mNo edit summary |
|||
(One intermediate revision by the same user not shown) | |||
Line 1: | Line 1: | ||
{{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. | |||
=== Basic Combos === | === Basic Combos === | ||
{|class="wikitable" | {|class="wikitable" |
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.