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Dreize

[CP] Valkenhayn Combo Thread - I'll Shred Your Flesh! (Updated: 04/15/14)

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Done.

Also, I'll leave this here in-case you or anyone else needs/wants it:

Collapsed: A Few Of CP Valkenhayn's Near Corner & Near Fullscreen Combos:

Near Fullscreen~

  • 6B FC > 2C > 5C > 236C > 6D > 5D > 5C > tk.214B > IAD > j.D > w[j.A > j.A > 5B > j.A > j.C > j.236A > j.236B > 3D > j.C] > dj.D > j.C [3791 DMG, 27 HG]


  • (CS: Tager) 236C > 6D > w[j.A] > 5D > 2C > 236A > 5C > j.D > w[j.A > j.A > 6D > j.A > j.A] > 5D > 2C > tk.214B > IAD > j.D > w[j.A > j.A > 5B > j.A] > dj.D > j.C [??? DMG, ??? HG]


Back to Corner~

j.A > 5C > 6D > j.A > j.C > j.236B > 2D > j.B > 5C > 6D > j.A > 5B > IAD > j.A > j.B [2062 DMG, 15 HG]




5B > 5C > 6D > j.A > 5C > 236A > 6D > 5D > h[2C > 6B > 2C > tk.214B > IAD] > j.D > j.A > j.A > 5B > j.A > j.C > dj.D > h[j.C] [3307 DMG, 24 HG]


5C > 6D > j.A > 5B > j.C > j.236B > 2D > j.D > h[2C > 6C > 236A > 5B > 2C > j.A > j.B > dj.B > j.C] [3135 DMG, 23 HG]
5C > 6D > j.A > 5D > h[5B > 2C > 236C] > 7D > j.B > j.A > 5D > h[5B > 2C > j.B > dj.B > j.C] [2704 DMG, 21 HG]


j.C > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > 236C] > 4D > j.236A > j.236B > 6D > j.B > j.A > 5D > h[5B > 2C > j.B > dj.B > j.C] [3251 DMG, 24 HG]
j.C > 5B > 5C > 6D > j.A > 5D > h[5B > 2C > 236C] > 7D > j.B > j.A > 5D > h[5B > 2C > j.A > j.B > dj.B > j.C] [3001 DMG, 21 HG]


5B > 5C > 236B > RC > 5B > 5C > j.D > w[j.A > j.C > j.236B > 2D > j.B > 5C > 2D > 5C > 6D > j.A] > 5D > 5B > 236A > 2C > tk.214B > 6C > 3C > 236B [3931 DMG, 22 HG]


(CS: Tager) OD > 236C > 6D > 5D > 2C > 6C > 6D > 5D > 2A > 5B > j.B > j.214B > 6D > j.D > dj.A > j.C > j.236236C [??? DMG, ??? HG]

Removing the "Back to Corner" combos from the combo thread was kinda disappointing, as those were easily my favorite.

Also, a little while back I added (CS: ) to the notation legend on the OP in order to distinguish which combos are character specific (CS stands for "Character Specific"). Additionally, I had also added (CO) which stands for "Crouching Only".

OD is very similar to x-factor in the sense that there are different levels (OD has 10 levels, x-factor has 3).

Since OD runs on a timer some combos that involve OD will require higher levels of it. I'll contrive some sort of notation that states what the minimum OD level requirement is for each combo.

Regarding heat requirements, would you like me to state how much heat a combo uses or state how much heat that combo uses minus the amount of heat that the combo gives before heat usage?

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Removing the "Back to Corner" combos from the combo thread was kinda disappointing, as those were easily my favorite.

Also, a little while back I added (CS: ) to the notation legend on the OP in order to distinguish which combos are character specific (CS stands for "Character Specific"). Additionally, I had also added (CO) which stands for "Crouching Only".

OD is very similar to x-factor in the sense that there are different levels (OD has 10 levels, x-factor has 3).

Since OD runs on a timer some combos that involve OD will require higher levels of it. I'll contrive some sort of notation that states what the minimum OD level requirement is for each combo.

Regarding heat requirements, would you like me to state how much heat a combo uses or state how much heat that combo uses minus the amount of heat that the combo gives before heat usage?

