I don't know if it been said, but if you connect with H+kK you can do a CB. Of course it's not guaranteed, but if you connect H+KK if you guess right just a CB after 2 hits. Doesn't matter if it's NH, or CH.
When is the best time to use this? I get blown up when I try to use this in actual combat but on paper its a 10 frame OH lol.So, I'm surprised no one is mentioning 66T•2T. It's the fastest Offensive Hold in the game, at 10 frames. If you know your opponent doesn't crush much, it's pretty much guaranteed whenever they do ANYTHING. It can even interrupt Leifang's 66KK. If the opponent is BT, it turns into a 33T with OH properties. It's her best move out of a teleport hold IMO.
Also I think the game is glitched, because the after cancelling strings into FLOAT will never connect
I don't use it that much but it's awesome to do 66T · 2T when you are pressuring your opponent and this try to poke out of the pressure, don't do it when you're fighting Kokoro, she will crush everything you do, and she has a move that leaves her on a ridiculous advantage, that she will spam like a bitch.When is the best time to use this? I get blown up when I try to use this in actual combat but on paper its a 10 frame OH lol.
And while its fun abusing her grabs, anybody got any BnB's?
I am in love with that last combo! I usually just go for after but that guaranteed damage is looking much better. Have you found any uses for outside of this combo?I don't use it that much but it's awesome to do 66T · 2T when you are pressuring your opponent and this try to poke out of the pressure, don't do it when you're fighting Kokoro, she will crush everything you do, and she has a move that leaves her on a ridiculous advantage, that she will spam like a bitch.
Not sure if those are BnB's but they work, a lot.
FLOAT
I am in love with that last combo! I usually just go for after but that guaranteed damage is looking much better. Have you found any uses for outside of this combo?
And because its floating isn't actually the stance, so you get no options out of it. Also dafuq kind of string is ? I'm assuming you meant ?Not much, the complete move it's not that good, it's useful for get the opponent away, and leave you floating, but it's unsafe, because well it leaves you floating.
And because its floating isn't actually the stance, so you get no options out of it. Also dafuq kind of string is ? I'm assuming you meant ?
Or you could just do what I do and juggle with PKKKKK, then immediately use 6KKKK since it re-tracks.I found something akin to a force tech with alpha. If you get enough launcher height to juggle with KKKK, instead of finishing with 7K for damage you can free cancel into 4K with no threat of wakeup options. The opponent can get up before the 4K hits but alpha is still safe. I haven't found any guaranteed follow ups yet, but being able to force an opponent up even after CB damage is pretty great.
Pretty sure this can be SE'd but its a pretty great combo that the patch won't affect. 3PP, P+K, 4P, 3K (CB), dash forward, 3PPPP, KKKK7K. I think everything is guaranteed after the 4P, if they don't slow escape. Ground pound OH will shut the slow escape nonsense down though so they either have to catch the CB or the OH.
4P still generates a unholdable stun.
As fast I unlock Alpha Again, I'll make a list of the stun extenders that can't be SE'd with the frame data and some combo examples with them.
I didn't remember that got nerfed on the 1.03 patch... It's the same stun as Kasumi H+K which is unholdable.4P does not generate a unholdable stun.
The stun on 4P was changed? What is it now? ._.I didn't remember that got nerfed on the 1.03 patch... It's the same stun as Kasumi H+K which is unholdable.
EDIT: Wait No, sorry. still thinking on 1.02 alpha.
Well, I confirmed... Is still the same stun, and actually has a wider range for doing combos.The stun on 4P was changed? What is it now? ._.