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==Command Moves== | ==Command Moves== | ||
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It'd be good if it weren't for the bad range, but avoid. It's fast enough to combo, but you'd have to be stepping on their toes. | It'd be good if it weren't for the bad range, but avoid. It's fast enough to combo, but you'd have to be stepping on their toes. | ||
[[Category:Daraku Tenshi: The Fallen Angels]] |
Revision as of 11:21, 28 May 2009
Command Moves
f+HK
This command move is on crack. It hits overhead, knocks down, and is really fast for an overhead. But careful: like just about everything else, it can be punished, and the range is iffy.
f+HP
slow and can't combo afterwards. Avoid.
Special Moves
623+K
Fantastic anti-air. Great range, great damage, great priority. Use and abuse.
214+P
It can avoid some short-range moves on startup, and doesn't appear to be unsafe on block. But the best thing about this move is that it can combo into 623+K.
623+P
It'd be good if it weren't for the bad range, but avoid. It's fast enough to combo, but you'd have to be stepping on their toes.