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I would like to ask some questions about Izanami
-Does she have any universal anti air combo? When you see opponent jump in, would you do 6A starter? it seem that when opponent is too high, the regular combo with (8) 5B 5C 3C doesn't connect.
-the combo that open the funnel mode at the middle, consist of (air) 2C 6C 5D 2B 6D 5B 6B 3C Fire part. Will this connect if opponent is not on the corner?
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6a CH float > fl.5b stuff.
6a no CH may need to delay j.63214b float > fl.5b stuff.
And anything that involves 6c doesn't work unless it is in the corner. And after your fl.6b is 2c not 3c.
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So basically if it is 6A-CH then it does not need to delay at all, no matter which character against?
And regardless of CH, when you land the 6A hit from opponent who is at higher place (jump in), I used to try to delay to watch for correct height, but the opponent will have enough recover time before the height is correct already. How to reduce problem about variable in opponent height of their jump?
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