12/11/2023 0 Comments Yu narukami![]() the opponent.ĪA 5A > 5C > delay jc > j.BB > djc > j.B > j.C > j.214BĪnti-air 5A combo. Grants safe-jump oki at the cost of less meter.ĥA > 2A > 5AAA > djc > j.A > j.BB > j.B+ D Are expected to be consistently performable by most intermediate and advanced players who main the characterĪuto combo extension.May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character.Work against most characters of a selected weight or hurt box type.Damage and SP gain based on combo 1.Ĭore combos balance potency with consistency. As soon as the recovery of j.214A or 214C ends, use 5A to catch the opponent in mid-air. Use this to increase your damage and carry your opponent to the corner.Ģ36B, 5B > jc > j.C > j.214A, 5A > 5C > 2C > 214BĬorner only follow-up for mid-screen combos ending with j.214A or 214C. Gives safe-jump oki.ĥB > 5C > 214D > OMC, dash 5C > jc > j.BB > djc > j.B > j.C > j.214Bīasic combo extended with a Once More Cancel. Skip 5C and only use j.B if the opponent is too high for 5C to connect.ĬH 5C > dc, 2B > 5B > 5C > 236A > 214C Ĭounter hit 5C combo. Gives safe-jump oki.ĪA 2B > 5C > (delay) jc > j.BB > djc > j.B > j.C > j.214BĪnti-air combo. Primary punish combo when counter hit isn't available. You can also just go into 5AAAA for meter bonus, but you sacrifice damage and no corner extension is possible.īasic 5B combo. All routes can end with a super for more damage if 50 SP is available. They also have good oki, making it easier to maintain an offensive lead. Require few adjustments, and if any are required they are simpleįor those looking for a place to start with this character, the following combo list contains routes that are both simple to learn and highly effective.Can be performed from most positions in the play area.Work against every, or almost every, character in the game.SB Swift Strike ( 214C+ D) into a late hit Lightning Flash ( 236236A+ B) also leads into a corner combo while dealing high damage, though it takes 75 SP rather than the usual 50 SP.īasic combos are simple combos with the fewest requirements and conditions possible. With 50 SP, the massive corner carry of D Swift Strike ( 214D) followed by a juggle into air A Raging Lion ( j.214A) can lead into a corner only 5A link, even from over half stage's length away. ![]() SP is best spent getting a mid-screen hit to covert into a corner combo. Just about every attack can convert into a full combo thanks to C Swift Strike ( 214C) and air A Raging Lion ( j.214A) linking into 5A, moves that launch opponents away or ground slide opponents can now be followed up with other attacks without resources, and Narukami gains access to routes that both deal high damage and grant strong okizeme (primarily by ending with B Raging Lion ( 214B)). Despite these options, Narukami always has to pick between maximizing damage or getting good oki as his mid-screen safe-jumps require him to cut his combos short.Įverything changes when the corner is within reach. His awakening super Cross Slash ( 214214C) can cross under the opponent in certain situations, allowing Narukami to continue comboing the opponent, something he can't do when in the corner. This is most often done after the final hit of D Swift Strike ( 214D) thanks to it's high damage and fantastic scaling. With 50 SP on hand for a One More Cancel or a full burst gauge for a One More Burst, juggling the opponent becomes much easier. On a normal Counter Hit or when using Shadow Narukami, getting a launch without using SP is dependent on the starter, which often results in very basic meterless combos. SB Raging Lion ( 214A+ B) also grants a juggle state during any Fatal route, provided 25 SP is available. Getting this launch on Fatal counter is simple for Normal Narukami who can use the last normal of his auto combo ( 5AAA), land, then link into 5A to juggle the opponent. If the combo is too scaled, another combo ender must be used (such as air Big Gamble ( B+ D)) though they either cost meter or provide no oki. With resources, Narukami can launch the opponent and deal extra damage before knocking down the opponent with air B Raging Lion ( j.214B). Mid-screen routes without any resources ususally consist of basic P combo progression into a special move, usually C Swift Strike ( 214C) for safe jump okizeme. As such, his theory will be split into two sections, mid-screen and corner. Narukami's general combo routes rely primarily on his distance from the corner.
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