Incredible!!! This really helped me in terms of combos. Would you every make like a general guide? Just overall what moves to prioritize? Pressure and punishes and what not. I find Im having trouble with that in regards to Zasalamel.
I mean these are still optimal and any deviations are situational to my knowledge. Is there something specific you're referencing? One combo I don't have in here is 6B+K A 6K.
Sjman ok cool. I’m pretty new to this character on SC6 so I didn’t know if any of the post patch buffs might have open or changed so combo options for him.
@@Hetoo0ld As far as I know there wasn't any huge changes except in the patch released today where he gets a projectile during SC B+K B that adds a curse on block and hit. Something I didn't do is add combos pertaining to his time stops so I'd check for some of those if you're looking to really understand the character.
Only certain moves have an additional input that allow them to time stop. It just adds more recovery frames to the actual block that can make an unsafe move safe such as his 1B. Without TS its -20 frames on block so it can be full combo punished by anyone, however with TS1 (thats one curse applied), it becomes -10 frames on block and is much safer.
@@sjman5456 I see, so far I gotten on combo down pat which I call my guard punisher (which I need two curse ) it's the reversal edge into the "Y" (sorry for my lack of terminology of so l caliber and I'm on Xbox) to pull them in the freeze time into the ult (which I believe adds another curse after the animation) is there any other combos I should try to get into
@@jadengremory6606I would say you should definitely learn the basic launcher combo off of 3B because its going to be your main big punish and, as it so happens, you can also get the launcher from his reversal edge BB that you just mentioned. The ultimate does place 1 curse on the opponent even if its blocked.