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  • * Beat Rush: hcb, f + A/C * Derived Beat Rush: during Beat Rush, A, A, B, A, C, C, D, C, dp + E
    856 bytes (141 words) - 16:42, 26 April 2021
  • Dancing Beat - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]] when close ===Dancing Beat===
    3 KB (325 words) - 19:16, 8 August 2023
  • '''"How to beat hop CDs" Dirty version'''
    1,011 bytes (158 words) - 17:49, 4 March 2022
  • '''Beat Rush''' - f, b, f + C
    949 bytes (157 words) - 19:50, 21 April 2024
  • ...s, use the character standing C (standing HP) or a good standing normal to beat the opponent out of the air. You can also roll out of the way while that ar ..., some characters can make better use of that meter with an EX/DM that can beat out an opponent's attack. GCAB/rolls or GCCD/blowbacks should be a last res
    6 KB (1,127 words) - 10:48, 28 December 2021
  • ...use Zanretsu-Ken on wakeup to stop some character's pressure and his DP to beat jumping characters. Zanretsu-Ken can also work as an anti-air with the righ ...aspects of the game because of these weaknesses, but he's strong enough to beat other low to mid tier characters, and has a chance against a few strong one
    4 KB (777 words) - 15:52, 7 November 2023
  • ...d j.CD when you're absolutely sure they will hit. Jumping A should cleanly beat most aerial battles. ...pressure and 2C will whiff. 2D carries a lot of risks on block but should beat them mashing. The two options that are in range are 2B and 5B. Due to pushb
    10 KB (1,852 words) - 11:16, 22 April 2023
  • ...opponents. This allows Kula to break one of the KOF triangle rules (sweeps beat jabs) while also still being effective anti-hop tools. Playing around or ju *'''5A/5B:''' Great jabs on defense as well as neutral. Can be used to beat hop pressure at small risk to yourself if they whiff, and also can interrup
    12 KB (2,346 words) - 19:36, 31 May 2022
  • "Beat By": The number of opponents you have beaten in versus mode. ...yer gains an extra amount of strength for the rest of the game. Failure to beat all the goons after the time has elapsed awards the player nothing. You hav
    6 KB (1,024 words) - 14:08, 7 October 2023
  • ...f its speed and reach. You might find people pressing 2Bs preemptively to beat 236A. You can use sweep to discourage this. Whiff canceling sweep into 23 ...is and often stands up into enemy attacks. Your goal with this move is to beat the enemy to the punch. You use this to counterhit hops at close range. I
    6 KB (1,133 words) - 08:36, 3 May 2024
  • *J. E - Very fast air attack will usually beat out most air attacks and knocks down, but cannot be used to combo into LDM. ...Jump D + LDM. It is not a projectile and the hurt-box extends so it can be beat by some pokes.
    7 KB (1,223 words) - 15:47, 27 April 2020
  • | description = Fast and damaging cl.C. 2C has it beat due to being able to charge Zaneiken during it, though. ...than j.D, so that's often the better choice, but the disjoint can let you beat some anti-air attempts.
    7 KB (1,098 words) - 15:16, 6 October 2023
  • do not have fast and big hitbox far normal ,if opponent is trying to beat back by using 4f+ attack or using 4f attack not in the fastest speed,the op
    3 KB (528 words) - 03:53, 4 February 2023
  • ...o his effective range and can even circumvent certain Breakshots trying to beat his approach. Once he's in, he can absolutely delete his opponent with the
    14 KB (1,687 words) - 19:47, 9 November 2023
  • ...e animation as jD, but worse hitbox and much more active frames. jD has it beat as a jump in and an air-to-air. Stick to that. ...nt, but worse than jD for crossups. Useful if you think the disjoint might beat their anti-air.
    8 KB (1,229 words) - 20:50, 22 November 2023
  • On wakeup, you can use the counter super (4623K) to beat any safejump. If you see your opponent going for a safejump, just hit this ..., or you can go for a throw. If you have a command grab, you can use it to beat the counter.
    8 KB (1,501 words) - 04:54, 3 May 2024
  • '''Circling Beat''' - [360]S ...still have to spin to maximise the damage. III Spirit's air parry will not beat this as it is a true air throw.
    8 KB (1,404 words) - 02:45, 8 March 2023
  • * Beni's dp+D will beat out all versions of Kyo's dp+P series except for EX Oniyaki DP). * A preemptive j.CD from Duo will beat out Kyo's j.d.C command move
    14 KB (2,787 words) - 14:05, 16 April 2023
  • ...to getting anti-aired, although j.CD often requires a reversal or meter to beat. Mary doesn't have any fast, long-reaching heavy attacks to poke with on th ...its wake. However, Mary's jump normals aren't invincible, and can often be beat by hitting the right angles with your jump normals or simply outclassing he
    9 KB (1,628 words) - 05:41, 21 January 2023
  • * Will beat empty jumps intended to beat counters.
    11 KB (1,781 words) - 19:39, 17 December 2019

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