GigaTempest (talk | contribs) (Created page with "* 41236B > 421A * 41236B > j.236A * 41236B > 236236B * j.C/j.D > 236A xx 236D (alternatively you can use 236AD 236D if you want to prevent an accidental special move like Acti...") |
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* j.C/j.D > 236A xx 236D (alternatively you can use 236AD 236D if you want to prevent an accidental special move like Active Tupon from coming out) | * j.C/j.D > 236A xx 236D (alternatively you can use 236AD 236D if you want to prevent an accidental special move like Active Tupon from coming out) | ||
* (meaty) cl.D > 236A xx 236D (common setups are after a D throw in the corner or an air-to-air j.C either in the corner or midscreen) | * (meaty) cl.D > 236A xx 236D (common setups are after a D throw in the corner or an air-to-air j.C either in the corner or midscreen) | ||
* 421A > 5B or 2D (OTG that works best near the corner after a counter hit 421A that causes the opponent to spin and unable to tech roll) | * 421A > 5B or 2D (OTG that works best near the corner after a counter hit 421A that causes the opponent to spin and unable to tech roll, use a forward dash 5B if midscreen) |
Revision as of 00:25, 10 November 2021
- 41236B > 421A
- 41236B > j.236A
- 41236B > 236236B
- j.C/j.D > 236A xx 236D (alternatively you can use 236AD 236D if you want to prevent an accidental special move like Active Tupon from coming out)
- (meaty) cl.D > 236A xx 236D (common setups are after a D throw in the corner or an air-to-air j.C either in the corner or midscreen)
- 421A > 5B or 2D (OTG that works best near the corner after a counter hit 421A that causes the opponent to spin and unable to tech roll, use a forward dash 5B if midscreen)