'CO' and 'CS' are nice, since they're shorter, I'd say stick with those.

Regarding the heat requirement you can just state how much heat a combo uses, that's fine. Don't worry about the combos. I will be sure to make a thorough guide on them. It's really to keep the combo thread a little more consistent and neater.

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Added the following corner combo: (CO) 5B > 5C > 236C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C [3312 DMG, 24 HG] - This is good considering it uses no wolf meter, so it's something to rely on.

Edited by Kiba

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Yeah, that combo is very good for wolf meter conservation. Thanks for adding it, but please remember to "up" the combo count on the OP every time you add a new combo.

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I was wondering...

Welp, than it's entirely my fault. I somehow miscounted it earlier.

We're currently at 73, I triple checked. Sorry about that.

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Jasu tweeted some 3C starter combos: https://twitter.com/Jusykr/status/354520578763407360

- 3Cイエ2A5B2C>[hJB3DJA5Cケニ]>2C6B2Cリヒト6C3C 2891dm

- 3Cイエ2A2Cローゼン9D>[JBJCBケニ2DD]>2C6B2Cリヒト6C3C 2909dm

- 3Cイエ2A5B2C>[JBJC2ケニ2DD]>2C6B2Cリヒト6C3C 3023dm

Not fully sure on what he means on the wolf segments but 'イエ' I'm sure he's talking about 236A and 'リヒト' as tk.214B. 3k from 3C starter isn't too bad.

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I'll make an attempt to transcribe them.

The last two combos seem to be using the w[j.236B > 2D] > j.D > 2C, etc tech that Suuya regularly uses, here's an example.

First combo:

3C > 236A > 2A > 5B > 2C > j.D > w[j.B > 3D > j.A > 5C > 236A] > 5D > 2C > 6B > 2C > tk.214B > 6C > 3C

Second combo:

3C > 236A > 2A > 2C > 236C > 9D > w[j.B > j.C > j.236B > 2D] > j.D > 2C > 6B > 2C > tk.214B > 6C > 3C

Third combo:

3C > 236A > 2A > 5B > 2C > j.D > w[j.B > j.C > dj.C > j.236B > 2D] > j.D > 2C > 6B > 2C > tk.214B > 6C > 3C

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I think on the third combo it's j.236A>j.236B. He wrote 2Konig. I know it seems like it'd be hard to get it to work with 2 wolf cannons. But in that combo you get the the cannons a bit faster than the second one. So, it'd make sense.

Also it does more damage, so it seems like it has to be. Edit: Well, I didn't notice the second w[j.C] in there before. Maybe it just does more from that and the extra 5B instead of rozen. Although JC2 seems like a weird notation for j.C>dj.C.

Edited by Shyn

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To be quite honest Shyn, you're probably right. It could definitely go either way though.

I figured that JC2 meant two w[j.C]'s but now that you mention it two beast cannon's does seem a bit more plausible.

I think I need to stop being so picky about the combos that I put into this thread as I've sorta been brushing off the ones that I've been seeing in videos lately due to them being "not good enough".

Ah well.

Edit: Also, more than two people (Kiba and I) have now posted in this thread. Yay for pointless milestones.

Edited by Dreize

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Mid-screen human starters

CH3C>6D>5D>2C>6B>tk.214B>2D>w[236A>236B>j.236A>j.236B>6D]>j.5C [3549DMG 25HG]

Corner human starters

2A>5B>5C>235B~236B>3D>w[j.4D>j.a>5D]>5B>236A>2C>tk.214B>6C>3C [2676DMG 19HG] Character specific 236A wiffs on Jin and Ragna works on Bullet and Azrael that I know of, so it should hit all bigger hitbox characters.

5B>3C>236A>2A>2C>236C>6D>w[j.236b>2D]>5D>2C>6B>2C>tk.214B>6C>3C [3217DMG 23HG]

5B>5C>235B~236B>3D>w[j.4D>j.a>5D]>5B>236A>2C>6B>2C>tk.214B>6C>3C [3629DMG 26HG]

FC6B>2C>5C>236B~236B>6D>w[j.A>5D]>5B>2C>236C>6D>w[j.236A>j.236B>2D]>5D>2C>tk.214B>6C>3C [4173DMG 29HG]

FC6C>2C>6B>2C>tk.214B>5D>w[5C>236A>236B>j.236A>j.236B>j.214A] [3641DMG 26HG] Now I realize this isn't high damage for a FC combo, but I think you can do wolf loop to increase the damage to possibly make it optimal damage but I'm unable to do the wolf loop reliably so unsure.

