Nice combo enders to setup the 22m, 22h and 22u. I have been able to pretty easily figure out the resource dump dmg combos but struggled a bit to figure out an ender to setup the 22h and 22u. These were nice setups and I'll be stealing them now thanks.
@@Liliphant_ 22M acts as a puesdo corner while it's active letting you do corner combos midscreen on hit. If your opponent is in the corner 22M forcibly drags your opp away from the corner allowing you to do a real ambiguous cross up jump in (which in this game is countered by holding block button), 22M also basically removes any pushback from your buttons allowing you to do stuff like spamming jab on block or doing a 9 jab combo on hit. 22h is just a tool that keeps you plus when activated and turns any string that is special cancellable safe. 22u is so plus it let's you do a true high low 50 50 guess with pod jump to slow fall. it also does pretty good chip and gives you some nasty combos on hit.
Nice and compact video. Do you have any tips for hitting the hammer ( 214H) in its sweet spot? Very often i think i hit too short or too far such that the opponent is knocked back and i cannot connect another 5HHH. For example in the 2nd combo ( 2H > 214H, 5HHH > 5MM ).
Getting the 214H off a non-hit 2H is super tricky. If you have the meter, it's probably better if you go into Raging Strike > Raging Chain. Slightly delay the 214H, that helped me out. In the corner, it's pretty much guaranteed if you do 236H, 2H > 214H. That hammer has a weird hit-box lol.
Nice combo enders to setup the 22m, 22h and 22u. I have been able to pretty easily figure out the resource dump dmg combos but struggled a bit to figure out an ender to setup the 22h and 22u. These were nice setups and I'll be stealing them now thanks.
What do you do after the 22M, 22H, and 22U are set up?
@@Liliphant_ 22M acts as a puesdo corner while it's active letting you do corner combos midscreen on hit. If your opponent is in the corner 22M forcibly drags your opp away from the corner allowing you to do a real ambiguous cross up jump in (which in this game is countered by holding block button), 22M also basically removes any pushback from your buttons allowing you to do stuff like spamming jab on block or doing a 9 jab combo on hit. 22h is just a tool that keeps you plus when activated and turns any string that is special cancellable safe. 22u is so plus it let's you do a true high low 50 50 guess with pod jump to slow fall. it also does pretty good chip and gives you some nasty combos on hit.
Very nice! Could help if you added some notation, but these are helpful for sure!
I have added the combo recipes as captions/subtitles as of recently. I suggest rewatching the video with those on.
Nice and compact video. Do you have any tips for hitting the hammer ( 214H) in its sweet spot? Very often i think i hit too short or too far such that the opponent is knocked back and i cannot connect another 5HHH. For example in the 2nd combo ( 2H > 214H, 5HHH > 5MM ).
Getting the 214H off a non-hit 2H is super tricky. If you have the meter, it's probably better if you go into Raging Strike > Raging Chain. Slightly delay the 214H, that helped me out.
In the corner, it's pretty much guaranteed if you do 236H, 2H > 214H. That hammer has a weird hit-box lol.
What's the music name please
The Sound of the End from the Nier: Automata OST.