Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
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.