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I like to use 1,1,4 and then throw with whatever, MA i suppose is the obvious one...
Then as soon as they start to duck you can break out the hop kick launcher to lay on a juggle smackdown! (or do a low grab if you feel fancy).
Perhaps it's not great, I haven't checked frame rates or whatever... but it always works for me!
Then as soon as they start to duck you can break out the hop kick launcher to lay on a juggle smackdown! (or do a low grab if you feel fancy).
Perhaps it's not great, I haven't checked frame rates or whatever... but it always works for me!
He's right. you can MA from everything.
d/f+4,2 MA
4~2 MA
d,d/f+1 MA
u/f+4 MA
ff+1 MA
1 MA
4 MA
d/f+3 MA
d+2,3 MA
WS2_d,d/f+1_1,2~3_4 MA
b+1 MA
ff+2 MA
u/f~n MA
d+3 MA
WR1 MA
W! 1+2,4 (opp tech) MA
BDC MA
Pretty much anything you want to do that doesn't have crazy pushback you can use it to disguise MA. Also, you have all the time in the world to hit QCB n then f+2 forever and a half later.
A lot of Julia players will buffer the command during a shotgun punch~spin. D, D/F+1, 4 (or 3) > Mad Axes. Trick is, is to press QCB during the entire animation of her shotgun punch~spin and then press F+2 after she spins.
Sometimes it works for tech rollers against the wall.
Also can someone confirm is you can buffer Mad Axes while in FC? If so then that just makes even more useful.
Sometimes it works for tech rollers against the wall.
Also can someone confirm is you can buffer Mad Axes while in FC? If so then that just makes even more useful.
whenever df+3+4 is the second hit (like after ch db1 _ b1+2 _ 1,2,1,1)
you can always do this d,df+1~4, ff+1, d,df+1~4,1+2 b!
you can always do this d,df+1~4, ff+1, d,df+1~4,1+2 b!
db22 is good on bt opponents!
Crazy combos
uf+4,3,ddf+1~3,1,ddf+1~4,1,d,df+1~4,1+2 B!
uf+4,3,ddf+1~3,1,ddf+1~4,1,d,df+1~4,1+2 B!
WS2,1 WR1
CH [ff+1]4 WR1
d/f+2,1 WR1
f+1+4 WR1
they work after f+1+2 on counter, and qcf+2. also the unblockable.
qcf+2, f+3~1, 1, f+3~1, ff+1, ddf+1~4~1+2 B!
qcf+2, f+3~1, 4, ddf1~4(~1_ff+1), ddf1~4~1+2 B!
qcf+2, f+3~1, 4, ddf1~4(~1_ff+1), ddf1~4~1+2 B!
qcf+2, f+3~1, 4, *
*1) d,df+1~4, ff+1, d,df+1~4,1+2 b!...
*2) d,df+1~4,1+2 b!
*1) d,df+1~4, ff+1, d,df+1~4,1+2 b!...
*2) d,df+1~4,1+2 b!
Tech Trap
there is the 4~2,1 _ df+1 tech trap
you can do any juggle
and after b! you do
d,df+1~4
now you have 3 options
they all start with a dash..
4~2,1 - tech trap
df+1 - tech trap
df+3+4 - reset
once you can make them lay on ground use the reset..but you have to master 4~2,1 for this..
4~2,1
FC d/f+4,3
If the opponent techrolls you can back dash one time to be at the perfect space.
CH 1~1,1
If the opponent techrolls you can back dash once to be at the perfect distance
WR1 on block
If the opponent continues to block slight SSR 4~2,1
d,d/f+1,4
If the opponent continues to block back dash and SSR 4~2,1
If the opponent techrolls you can back dash one time to be at the perfect space.
CH 1~1,1
If the opponent techrolls you can back dash once to be at the perfect distance
WR1 on block
If the opponent continues to block slight SSR 4~2,1
d,d/f+1,4
If the opponent continues to block back dash and SSR 4~2,1