Mid-screen wolf starters

5A>5B>5C>6D>j.A>5D>h[5B>2C>j.5D]>j.AA>j.C>>dj.C>236A>236B>214A [2633 18HG] Use 6D>5D>h[j.5C] ender for corner push.

Wolf corner starters

5A>5C>6D>j.A>5C>236A>6D>5D>h[2C>6B(1)>236A>2C>tk.214B>6C>3C] [2670DMG 19HG]

Edited by KaiserCX

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Spent some time in training mode today. I think a couple of these might already be in videos, but whatever.

Starters:

S1 = 5B/5C CH or (CO) (5B>)5C. DMG/HG listed is for (CO) 5B>5C.

S2 = w[(j.B/j.C>5B>)5C>6D>j.A] or (AH) w[5B>(IAD>)j.B>3D>j.A]. DMG/HG listed is for w[5B>5C>6D>j.A].

Anywhere:

(S1)>236C>6D>w[j.C>j.236B>1D>5D]>2C>6B>2C>j.214B>66>5C>j.B>dj.B>j.C [3707DMG, 26HG]

(S1)>236C>6D>w[j.C>j.236B>1D>5D]>2C>6B>2C>j.214B>IAD>j.D>w[j.AA>5B>j.A>j.C>dj.D]>j.C [3680DMG, 26HG]

w[(S2)>j.C>dj.C>j.236B>1D>5D]>2C>6B>2C>j.214B>66>5C [3336DMG, 23HG]

w[(S2)>j.C>dj.C>j.236B>1D>5D]>2C>6B>2C>j.214B>IAD>j.D>w[j.AA>5B>j.A>j.C>dj.D]>j.C [3315DMG, 23HG]

w[5C CH>6D>5D]>2C>6B>2C>5C>j.D>w[j.AA>delay j.C>j.236B>1D>5D]>2C>5C>sj.B>j.A>j.B>dj.B>j.C [3833DMG, 27HG]

~Halfscreen:

Throw>236C>6D>w[j.C>j.236B>1D>5D]>2C>236A>2C>j.214B>6C>3C>236B [2766DMG, 19HG]

(S1)>236C>6D>w[j.C>j.236B>1D>5D]>2C>6B>2C>236A>2C>j.214B>6C>3C>236B [3856DMG, 27HG]

[50%] w[236C>RC>ad j.D]>2C>6B>2C>236A>2C>j.214B>6C>3C>236B [3137DMG, 15HG]

[50%] w[236C>RC>ad j.D]>2C>6B(1)>236A>2C>j.214B>6C>3C>236B [2888DMG, 14HG]

Near corner:

w[(S2)>j.C>dj.C>j.236B>1D>5D]>2C>6B>2C>236A>2C>j.214B>6C>3C>236B [3454DMG, 24HG]

w[5C CH>6D>5D]>2C>6B>2C>5C>j.D>w[j.AA>delay j.C>j.236B>1D>5D]>2C>236A>2C>j.214B>6C>3C>236B [3971DMG, 28HG]

(CO) 2A>5B>5C>236C>236A>2C>j.214B>6C>3C>236B [2463DMG, 17HG] (works off pretty much any confirm)

Corner:

w[j.A/5A>5B>5C>6D>5C>236A>5D]>2C>delay 236A>2C>j.214B>6C>3C>236B [2711/2784DMG, 19HG]

w[(S2)>5C>236A>5D]>2C>6B>2C>236A>2C>j.214B>6C>3C>236B [3465DMG, 24HG]

w[(S2)>5C>236A>j.C>dj.C>j.236B>2D>5D]>2C>6B>2C>236A>2C>j.214B>6C>3C>236B [3596DMG, 25HG] (omit one wj.C before wj.236B for wj.B/wj.C starter)

I also did some testing on OTG 2C>6B midscreen, since a lot of times people fall out of the second hit of 6B. I tested w[5C CH>6D>5D], 3C CH, and Himmel RC. For the most part, doing it off 5C CH and Himmel are the same: Sometimes you need to delay 6B, sometimes it just works.

