Lights are harder to full-screen carry.įullscreen Corner Carry 2: c.S > ( 2D) > 623P > 66 > P K > 66 > P K > K P > 2P P K > KKK (Unless someone knows better and wants to correct this note, this just always happens to me). After 5d6 You must do c.S > f.S > 5H > (Followed with any corner sword setup) or they'll tech out and probably in your face. If you do this combo and end up with a wall splat following with f.S > 5d6. It also combo requires all the micro dashes to be at their deepest. This is a fullscreen corner carry and should end in-wall splat if done right (if the wall splat didn't happen at all, try delaying the last P in PPP a little bit). If you're not comfortable doing the regular corner carry with micro dashes then practice the regular corner carry. Same as above only this time f.S will go into Dauro on crouch or Counterhitįullscreen Corner Carry: c.S > ( 2D) > 623P (Dauro) > 66 > P K > 66 > P K > 66 > K P > c.S > 623P > K P > PPP or KKK Regular Corner Carry: f.S > 623P (Dauro) > 66 > P K > 66 > P K > 66 > K P > PPP or KKK or KK This gonna be your best friend at the end of it all. There's no other way other than practicing it. The micro-dashes are something you just have to get used to. Regular Corner Carry: c.S > ( f.S > 2D) > 623P (Dauro) > 66 > P K > 66 > P K > 66 > K P > PPPīefore you go and Drop Ram because of frustration (and I hear this a lot). cS> 2D> 623P> 66 j.P>j.K>j.S>j.8D> iad j.K>j.S>j.8D>xN > PPP> SplatĤp Whiffs on both of them crouching replace it with 1p if you choose to do to this.But for all intent and purpose the difference between the notations in Green Dauro and Dauro will be this 623 2D> 623P> 66 PK~4K> (cS> 623P> KP> PPP/KKK) / (KPK> 66 PPP/KKK)> Splat For Corner Carry Side switch use Green Dauro) (Green Dauro is not preferred when up against character who are lightweight) For more information on dauros check the front page for Ramlethal. Green Dauro is generally preferred but usually does not make a difference in anything other than a few cases. Damage values listed for combos with interchangeable combo parts assume the highest damage variation unless otherwise stated.All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
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