Near Wall
,
,
,
,
,(Stand)
,
,
(
) (96 Damage)
,
,
,
,(Stand)
,
,(Stand)
(101 Damage)
Doesn't work on Heavy Characters.
Thanks Adamkeelight. Can you follow up with more damage after a wall slam (i.e (
)
or
,
)? I'll mess with post wall slam combos as well.
Guys, I'm compiling the combos tonight for an update. For now, I will only post the guaranteed (**) combos on fastest recovery and critical hold. Please feel free to contribute as much as you can and credit will be given at the bottom of the post.
From there, we'll relax the assumptions and include fast recovery and critical hold combos (*).
For reference, I am doing my mid weight combos on Rig, heavy combos on Bass, and light combos on Kasumi/Eliot.
CB combos are not guaranteed on fastest (**) for the moment as I have yet found a chain of stuns that work in every situation. I found a few on fast recovery, but I think that's just how the game is designed so you don't get a guaranteed CB every time.The CB takes 20 frames total (19 execution +1 for hit) and the longest sit-down stun is 19, so it will not connect on fastest.
provides a very long frame advantage and crumples, but the opponent can hold. So it goes down to your opponent and what they do in the match.
Examples of CB setups:
-
,
,
(CB)* works only up to fast recovery
-
,
,
(CB)* works only up to fast recovery
-
(
), you can follow with a variety of attacks to build stun after this, then
(CB)* Also only works up to fast recovery.
My opponents are expecting CB most of the time, so I get that just frame knee in instead for a major launch and more damage. Akira's
causes good damage if you don't want to gamble with your opponents holds. Finally,
into
(
) or
should deliver another punishment option.
(I will add this CB post into the Akira strategy section of the Akira thread in due time). Please provide additional CB setups/advice in the Akira thread if you can