Also, for the back-turned combos. The most damage he can get (apart from how you start the string) is to launch with either KK or 2KK, then use 9K > 7KK
Thanks for doing a video on Zack. Also anyone who is interested, any combo that ends in 6KK sets up an unholdable situation. For 2P and 7P. 2P is really only good if they don't tech because you can follow it up w/ 2K or 3PP to FT. If they do tech, you still get the 2P but you'll be negative. If you catch them teching the setup then you can go for 7P. So in essence, test/condition them w/ 2P, then once you get them to start teching go for the 7P.
finally a combo vid for one of my mains
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top