2,2 also serves as a transition into Katon, allowing for the same mind games as the 1,1 transition. Even if you try to take your turn after the 2,2, Kunimitsu can continue into the 2,2,2,2, a natural combo on CH. It's a high-mid natural combo, super fast at i12, and has decent tracking. 2,2 - One of Kunimitsu's defining moves.Like the jabs, it's good for checking your opponents and poking away at them. The last two hits are a natural combo on hit, and the whole string can be counter-hit confirmed from the df1. df1,2,2 - If the opponents try to duck or attack after df1, use this string.df1,3 - If df1 is a CH, it becomes a natural combo, but if 3 is a CH, it becomes a full launch.Once opponents respect the mental frame advantage of the follow-ups, you can use it to expand your pressure and bully them.
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