Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I mean, we get this for cheap when they evolve. The buildup to it usually results in a loss of 2/3 Konpaku (stocks) to both sides, instead of just us. If you are satisfied with an unfair victory, this guarantees your victory for the time being.
Flash Attack and the Signature (Hainawa), both at a secure range and timing, are indeed the best options for this character.
If I remember correctly, Breaker (Grab) can only combo into Hakugeki or Signature without spending resources. Because of that, if you use Hold Signature (Snatch) after a grab, you can use Special Flash Attack (Enkosen) right after you pull them; this beats people mashing (if they know that Snatch is negative) but loses to grabs, which is your usual mix-up as well.
I want this character to be good, but at best his signature just seems to guarantee a reset with some frame advantage.
It's a problem on the game's part because the combo timer is too short for that, it's actually a 'Link Combo': https://glossary.infil.net/?t=Link. Against which opponent have you tried and failed? Are they awakened? The list above should be a great guide.