@@gibbybibby5031 these combos were made during the beta, he posted them the moment the game dropped but there's been new routes found since this video so it's technically out dated, I still use these combos tho lol
Could you explain the situation for the Tech Death Combo towards the end? From what I can tell, it uses the df4,1,3 wall ender and goes immediately into d3, WS3,3. Is this applicable basically any time you use that wall ender? And it only works if they techroll as soon as they can, right? Edit: I figured it out; the D3 doesn't connect if they try to tech roll, only if they try to do the quick recovery kick-up by holding forward. Which, at the wall, is an odd thing to do. It also works if they try to stay down, get hit by the D3, and then press anything at all. It works because the opponent gets stuck face down and backturned, and that has pretty bad options.
He has a couple of new things after the Day 1 patch. You also left out his death combos from wall splat into pick up, Such as CH b3, db2,1 !S SS df4,1,SNK,1+2,f (heatdash) 3,snkc,ws3,df,snkc,ws3,df,snkc,ws3,3 (best I could get out of ws3 loops was 5 and its hard) !S Df4,1,3 (or RA if you have it) df4
They are pretty great but hard to do, fastest possible cancel is required after ws3,snkc the sneak animation is hardly visible. Can also be useful if the opponent is respecting your slide cancels to do a hit confirmable ws3,3 or cancel to slide or fc,df2 if your godlike on reactions. And since the loops are always pressing down it is always buffering charge d,u2 as well.@@EdgelordZuko
Don't be in a hurry to do the WS move; after entering SNK you have a lot of time between the DB input and the WS 3,3. If you are too fast you will get SNK3 from my experience !
Bro, the video was amazing. I would love to talk with you some more I don’t know if you’re interested in actual coaching, but I would love to give you that opportunity. Lmk if you’re interested in a coaching job.
@@EdgelordZuko How do you get the ender on the 2nd combo? It never reaches for me, and I’ve never been so frustrated at a combo in my life. 😂 it’s not funny.
Ill give ya a hint always be buffering slide. SS2 leaves you and opponent crouched so maybe buffer slide or low parry or ws2. D3 flips over grounded not allowing Ukemi roll and can be snk cancelled so proper delay timings can give you the opponents back at wake up at the wall this could be very useful indeed. From round start launch 3,snkc,ws1 ,df4,1,2 db2,1 will give perfect distance to wall splat on majority of stages. And since the splat is done with db2,1 df4,1,3 will break hard walls.