Combos & Patterns
- c.lp, +c.mp xx ES roll: her most damaging combo. not too damaging but it does make the opponent feel uncomfortable.
- dash mp, +ES roll: time to time the ES roll while she's still in the air, then press the punches as soon as you se her recover on land.
- after reset or opponent's wake up, meaty late dash mk, +c.mp xx ES roll.
- c.lp c.mp s.mk c.hk: her most damaging normal chain combo that reaches far. if you're too far after a few ticks just go with c.lp c.mp c.hk.
- c.lp c.lk, +c.lk c.hk: two chains here connected. this is for smaller crouch characters that whiff the other chain combo. like gallon, q-bee.
- c.mp s.mk c.hk: simple meaty chain if you're having trouble with wakeup timings.
- jump in or neutral jump punish with (j.lp) j.mk, land c.mp xx ES roll: use this if you jumped with a neutral for mixup or are jumping in and know you will land a hit.
-d.fp, +c.mp, lp hopslash/mp rollingbuckler
-d.mp, +c.mkXXES rolling buckler
-c.lp, c.lk, +c.mpXXDancing flash
-c.mkXXplease help me(lk+mk)
- make sure you know how PHM works w/ the distancing of the buttons you press.
- works only w/ your back to the corner
-DF, [s.mkXXlp hopslash<catmidget hits>]xN, rolling buckler
-DF, [+c.lp, c.lk,<cat midget hits>, walk forward]xN, Dancing flash near end
-DF, [c.lkXXmp hopslash]xN, Finisher
- the cat midget is suppose to combo after the lk? doesn?t work for me? I?ll haflta practice on the dc to make sure it works.
- someone test this: for both DF combos, close ES delta kicks can be thrown in when close(close so that you hit them on the way up)