HDBZ 6.0 Gohan 3 Bar combo
Автор: Light Bringer
Загружено: 2026-01-14
Просмотров: 52
Описание:
Done in the IKEMEN GO build of the game
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Combo Notation
Pardon me, it's been ages since i wrote down combos so don't remember the commonly used symbos. i'll be using the numpad notation here
[X] means Hold the button
X~Y means Link
X means Delay
X#Y means target combo (i.e. the second button comes out only if you press the first button, e.g. MK#MP means the MP attack will be different if you didn't press the MK button before it)
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Airdash j5HP ~ 5HP ~ LP, MK#MK, 2HP, 5HK, 23*6*HP#HP, 236236P ~ LK, MK#MK, 2HP, 5HK, 23*6*HP#HP#MP+HP, [9], j5MK#MK, [8]HK, instantly jump from holding 8 previously, 5jMP#MP, [8]HK, instantly jump from holding 8 previously, j5MK#MK, 214HK ~ 623HK, 214214K ~ 2146P, [8]+PP x2, j2HK ~ *MK#MK, 22MP+MK
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Notes:
you need the airdash at the start to get you point-blank with the opponent in order to link into 5HP and be at the right distance to link into 5LP, which leads to the right distance for the fireballs and the super to hit late enough for the rest.
the 5LK link is a bit tight, but shouldn't take long to pick up the timing
as noted, you want to hold up (8) when you do the 8HK in the air juggle in order to instantly jump, the second and third instances of the jumps particularly. also note that there are tiny delays in these instances that i can't exactly explain, but it all depends on the height you hit the enemy in. you'll know that you're at the right height if the air juggle combos feel like they hit a bit later than normal, this is good. otherwise the uppercut super will not land!
of course you have to wait out the triple kick special attacks (both horizontal and diagonal) for maximum damage and for the right height to cancel the last hit into the next move.
in the case of [8]+PPx2, the 8 can be held after the super flash, all you need to do is press two punches at once twice to get a double upwards airdash. alternatively you can mash 8 at the end of the super, but i find this much easier especially to get the j2HK as soon as possible.
the only delay required in this combo is the last bit in order to juggle them at just the right height so that the emo exit super comes out as the kick into cutscene version and not the instant kamehameha version, which will do pathetic damage here!
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