Then I guess Rotanibor can't read? I dunno.
Assume solo, since those work with any assist.
Hey all, new to Beo. I've learned the combos in the OP but I was wondering a few things.
- What midscreen combo should I be doing primarily?
- What is his core corner combo
- Should I be ending my combos in Canis press for hard knockdown or jazz hands? (The others do more damage but don't allow ample frame adv to set up anything)
- What should I be doing when I get a throw (Raw Clinch Up, assume 0 undizzy)
I've been scouring youtube and the forums, but the amount of data can be overwhelming (even for someone familiar with FGs). Thanks!
A midscreen meterless brass knuckle combo for lights. Starting chain has blitzer. Not much different than the other one I posted, but the timing on the chair vs the timing on the wulf blitzer is much different. Wulf blitzer is easier.
Does a bit more than 8k.
cr.lk, cr.mp, s.hk, brass knuckle, L wulf blitzer, 1
s.mp, s.hp, L hurtling hurl
hop s.mp, s.hk, wulf shoot 4 kicks 1 head
s.lp, s.lk, s.mp(2), s.hk, wulf blitzer(3)
cr.mk, Kick, Da grendal killa
I've been looking for a combo that carrys 2 characters. I've been trying testing on peacock and bb (as Iam guessing if it works on them two it will cover most character combination. Almost got a full screen one but Iam just short. I'll work on it more later and upload my findings. Btw I did try looking for chairless double snaps but unless the chair is already in the corner Iam having no like as you can combo assist character after you clinch point character. The stagger doesnt last long enough and bulldog/grendal want let you hit them either.I am looking hard for easier snapback combos and it is hard... This is what I got.
Two Snapback combos both using brass. The second one other looks like my combo I made last post.
Both of them work on lights and mediums. Both don't go very far. The second one is more consistent. The first one is kind of inconsistent due to the hitboxes of wulf blitzer. Most of the time they hit only the point.
It gives you a hard knockdown an allows you to mixup after, grendal killa lets to opponent tech away.
I'm back with another H train combo!!! :) and no video :( unfortunately.
Exactly 10k 1 bar corner
Works on lights only. End with a head for mediums.
cr.lk, cr.mp, s.hk, call H train, arm super
s.hk Wulf Shoot 5 Kicks
s.mp(2), s.hk, L chair (cr.mp instead of s.mp for 47 more dmg)
s.lp, s.lk, s.mp(2) s.hk L blitzer 8 2
cr.mk, kick da grendel killa
HP Brass would be a lot better in that scenario. IIRC, the scaling caused by "A" Train makes it much, much less efficient than brass up until about 7 or 8 hits. Anything before then, Brass. Anything after that, Train. The scaling should theoretically be a lot more noticeable with Arm than it is with SSJ, too.
The combo should work the same, although you won't have time to build hype. Still, Train usually works better toward the end of the combo because it 1. deals more damage than brass and 2. gives you time to build hype. Using it at the beginning of a combo is more controversial, as it no longer offers increased damage, and its only benefit over Brass is that it gives you time to build hype.
okay just want to make sure cause it looked like Bella was about to shake out of the combo just before cr.hp hit.