Just works for:

Mu

Relius

Hazama

Hakumen

Bullet

Tager

Terumi

Tsubaki

Platinum

Nu

Works with a delayed 6B for:

Tao

Kagura

Ragna

Litchi

Azrael

Noel

Izayoi

Amane

Valkenhayn

Bang

Does not work for:

Arakune

Rachel

Exceptions:

Makoto - Just works off w5C CH, does not work off Himmel RC.

Jin - Only works off w5C CH with delay.

Carl - Only works off Himmel RC. (Somehow it creates the perfect spacing that I couldn't replicate. XD)

It works on every character (including Arakune & Rachel) from 3C CH, but it's dependent on spacing.

Edited by Shyn

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Nice thanks Shyn.

I want to point something out about the Midscreen to corner: 5C > 6D > j.A > 5B > IAD > j.B > j.C > 5B > j.B > 3D > j.A > 5D > h[2C > 236A > 2C > tk.214B > 6C > 3C]

You need to slightly the first w5B in order to be consistent with this combo, or the second w5B will whiff. The reason for the delay is to make sure they are slightly closer to the ground after the wj.C hit. If you delay w5B too much the wj.C will whiff.

Edited by Kiba

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It appears that 5C > 6D > j.A > 5B > IAD > j.B > j.C > 5B > j.B > 3D > j.A > 5D > h[2C > 236A > 2C > tk.214B > 6C > 3C] is character specific in timing. You don't delay the 2nd 5B for Izayoi and Amane, I might go through some more of the cast to see who you have to delay it on and who you don't. Cool looking combo though, I like it.

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You are correct. You also shouldn't delay the w5B against Litchi. It would be nice if I can make a list of what you need to do against characters but I cannot do so atm.

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Played against an Amane player today. Left me dumbfounded, apparently nothing works on this guy, hah.

I really haven't gotten around to extensively exploring things like I'd normally like to but I would like to make note of/introduce a few combos.

Midscreen/Fullscreen: j.C > 5B > 5C > 6D > j.A > [5B > IAD > j.A > j.B] x5 - Since we've been talking about corner carry combos I figured that it'd be good to mention that we can quite obviously still do this for amazing corner carry, low wolf gauge usage, and slightly weakened oki. Even off of weak starters you can still get like 3 reps.

2840 dmg 20 hg.

Midscreen: 5C > 6D > j.A > 5D > h[5B > 2C > 236C] > 9D > j.B > j.A > 5D > h[5B > 5C > tk.214B > IAD] > j.D > j.A > j.A > 5B > j.A > j.C > dj.D > h[j.C] - This combo is fun to perform. You're basically carrying the opponent all over the place. h[5B > 2C > 236C] seems to be character specific, I remember it not working on Tsubaki and a few others because of their aerial hitboxes (the 236C whiffs). I'll make a list when I get the chance.

2850 dmg 21 hg.

Corner: 6C > 2C > 6B > 2C > tk.214B > 5D > w[5C > 236A] > 5D > 2C > 236A > 2C > 5C > j.B > dj.B > j.C - I did some 6C exploring. My goal was to try and find a combo that dealt great damage whilst using little to no wolf gauge (no command dashes or long periods of time in wolf mode). After a bit of trial and error, this was the best that I could manage (for now). And until further notice this is going to be my BnB off of 6C in CP. If I recall correctly it gives back about 70% of the wolf gauge whilst using almost nothing. Wolf mode pressure is much more prevalent in CP, so I'd like to have a lot of meter on wake-up for pressure and possibly even for Wolf Sweep Loop purposes.

3729 dmg 26 hg.

Midscreen: j.C > 5B > 6D > j.A > 5D > h[5B > 5C] > j.D > j.A > j.C > dj.C > j.236B > 6D > j.B > j.B > 5B > j.A > j.A > j.A > j.C > dj.D > h[j.C] - Very basic combo that I came up with, nothing special, resembles our Extend combos. It's going to be one of my many wolf BnBs.

