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{{AVG2 Character Subnav|char=kaori|short=kao|sub=1}} | {{AVG2 Character Subnav|char=kaori|short=kao|sub=1}} | ||
== Combos == | |||
=== Basic Combos === | |||
{|class="wikitable" | |||
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|[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. | |||
{|class="wikitable" | |||
|- | |||
|5LP>5LK>5HP>5HK 2LP>2LK xx 214HK/641236K | |||
|} | |||
Standard midscreen combo from 5LP if you're not using the infinite. | |||
{|class="wikitable" | |||
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|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" | |||
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|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]] |
Revision as of 10:52, 13 October 2022
Combos
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
{class="wikitable" |- |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.