First off, I don’t think the overhead will combo in that chain, and secondly, when chained into, it’s no longer an overhead, IIRC. If you manage to land it against an opponent that’s not blocking though, it’ll probably do some fat damage.
I remember first trying out the Arcadia CC and thought it said f+B xx super at the beginning… It’s intended to be a link, but I was able to cancel it very rarely. Anyone know anything about this?
I mean everything from the overhead on would combo, not the whole thing. It’s a reset. Probably right about it not being an overhead anymore though, BB does the same thing
A reset from what? You’re not making too much sense from your last post. You can’t link 2B, 2B, 5B, 6B. That doesn’t work. 6B alone can’t even cancel out of itself, so how are you getting combos off of it?
236A is okay, useful for people who are trained to stay grounded, but as a combo ender or as a pressure string, it sucks because both of you recover at the same rate – therefore they merely need to be aware of what you might throw out next, or just run away to make space.
it can cancel out of itself–that was my whole point. But it can only be canceled out of when it was canceled into as well. I never meant the whole thing was a single combo, rather a reset, because the counter obviously resets between the 5B and the 6B
Lemme map it out. You do 2B x2, 5B (this is where the first combo ends) but the 5B cancels into the slow 6B, which can cancel into hcb D / 236D -> DP C / whatever to make a new combo that started with the 6B. canoshiz is probably right in that the 6B loses its overhead properties when canceled into, but it might still be good for baiting someone into an attempted punish only to get slammed by the 6B -> whatever you combo afterwards
It’s an anti-mash string. If the opponent hits a button in between the light attacks and the f+b, they get ch and get comboed. You can mix it up by doing light attacks > short hop mixup, run up mixup, etc.
BTW I recommend using cr.A (or stand a) instead of stand B. It doesn’t do as much damage, or have as much range, and its hard to cancel into rdp+B if you see them standing…but if you stop the string with cr.A, you have advantage and can continue offense. Just doing st.B by itself on block puts you at disadvantage and there’s not really anything legit you can do from it if you decide to stop and do a mixup. Cr.A/st.A even seems to give more advantage than cr.B as well.
What are you guys using as followups for when you land C+Ds? I’ve noticed rdp+D can hit twice if you time it right on most the cast. And hcb+C or D can connect if timed right and the C+D was performed close to the opponent.
C+D -> hcb D does the most damage without meter iirc. then behind that is C+D -> rdp B x 2 -> dp A and then the one you described. I do crank out that rdp D at the end a lot though, since it feels like the easiest to time out of the three
but this doesn’t include his C+D juggles in the corner, which just get nuts. I haven’t experimented enough with those
I think his best corner juggle with meter is j.C, s.C, CD, qcf D, DM. (STRICT timing qcf D and DM I believe) I’ve seen it down haven’t done it myself yet.
Best without meter is j.C,s.C, CD qcf D, rdp B x2 dp A
Yeah something like j.C, s.C, 6B is anti-spam and nets counters if people spam A or Bs etc.
Another thing to consider, 6B regains its overhead property if you cancel late into it (after s.C for example), but can’t cancel any special afterwards.
is it just me or should kensou be part of the “on athena and chin” CC’s on the wiki? i tried to do the other ones on him and rdp+d just wont him, i can get other characters, just wondering if its just my timing