3186 dmg 22 hg

Midscreen: j.C > 5B > 6D > j.A > 5D > h[5B > 5C] > j.D > j.A > j.C > j.236B > 6D > j.B > j.A > 5D > h[2C > 236A > 2C > tk.214B > 6C > 3C > 236B - An extension/different version of the previous combo. Meant for back-to-corner purposes. I will be using this.

3227 dmg 23 hg.

Corner: 5B > 5C > tk.214B > Forward Dash > 2C > 6C > 5D > w[5C > 236A] > 5D > 2C > 6B > 2C > 5C > j.B > dj.B > j.C - Yes, I'm bringing it back! Good combo in terms of damage/heat gain. Forward Dash > 2C is no longer as strict in CP so this combo is actually pretty practical. Input the tk.214B right as Valkenhayn twists his head during the 5C animation. However, for the 5B > 5C > tk.214B to connect you must be quite close to the opponent. I may use this on occasion.

4004 dmg 28 hg.

I'd like to explore CT shenanigans as well, though as Kiba said "it's like squeezing water from a rock" which looks to be pretty true from what we've seen. Need OD stuff as well. I'll most likely be updating the combo thread this weekend with everyone's newly posted combos (some of them).

P.S - I truly believe that the h[tk.214B > IAD] > j.D > j.A > j.A route is essential and I encourage anyone and everyone to learn those combos.

Edited by Dreize

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Played against an Amane player today. Left me dumbfounded, apparently nothing works on this guy, hah.

Yeah he's pretty annoying to combo on, only thing I can tell you is to delay the hell out of 2C>6C, but I'm pretty sure you already knew that.

Corner: 6C > 2C > 6B > 2C > tk.214B > 5D > w[5C > 236A] > 5D > 2C > 236A > 2C > 5C > j.B > dj.B > j.C - I did some 6C exploring. My goal was to try and find a combo that dealt great damage whilst using little to no wolf gauge (no command dashes or long periods of time in wolf mode). After a bit of trial and error, this was the best that I could manage (for now). And until further notice this is going to be my BnB off of 6C in CP. If I recall correctly it gives back about 70% of the wolf gauge whilst using almost nothing. Wolf mode pressure is much more prevalent in CP, so I'd like to have a lot of meter on wake-up for pressure and possibly even for Wolf Sweep Loop purposes.

3729 dmg 26 hg.

I really like this combo, I wonder how many wolf 5Cs you can get off after tk.214B off of a fatal.

Mid-screen wolf: (AH) w5B (or human 2C/5C > j.D) > j.A > j.236A > j.236B > 6D > j.B > j.A > 5D > h[2C > 236A > 2C > 6B > 2C > tk.214B > 6C > 3C] [2800 DMG, 20 HG]

Pretty basic AA combo that also resembles our Extend combos, but it's not posted on the front page so figured I'd post it.

Mid-screen wolf: CH 5C > 6D > 5D > h[2C > 6B > 2C > 5C > tk.214B > IAD > j.D] > j.A-delay-A > 5D > h[5B > 2C > j.B > dj.B > dj.C] [3555 DMG, 25 HG]

Match start or closer to corner wolf: 5B > 5C > 6D > j.A > h[5B > 5C > tk.214B > IAD > 5D] > j.A-delayed-A > 5C > 236A > 5D > h[2C > 236A > 5B > 2C > j.B > dj.B > dj.C] [3194 Dmg, 22 HG]

Mid-screen human: CH 3C > 6D > 5D > 2C > 5C > tk.214B > IAD > 5D > w[j.A-delayed-A > 5D] > 5B > 2C > j.B > dj.B > dj.C [2960 DMG, 21 HG]

Corner human: 5B > 5C > 236B~236B > 3D > w[4CA > Step forward > 5B > j.C > j.236B > 2D] > 5D > 2C > 6B > 2C > 236A > 2C > tk.214B > 5C > 3C [DMG 3998, HG 28]

Found this on an early combo video by Suya. You can leave out the 2C > 236A to make it slightly easier with around 3800 damage, but 236B~236B wolf cancel is still the hardest part.

