🍓 BUBBLEGUM - DOA6 Kasumi Combo Video
Автор: Everglaid
Загружено: 2019-05-11
Просмотров: 6366
Описание:
Recorded on the PC Steam version of DOA6.
Some good tech, some ridiculous stuff like holes to let people tech roll out for free, but overall a showcase to see kasumi's potential with her mobility & backturn tools. Full notation (and notes for viability) further below.
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0:09
236T 3P+K 9P BT H+K6 9PK6 W! (BT H) 4KP PKK7K6 9PKP 66 236P
4KP PKK7K is stance specific! would recommend going for a stun instead but you can also squeeze in some more damage with H+K P if you don't want to risk dropping the advantage
0:19
(Hi-C Cr.) (4K)K BT H+K6 9PKP 66 P+KP W! JUMP P 4H+K 33K 66K:P6 9PK6KK
only possible on the slope in that stage i believe, also has ridiculous requirements of a crouch throw on the (4K)K
0:30
9PK P+K BT 2P 7KK
CAN TECH ROLL OUT AFTER THE P+K HITS. BT 2P hitting depends on distance, very inconsistent. doesn't work with 66PP P+K.
0:36
7P BT KK7K P6P6KK W!
optimal, you might be able to squeeze in more damage somewhere- not sure
0:44
66P P+KP 66PK W! 66 4H+K 33K 66K:P6 7K6KK
use KK7K as a launcher instead, more options that way. this just looks cool. 7K6KK is an invisible wall/no wall collision specific ender.
0:53
66K H+K6 9PK6 W! 44P 66P 2K 33K 33P BT H+K P 6S
you can hold the 33K after 2K, i recommend using KK7K, 7K or 6P6K as a launcher- i just wanted the extra height from the crouching status.
1:06
(6P+K)K 66 P6PP W! 8_ KK7K6_ BT H+K6KK W! 7K6 9PKP 7K6KK
the freestep KK7K is actually pretty good, but don't try to go under for BT H+K- too inconsistent even with a light character like hitomi. 7K6KK again, is an invisible wall specific ender.
1:18
66PP6P W! 4H+K 3H+K SSSSH 4H+K 33K SS 4P2K 66K:P6_P
please never taunt in the middle of a juggle.............. you can tech roll out of a raw ground explosion. replace with 9K or something and this combo is alright
anyway, you need to hold the last 6 to get the close hit for the elbow.
1:37
66P 2K 33P BT KK7KK SSS4S W! 4H+K 33K 66K:P6 BT H+K K 66K:K 7KK
extremely specific positioning on this stage needed to get under for BT H+K. consistent at the right angle, but completely unnecessary damage-wise and risky. replace with a 33P or 7K juggle
1:52
3P+KP W! 8_ KK7K6 9PKP 66 236P W! 9PK W! 66 KK7K6 9PK6KK
apparently triple danger zone got patched out- not completely, i guess, since this combo works 50% of the time for me (the 9PK W! doesn't hit connect with the wall for the other 50%)
2:05
EGG W! 8_ KK7K6 9PKP 66 236P W!
not sure if you can get more damage without a break blow, but it definitely seems possible.
optimal if you're willing to risk dropping the combo for the environment damage. buffer a no timing 33P otherwise.
thanks for watching/reading! have a great day
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