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For Ex Dive Kick i keep it simple and focus on getting a wall combo afterwards rather than getting a damaging combo.
Ex Dk, moonglide 1, b2,3, 1, f,f3+4 or 3,3 OR b4 x DP 2 after the b2,3
It depends on the distance.
If you're doing Ex Dk to pick them up after Moonglide 4 you'll have to do a different combo, i go for wall carry as well so
Ex Dk, Moonglide 1, 1, 1, 1, ff3+4 or 3,3 OR replace the last jab by b4 x DP 2
Again depends on the distance, if they're already at the wall and you get a moonglide 4 just do d3 x DP 1 to pick them up.
For Bloody horn after DP 2, if you can get a wall combo afterwards do
2,2 x DP 2 x Bloody horn, qcb+1, running 3, d3 x DP2 for 79 dmg and a wall combo afterwards, if you manage to land a jumping 2 around neck height to start the combo you're looking at 94 dmg + wall combo
If you can't get a wall combo i go for
2,2 x DP 2 x Bloody horn, b3,1, running 3, d3 x qcf2 for 81 dmg
if you land the jumping 2 at the right height to start the combo it'll be 96 dmg
All of this without rage, they also work out of the 1 x dp2 but it's your 10f punish instead of your 14f so you'll get less dmg but if it's enough to kill it doesn't matter
Hey, thanks for comment.
I have some small issues with this one, I can't get the qcb1 to hit, it keeps whiffing by being out of range, and if I try to step forward, the timing goes off.
Is there something I may be doing wrong?
You are probably doing qcb1 after a grounded bloody horn, in that case it doesn't connect. qcb1 only connects after a dp2 and then bloody horn.
if you get a grounded bloody horn (which I highly reccomend as you get more damage) your screw attack of choice should be WR1. For example:
2,2 x qcf qcf 1+2, WR1, micro dash adk 4, adk 4, adk 4, micro dash 1, MG 1,2,1+2 (91 damage) without walls and if you start with a jump you get 106. you can also replace the last MG for a micro dash b4 x dp2 if you are getting close to the wall.
Now as for the combos the guy gave you, the first one you can do 81 damage on small characters by doing : 2,2 x dp2 x bloody horn, b3,1, wr3, d3 x qcf 2 (81 damage)
and on normal sized characters after wr3 you do b4 x dp2 for (82 damage)
As for the second combo out in the open, I think he wrote something wrong, because that is an impossible combo
For ex dive my preffered combo when I go for damage or I am close to the wall : qcb3+4, wr3, b1,2,4 for 55 damage and floor break, and if you manage to get the ,b1,2 to splat the 4 will put them face down if they don't tech and you can get a d,3 dp1 for a resplat.
if i am going for distance however I usually go for: qcb3+4, mg1,1 adk 4 delayed adk4, MG1,2,1+2 for 52 damage. However this is a difficult combo and most likely the second adk4 will instead turn into a trap, if they aren't teching constantly and you miss the combo timing it will instead reset the combo and refloat them, at which point you can easily get double the distance and over 60 damage.
As for the slide 4 follow up I just do iadk3+4, micro dash adk 4, adk 4, adk4 MG1,2,1+2 for 60 damage.
If you are in Europe feel free to add me and we can do some matches if you want
Yeah second Bloody Horn combo is :
2,2 x DP 2 x Bloody horn, b3,1, running 3, d3 x qcf2 for 81 dmg
i like using qcb1 when going for the cancel into DP 2 since it makes the DP more consistent, if you go for b3,1 the DP tends to hit only once which can make it difficult to follow up