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KOF XV K' Easiest/Basic/Beginner Stun TOD 100% Combo (Read Descriptions)
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Combo performed by Raptor Sentry
Yes, all things considered, this is the most basic TOD combo you can do with K', and if you're someone who has never tried doing K' TODs, but you're interested, this is the one I recommend you start with.
There are no instant air gimmicks, no fast whiffed 2A~6A, no concern for timing and spacing when jumping in, and, for those that aren't comfortable with them yet, no cl.A, cl.C linking. Plus, it already provides more than enough meter to kill, with a post dizzy combo that doesn't demand a lot, complete with lvl 2 super xx Climax.
This combo comes with three major elements that you want to get a grasp on:
1.) Being able to land CD, 236C in the corner (there isn't much of a trick to doing this, it's one of those things where you have to practice and develop a feel for it).
2.) Learning how to adjust to land 4B against low altitude launched opponents.
3.) Getting down whiffed 2A~6B, 214D, 623C~6D.
If you try to get around doing points 1-3, you will find yourself reaching for advanced execution actions (i.e. Tiger Knee'd EX Minute Spikes) in order to nail a dizzy - spending meter to the point where securing a kill may not be possible at all.
General lessons learned will be spacing and timing, and this does work on the entire cast. I recommend practicing the combo against different characters as the timing differs among hitbox classes (hence why playing K' is difficult as his combos demand a lot of execution prowess, not just technically, but also being able to adapt accordingly).
If you're a beginner, and struggling to complete this combo, while also losing your patience, chances are this isn't the character for you. Or, for the sake of taking care of yourself, you should at least take a step back and return some other time.
Outside of beginner practice, this is also a good combo to do in Training Mode for warming up. This combo also serves as a good indicator to see if you're having an "off" day - if you're not a beginner, but find yourself struggling and requiring multiple tries to complete the combo, chances are, it might not be a good day for you to be playing a complex anchor K'.
Yes, all things considered, this is the most basic TOD combo you can do with K', and if you're someone who has never tried doing K' TODs, but you're interested, this is the one I recommend you start with.
There are no instant air gimmicks, no fast whiffed 2A~6A, no concern for timing and spacing when jumping in, and, for those that aren't comfortable with them yet, no cl.A, cl.C linking. Plus, it already provides more than enough meter to kill, with a post dizzy combo that doesn't demand a lot, complete with lvl 2 super xx Climax.
This combo comes with three major elements that you want to get a grasp on:
1.) Being able to land CD, 236C in the corner (there isn't much of a trick to doing this, it's one of those things where you have to practice and develop a feel for it).
2.) Learning how to adjust to land 4B against low altitude launched opponents.
3.) Getting down whiffed 2A~6B, 214D, 623C~6D.
If you try to get around doing points 1-3, you will find yourself reaching for advanced execution actions (i.e. Tiger Knee'd EX Minute Spikes) in order to nail a dizzy - spending meter to the point where securing a kill may not be possible at all.
General lessons learned will be spacing and timing, and this does work on the entire cast. I recommend practicing the combo against different characters as the timing differs among hitbox classes (hence why playing K' is difficult as his combos demand a lot of execution prowess, not just technically, but also being able to adapt accordingly).
If you're a beginner, and struggling to complete this combo, while also losing your patience, chances are this isn't the character for you. Or, for the sake of taking care of yourself, you should at least take a step back and return some other time.
Outside of beginner practice, this is also a good combo to do in Training Mode for warming up. This combo also serves as a good indicator to see if you're having an "off" day - if you're not a beginner, but find yourself struggling and requiring multiple tries to complete the combo, chances are, it might not be a good day for you to be playing a complex anchor K'.
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