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Thread: Chase Cancel Combos

  1. #31
    King of Games Mirsa's Avatar
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    /bump thread starter makever


    u r welcome TKG09
    Fucks Are Not Given
    "The thing that is really hard and really amazing, is giving up on being perfect and beginning the work of becoming yourself."
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  2. #32
    Forgive Hollowed's Avatar
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    This update helps immensely in understanding the spacing and how it can be used on different stages. Thank you for the effort, Gunner!


    I saw your other post and the way I was trying this before was different. It depended on actually entering chase and time canceling, and the opponent being able to recover but not doing so. This causes the opponent to fall for a time, enabling combos, but the opponent can Aerial Recover or Recovery Attack, and Auto-Recovery always escapes from it. The largest upside is that you can HP combo on a flat surface without a ledge. However, your method leaves less chance for the opponent to escape and/or punish you in exchange for requiring specific positioning.

    Spoiler:


  3. #33
    Chocobo Tamer Sdj's Avatar
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    @Hollowed: Glad someone can actually observe and properly can put this into Words (unlike me xD) without any misunderstandings
    to the concept. like i've discussed before to my friends about another relevance for knowing these Setups is for Duodecim: 012...

    if any of you know fighting games (don't say Street fighter FFS) combo linking and tricks are what makes a match more interesting and what a player can recalls up from practice will show who's actually a good all round player (blocking with no punish is a sad way to play a FG or having made one as such)

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