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You could also try to maneuver around a lot using your side-dodges (double-tap up or down) to avoid them until they get close and go for a grab. The knee bash is good for this as it sets up for a normal combo which can be extended long enough to kill them.
This is good, also be careful air attacking them because the wind up is actually an anti air. If you're patient enough they will walk into your range if you move diagonally. Not a gal user, but you should be able to utilize her speed to grab/attack them when they get close.
Parrying is always a good option because it refills SP instantly, but don't risk it if you're not confident
*my meme*
However, when the middle distance is maintained when the other party approaches in the vertical direction, let's avoid it up and down.
Also, it is the most reliable method to invite Doberman in the final stage one by one with a knife.
Machine translation, I apologize for any confusion.
EASIEST way to deal with him is to bait him into the wind up punch. Go for an out of range punch so he can backdash and wind up his punch. Once he flings himself forward, jump over him and press down attack. With either Norris or Gal, you will most likely stun him and lead into a vulnerable state for combo.
A medium way of dealing with Dobermen is to exploit the vertical dashes. It's tricky to keep track of him after his wind up punch recovery as he wastes no time repositioning for another one, but if you stay far away enough, you should be able to vertical dash out of the way, vertical dash back into his range and start a combo. Sometimes he'll move to the other side if you've vertical dashed too close to where his punch ends.
Then the hardest, most coolest looking way to deal with Dobermen is to parry the wind up punch. As with both ways, it's good to bait him into doing it because he's actually deadlier in close range with his three punch combo. But anyway, it's best to stay far from his full movement range because that wind up punch is like 10 punches as he rips through your face lol. What you wanna do is parry the punch where his feet will land so you only have to worry about doing ONE parry instead of a series of them if you stayed close within the punch's active range. Then of course pound his ass with a combo, usually good to start with the free forward SP you earn from the parry.
I'll be making an enemy guide soon, complete with varying levels on how to deal with enemies like I did in this post. Keep your eyes peeled!
Run at full speed > flying kick > he will charge doing a stepback> the flying kick will hit it> connect it with a special attack for more damage.
I'll keep that in mind for my enemy guide
Not sure about Ricardo though.
I think Ricardo's jump is way too low to be impervious to the electroshock. But yeah Norris jumps pretty high, I think initiating D+A slows down his dropping speed.
Usually when he goes for a wind up punch i just stay in place and neutral jump with down attack.
By the end of his move i'm already dropping on him while attacking ready to start a combo.
first you must be able to easily blocking his backstep continue wind-up punch.and after you can fast counter by j.then you should observe the situation around you,usually you need use down up j fastest because of danger.the combo is blocking>j>down up j>l.
when you end from any invincible state,it is very possible you will be punched,before that you should decide double up or down(or blocking).but it's can't be common,any enemy is good at catching gaps of double up or down in high difficulty,of cause include them....especially them.
don't try to catching out of combo by gal,it's possible but too difficult to use .usually you will eat their three punchs.
run jump attack in some distance(near) 100% can counter their any act by ai expect wind-up punch without backstep.if they use it,miss,counter , be countered are all possible.but the surrounding is unpredictable when you fall on floor.i usually fast continue down up j,l,then escape.
be attacked ,use L as fast as you can.
High-speed manufacturing damage(if you face to plural),you have no time to long combo,many times you can't even do the last j than combo down up j.
if you face to one,your vertical range of attack is bigger,so if you are lazy to think tactic,you can jjjjjj up of their.