Advanced V.G. 2/Kaori/Combos: Difference between revisions

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{{AVG2 Character Subnav|char=kaori|short=kao|sub=1}}
{{AVG2 Character Subnav|char=kaori|short=kao|sub=1}}
== Combos ==
Kaori has an incredibly flexible combo game, to the point where it's hard to point out what your exact goal is aside from "hit them until the game doesn't let you do it any more". Obviously routing into the infinite wherever possible is ideal, but otherwise, Kaori uses a lot of launches from moves like 2HP and 6HP to start and extend combos, many of which use cancels into Ressenshu to decrease recovery or get cool looking delayed fireball juggle extensions.


== Strategy ==
=== Basic Combos ===
=== Neutral ===
{|class="wikitable"
Kaori's biggest weakness is that she suffers from a very linear footsie game, due to poor reach on most of her grounded buttons, and a series of aerial buttons that aren't really all that different from each other. However, she's blessed with a fantastic fireball and a highly-rewarding anti-air normal in cr.HP, so a lot of her neutral will be based around using these two tools, forcing space control her fireball and swatting people out of the air if they try to move around it. For jump angles that cr.HP can't catch, try more unorthodox methods of punishing jump-in attempts, like throwing another fireball, or making the opponent eat an instant super during their landing recovery.
|-
|[5LP>5LK>5HP>5HK](N)
|}
Kaori's infamous infinite combo. You can convert into this from all situations where you can land a jab, as well as from 66HP>5HK.<br>
Note that due to pushback, the opponent will fall out of the combo before you can carry corner-to-corner -- treat this like a corner infinite.


=== Offense ===
{|class="wikitable"
Once you've restricted the opponent's movement and pushed them to the corner, you can open up your offense by applying stagger pressure. The main way Kaori will be opening people up is through frame traps mixed with throw/Ryuurentai, and catching chicken-block attempts from the opponent with f+HP and cr.HP. You can very easily start this up by applying normal strings cancelled into LK Ressenshuu, as the frame situation here is very good for you. You'll have a very easy time locking people down once you get going, so make sure you're ready to capitalise on the opponent's defensive mistakes.
|-
|5LP>5LK>5HP>5HK 2LP>2LK xx 214HK/641236K
|}
Standard midscreen combo from 5LP if you're not using the infinite.


=== Defense ===
{|class="wikitable"
Kaori's most reliable defensive options are EX Ressenshu and Retsuzandou, which are costly, but highly reliable.
|-
|2LK>2HP xx 214HK (236KK)
|}
Basic combo from a low when midscreen.
 
{|class="wikitable"
|-
|2LK>2HP xx 236LK(whiff) 6HP xx 236LK(whiff) 2HP xx 236LK 2HK xx 236LK
|}
Corner combo. Slightly delay the last 2HP so that the next 236LK hits, letting you link the 2HK.''
 
=== Anti-Air Combos ===
{|class="wikitable"
|-
|2HP 6HP xx 236LK 66HP>HK
|}
Reliable follow-up from most heights you'll hit people from.
 
=== Throw Combos ===
{|class="wikitable"
|-
|HP throw, 2LP 2HP xx 236LK 66HP>5HK
|}
Midscreen combo. In the corner, the 236LK will whiff, so replace the 66HP>HK with 5LP>5HP>5HK.
 
{|class="wikitable"
|-
|623HK, 2LP 5LP>5HP>5HK
|}
Corner follow-up to the proximity unblockable.
 
=== Situational Combos ===
{|class="wikitable"
|-
|236KK 641236K
|}
Link into level 2 from EX fireball.
 
{|class="wikitable"
|-
|236PP 5LP>5HP xx 236LK 5HP xx 236LK
|}
Situational corner combo if you happen to land EX Ressenshu at the right spacing.


{{Navbox-AVG2}}
{{Navbox-AVG2}}
[[Category:Advanced V.G. 2]]
[[Category:Advanced V.G. 2]]

Latest revision as of 10:16, 14 October 2022

Combos

Kaori has an incredibly flexible combo game, to the point where it's hard to point out what your exact goal is aside from "hit them until the game doesn't let you do it any more". Obviously routing into the infinite wherever possible is ideal, but otherwise, Kaori uses a lot of launches from moves like 2HP and 6HP to start and extend combos, many of which use cancels into Ressenshu to decrease recovery or get cool looking delayed fireball juggle extensions.

Basic Combos

[5LP>5LK>5HP>5HK](N)

Kaori's infamous infinite combo. You can convert into this from all situations where you can land a jab, as well as from 66HP>5HK.
Note that due to pushback, the opponent will fall out of the combo before you can carry corner-to-corner -- treat this like a corner infinite.

5LP>5LK>5HP>5HK 2LP>2LK xx 214HK/641236K

Standard midscreen combo from 5LP if you're not using the infinite.

2LK>2HP xx 214HK (236KK)

Basic combo from a low when midscreen.

2LK>2HP xx 236LK(whiff) 6HP xx 236LK(whiff) 2HP xx 236LK 2HK xx 236LK

Corner combo. Slightly delay the last 2HP so that the next 236LK hits, letting you link the 2HK.

Anti-Air Combos

2HP 6HP xx 236LK 66HP>HK

Reliable follow-up from most heights you'll hit people from.

Throw Combos

HP throw, 2LP 2HP xx 236LK 66HP>5HK

Midscreen combo. In the corner, the 236LK will whiff, so replace the 66HP>HK with 5LP>5HP>5HK.

623HK, 2LP 5LP>5HP>5HK

Corner follow-up to the proximity unblockable.

Situational Combos

236KK 641236K

Link into level 2 from EX fireball.

236PP 5LP>5HP xx 236LK 5HP xx 236LK

Situational corner combo if you happen to land EX Ressenshu at the right spacing.

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