Eliot breakable obstacles follow ups

Tulkas

Well-Known Member
Premium Donor
I've been looking for a guaranteed launch after hit a enemy against breakable obtacles using fast stun recovery.

I've have not found any yet but when obtacles are close to wall which keeps enemy close to me after crash and a 33p is guaranteed. However when there is no walls around (like ice pilars) enemy gets too far and the only guarateed follow ups I've found are 66p+k.

66p string and 6h+k also connects after enemy hits obtacle but these don't lead to guaranteed stuff (are unsafe because 2th hit can be held).

Similar case is 66k, it also connects but no launcher neither knocker down I've tested is guaranteed after it. 8p and 9k are highs so they miss (because enemy is in crouch stun), and 8k 33p are too slows so enemy recovery from stun and blocks. I also have failed using choryu, maybe I need more practice with it...

Has anybody found something better?
 

Instant3p

Member
I've been looking for a guaranteed launch after hit a enemy against breakable obtacles using fast stun recovery.

I've have not found any yet but when obtacles are close to wall which keeps enemy close to me after crash and a 33p is guaranteed. However when there is no walls around (like ice pilars) enemy gets too far and the only guarateed follow ups I've found are 66p+k.

66p string and 6h+k also connects after enemy hits obtacle but these don't lead to guaranteed stuff (are unsafe because 2th hit can be held).

Similar case is 66k, it also connects but no launcher neither knocker down I've tested is guaranteed after it. 8p and 9k are highs so they miss (because enemy is in crouch stun), and 8k 33p are too slows so enemy recovery from stun and blocks. I also have failed using choryu, maybe I need more practice with it...

Has anybody found something better?
I strictly use :8::K: when my opponent goes through a breakable object. They never have time to fully recover from it, so that's a good launch.
 
ALL DOA6 DOA5 DOA4 DOA3 DOA2U DOAD
Top