Why is it that 236B~236B seems to be the hardest thing to cancel the wolf instant overhead into anyways? 6B 236A/C don't give me nearly as much of an issue. I often get the cancel and j.A gets cancelled out by landing recovery, it's such an annoying cancel it definitely is going to take me awhile to get consistent with (assuming I have the patience to continue practicing it).

Edited by KaiserCX

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I believe that it is a question that mostly belongs to the Q&A thread.

Anyway, you answer lies here at the bottom of the post.

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Rising j.C IOH in corner:

(CO) [50%] j.C > RC > j.C > 5C > 236C > walk 2C > 6B > 2C > 6C > 2C > j.D > w[j.AA > j.C > j.236A > j.236B > j.214A] [3870 DMG, 16 HG]

Most DMG/HG without super. (You can do a bit more with a j.214B>2D type combo, but I don't think it's worth the wolf meter.)

[100%] j.C > RC > j.C > 5B > 5C > 236B~236B > 2D > w[1C > j.A > 5D] > 5B > 236A > 2C > 6B > 2C > j.214B > 6C > 3C > 632146D [4653 DMG, 13 HG]

For super ender.

(CO) [50%] j.C > RC > j.C > 5C > 236C > walk 2C > 6B > 2C > 6C > 2C > 236A > 5B > 2C > j.B > dj.B > j.C [3840 DMG, 16 HG]

For if you don't want the wj.214A ender, or if you think you need the extra 3 heat to get a super at the end.

(CO) [100%] j.C > RC > j.C > 5B > 5C > 236C > walk 2C > 6B > 2C > j.214B > 6C > OD > 2C > 6D > w[j.B > 5C > 236B > j.236B > j.214A > 5D] > 632146D [5531 DMG, 16 HG]

OD/super combo.

If 2C > 6B after 236C isn't working, you can do 2C > 6C for a tiny bit less damage. Again, for a lot of the cast you need to delay the 6B for it to work. Also, omit 5B after j.C if they're too far.

EDIT OMAKE: I decided not to put this in the post originally, but I figured I'd just throw it in:

(CO) [50%] j.C > RC > j.C > 5B > 5C> 236C > walk 2C > 6B > 2C > 6C > 2C > 236A > 3C > 236B [3685 DMG, 14 HG]

For if you really want the 3C>236B ender. (Or if the 236B~236B>wj.A thing is too hard and you want sturm ender. XD)

Edited by Shyn

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Thanks Shyn ! I tried them on every characters in CP to know if there were any character specifics. It seems however that there are a lot with just the rising jC>RC>jC on crouching.

[table=width: 700]

Doesn't work at all

Mu, Amane, Nu, Izayoi

Weird hurtbox

Azrael, Rachel, Taokaka, Litchi.

[/table]

For the first group, it doesn't work whether it's used in a blockstring or after a 5B hitconfirm or even raw midscreen or in the corner. It DOES work if you do it right when they start crouching (In a meaty situation for example). If you do it too fast however, the opponent will still be standing.

The second group have pretty much the same crouching hurtbox as the first group but some irregularities change it slightly allowing to hits during a certain interval. Usually, it's simply breathing (The easiest character to notice is Azrael in that matter.) which makes it really random.

I wouldn't suggest using any of those combos against those characters. I didn't test on Kokonoe and Kagura though.

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You said it doesn't work in a blockstring? Seems to work just fine for me on all those characters if I jump cancel 5B into j.C. Sucks that it doesn't hit raw though, hehe. It hits raw on Kagura, and requires block animation to hit Kokonoe.

Also, the "meaty situation" thing doesn't really apply outside of training mode. The dummy stands for a split second before crouching for some reason, which is why you can hit them standing with a meaty. In a real match, if the other player is holding downback, they'll tech crouching.

Basically, against those characters you have to do it during blockstun.

Edited by Shyn

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Weird. I'm certain I tried with 5B as a blockstring and it didn't work. Especially against Mu where I did it countless times because I thought she was like Azrael. I will give it a try later when I'll have more time.

I didn't know however about the split second thingy. I thought you were hitting the opponent during the crouching animation but because they were blocking low, they get hit by the overhead. Thanks !

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