.D > 66 > 5CC > PF.

1: Combo is probably your best option off of one of these confirms. It's simple, easy to utilize and can also be done from j.CC, in which case you do a 5B > 5CC after. (j.CC > 5CC nets most DMG.)

2: In case you're having trouble linking the 5CC after the 214A~D, you can do 5A > 6A instead. You sacrifice a little damage, but it makes the combo even easier.

3: Without meter, after the j.D, do basic Corona Ender.

"Weak" Corner confirm: (DMG: ~4.4)

2B > 5B > 5CC > 5D > *2D > 2C* > 236A~D > 66 > 5CC > j.B > j.D > 66 > 5CC > PF

1: For the parts I have asterisked, you need to do a Microdash to make this universal. some characters will fall out due to their smaller hitbox. As long as you get the dash before you hit one of these moves, it'll work on everyone. Feel free to not use it on character such as Bang, Haku, Tager, Ragna, but yeah.

2: For doing the dash after a 5D, input 662D right as her foot is touching the ground and you'll get it as long as you don't overcharge 2D, For doing a dash after 2D, input 662C right at the peak of their launch from your hit. This has to be done pretty quickly and personally, doing it after 5D is easier.

3: Of course, default to Corona ender without meter.

And for style to bring it all home: Full Screen Corner Carry. (Something like ~4.4K)

5B > 5CC/6B~C > 214A~CCCCC > RC > 66 > 2C > 2D > 214A~C~B > 5B/5C > 6C > 214B > j.A > j.B > j.D (665D 214A~C~A).

Alright, so first off, smaller character will fall out of the 214A~C~A at the end. Ending on 5D isn't so bad, since it gives you a little time to do whatever for oki. This combo isn't necessarily needed, but it's nice to know the option.

SUPER SPECIAL JIN TIME NOTE:

This asshole apparently has the worst hitbox in the game. Because anytime you try to do 2D(1) > 5B > 6C > 214B > j.A > j.B, he'll drop out at the j.A. To remedy this, you can replace the 5B with 5C and it'll work just the same. =3

I'd like to note, that on the the ones that end with 214A~C~B, I may not have optimized damage for them yet, but I think that's about all you can do. I'll also double check these and edit appropriately when I get to my PS3, since everyone else is asleep over here at the moment. I'll also put probably put in some other things as well later, such as anti-air, throws, etc.

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She can still do them off of 6C. Bibiquadium and StarGazer both have some pretty good PF combos, but I can't remember where the hell they're at in the General thread. Due to personal issues with consistency on my part with them, I don't use it often.

http://www.youtube.com/watch?v=JoJnwcrEXoY

That video there has some PF stuff in it, to at least give you an idea of what to do after connecting with the second hit.

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Epic Markus is epic.

Just for heads up, the combo i posted a while ago: 5CC > 5D > 6A > 214ACD > 5CC is NOT universal and very hard. forget about it and use the good corner starter combo instead. Or if you want something more awesome try this: 5CC > 5D > 5B > 6A > 2D > 2C > 214ACD > 665CC > j.B > jc j.D > 2366AD > 5CC > end it

Can she still get anything after stuff like 5A 5B 6C PF (2/3) ?

5B > 6C > 214ACD > PF 2 > 2D > 2C > 214AA > Aerial

Don't hit them with 2D too early or else they will recover before getting into 2C height. Its probably one of the hardest combos in the game.

2A > 5B > 5C6C > PF 2 > 2D > j.D > (662C > 236AD) > 6A > 5D > End it

Switching sides combo, very useful, quite stable and easy.

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StarGazer: Thanks. ^^ Also nearly anytime you can do 214A~C~D > 5CC, you can replace 5CC with 5A > 6A, to make the link easier. I believe it's universal, too.

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StarGazer: Thanks. ^^ Also nearly anytime you can do 214A~C~D > 5CC, you can replace 5CC with 5A > 6A, to make the link easier. I believe it's universal, too.

Haven't tried that yet! but as far as i know that, The 5A > 6A Link doesn't work on: (Makoto / Carl / Arakune) in most situation

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If you are talking about this: "2A > 5B > 5C6C > PF 2 > 2D > j.D > (662C > 236AD) > 6A > 5D > End it"

Then yeah, two Particle flare hit --> cross under > 2D > j.D > Corner combo

You can add 214ACD Before the Particle flare if you want, but don't use it unless your back is really close to the corner because it moves you forward making you unable to combo after j.D

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Im having trouble comboing of a RAW Pf midscreen. I cant get the 2c to juggle.

I doubt delaying the pf drives would have have anything to do with it.

Would it?

I believe I've hit it once but i dunno how. Ive been tweaking the timings for an hour now :/

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Hello everyone, new member here. Looking for some help!

A Starter

*5A > 5CC > 214A~CCCC > RC > 2D > 66 2C > 214A~C~B > 5CC > j.B > j.D > 66 5CC > j.CC > 623C~D [3327/39]

I've been trying this combo for a good while today, but I can't seem to be able to land it fully. Does it work on everyone? Can it be done at the corner?

Thanks in advance.

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Hello everyone, new member here. Looking for some help!

I've been trying this combo for a good while today, but I can't seem to be able to land it fully. Does it work on everyone? Can it be done at the corner?

Thanks in advance.

This combo is weird. I've also go it listed in my earlier post, but there are various ways to do this combo. Most people have problems doing either the 66 > 2C or the 214A~C~B.

For the 66 > 2C, you can actually switch it with the 2D and do it before then.

For 214A~C~B, you'll need to practice the timing /hard./ Look for the frame that the other character flips back down and begins falling. If you do it too soon, you'll cross under and if you do it too late, 214A~C will whiff. It's a little tight, but just keep tweaking it when you practice and you should learn it quickly.

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Yeah, thanks. After some /hours/ of practice now I'm able to pull it 30% of the time, hah.

Now another question. When I try to do this

6B~C > 214A~C~B > 2A > 5C > 2D(1) > 5B > 6C > 214B > j.A > j.B > j.D > 214A~C~A

The 214A~C~B hits don't really combo. Is this normal? Yet even more tight timing?

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The 214A~C~B hits don't really combo.

214A~C~B, requires a crouching opponent. 6B~C doesn't force crouch anymore, so you'll have to set up the training dummy accordingly.

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