It doesn't even have any combos. Maybe a few combos actually.
| Dive Kicks | Leve 3 Reaction to Fireball | |
|---|---|---|
| 3 Different Exercies to practice your Dive Kicks, start with the 1st and work your way up to the last | ||
| Setup: | ||
| 1. Set CPU to walk back and perform 10 Perfect IA Dive Kick (11f Startup) in a row BOTH sides. | ||
| 2. Set CPU to block and perform perfect IA Dive Kick (11f Startup) of varying strenghts and practice getting them as low | Set a CPU Recording to crLP, Fireball | |
| 3. Set CPU to walk back and forth and perform perfect IA Dive Kick (11f Startup) of varying strenghs. If they hit then y | Set a CPU Recording to crLP, crLP | |
| Set a CPU Recording to crLP, Forward Jump jHP (or their best jump in button) | ||
| Setup: | ||
| Action: | ||
| Set CPU to Block All | ||
| Set CPU to crMK on Block Reversal with a count of 3. | Start Fullscreen and try and react to only the fireball with your Lv 3 Super. Once you get better at this, you can turn | |
| Set CPU to Do Nothing on Block Reversal with a count of 3. | ||
| Counter-Hit Confirms | ||
| Actions: | Setup: | |
| Set CPU to random block | ||
| At point blank range, peform crLP, crLP, stLP, Medium IA Dive Kick. If you do this correctly then you will not be hit by | Set CPU to random Counter and turn punish counter to 0. Leave Standard and Counter-Hit at 1. | |
| crMK DRC confirms into stMP, crHP, crMP, Heavy Arrow | Action: | |
| Setup: | There are 4 common counter-hit confirms from stray buttons you will likely throw out in neutral. | |
| Set CPU to block random | stMP, crMK | |
| Set Block Reversal Slot 1 - 4f - Count 1 | crMP, crMP | |
| Set Block Reversal Slot 2 - Do Nothing - Count 1 | stMP, stHP | |
| Set Block Reversal Slot 3 - 4f - Count 2 | stMP, crMP | |
| Set Block Reversal Slot 4 - Do Nothing - Count 2 | ||
| All of these can be followed up with H Arrow. Practice confirming the counter-hit and ONLY follow up when it's a counter | ||
| Set Wake-Up Reversal Slot 1 - Forward Jump | ||
| Set Wake-Up Reversal Slot 2 - Do Nothing | ||
| If the crMK is blocked but stMP is Counter-Hit then you carry on doing the same combo. | ||
| If the crMK and stMP (+3) are blocked then you do a second stMP, if this is counter-hit, then you do stHP, Heavy Spiral | ||
| If the second stMP is blocked then you can do Light Instant Air Dive Kick and on block you're +3 if your crMK started at | ||
| After your heavy arrow, you can dash, crHP and if it hits meaty then you're +9 and can stHP, Heavy Arrow and carry on th | ||
| If you're in the corner though then you can frame kill with stLK, then crHP and you're +4 which means your crMP is now y | ||
| An alternate route here if you DO prefer the bMP launcher is | ||
| crMK, DRC, stMP, bMP > HK, jMP, Dive Kick | ||
| All of the same counter-hit rules apply here except crHP, crMP is replaced by bMP > HK | ||
| The Big One - Set Play Practice. | ||
| We're using this to practice 2 Hit Confirms, Perfect Parry, Meaties, and counter-hit, regular hit and block situations f | ||
| Setup : | ||
| Set CPU to Block All | ||
| Set Block Reversal - 4f - Count 1 | ||
| Set Block Reversal - Do Nothing - Count 1 | ||
| Set Wake Up Reversal - 4f | ||
| Set Wake up Reversal - Do Nothing | ||
| Set Wake up Reversal - Forward Jump | ||
| Actions : | ||
| Start in the corner and perform your light string (crLK, crLP, stLP / crLP, crLP, stLP / Whatever ). If you see a hit on | ||
| Going back to the light string, should that hit and you do perform M Arrow, you are then following up with dash, crHP. I |