for the atomic samurai tech, the opponent can block front dash after pinpoint air variant, then they get a free combo dont do this if your opponent knows how to block
@@apiggoyou can do full m1 combo into circle dash, side dash, then quick slice for another true combo extender. (If aimed right, you will end up next to opponent again)
i know two more genos techs: 1. if you ignition burst a ragdolled target, they would get up and just roll back. this can be used as a combo extension. and if you do it directly on them, they barely travel any distance 2. if you do 4 m1's and jet dive with just the right timing, you can make the target stay ragdolled, allowing for a blitz shot or another move. these two techs combined allow for a pretty good 100% combo, which is exactly why i main genos now.
Also, if you want to use tatsu 4th move in a combo you can uppercut forward dash and use the move to follow the opponent as they get hit back. They will have a tiny bit of time to react so you can use it to bait counters (note: it’s safe against people with no counter since they can’t block the move, and for people with counters just waste it or bait it)
In addition to the jet dive tech, if you jump, and side dash, then use the jet dive tech in the video, it gives a lot more range. You can even use the emote-dash tech for around 3x the range
A actual working Atomic tech is pinpoint ground variant and side dash and quick slice, this is one of the only consistent ways to combo extend with quickslice
im coming out with a way better atomic samurai tech in my next video thats way more “true” if that makes sense. After the video came out i realized that the current atomic tech kinda sucks
you can do 2 wall combos on the rock for tatsu if you do the following (3 m1s down slam, the rock move, tornado, 3 m1s forward dash wall combo, crushing pull 3m1s forward dash) and make sure you do it very quickly
Heres another Tatsumaki tech: You can use stone grave and wall combo of it. You can also capture them in it and use windstorm fury to secure them not getting out (not they can ragdoll out windstorm)
Another Genos tech:3m1 machine gun blows before the machine gun blows knock the player turn your character to back and it's shouldn't deal knockback to player
i have alot more tech for atomic, its wasteful but good for travel and maybe useful if you can aima nd time it, atmos cleave then air pinpoint cut or quick slice
Ik a tech for tatsumaki is kinda a combo extender or for a normal combo Combo: 4 m'1s then some coffin then before they get yeeted out do a front dash like a spin
The metal bat tech always happens to me so instead of it i just use home run then side dash then grandslam to grab them in the air then 4 m1s then side dash and foul ball
I have a tech for Tatsumaki (Wild Psychic) It’s the Tornado Move m1 while they in Tornado and when they launch up down slam em mid air and then use crushing pull
That sonic tech can be better if you use dash to catch and do rest of combo, or better thing is to use uppercut then shuriken to catch on dash and to rest of combo, like this comment if this helped
For strongest hero you cant do the dash normally like hero hunter 4 m1s then dash but if you do it on their side character on their side you can dash do it immediately so its a tech i used / found 1 year 3 months ago
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