

Story Prologue (In-Game Text) Combot is a general-purpose humanoid robot that Lee Chaolan entered in The King of Iron Fist Tournament 4 as a part of his scheme to win. It kind of sucks that I don’t really have an electric anymore, but I really wanted a launcher out of wavedash and I didn’t want to give up Kazuya’s hellsweep because it’s too key in my opinion.This section is empty. I ended up replacing Jin’s f, n, d, d/f+2 for Bob’s. I found that just using Asuka’s f+2 launcher to punish whiffs is a lot more reliable and it also floats higher. Besides that, I’ve been playing around with Combot’s movelist some more and ditching Jin’s f, n, d, d/f+1 and his f, n, d, d/f+2 wavedash punches. I’ve since modified Combot a little more to incorporate a few of them like Bob’s d+1 (I’m borrowing your notation bolding it’s a cool idea!) and Feng’s sweep ( d/b+4 I think?). I think it’s this one for those who want to check it out: Suitable moves to counter low stance characters I also checked out some of the moves that was listed in the thread you suggested. That buffer explanation also helped me out timing QCF motions out of wavedash better, though that’s still kind of tricky. I’ve been grinding it out some more when I’m not playing online and I’ve gotten it much more consistently and without having to do a half-circle motion, though sometimes I miss because I wait too long. Your defense also has to be pretty solid to deal with them when you’re not attacking.

These are moves you want available to fight capos by spiking them or floating them out of RLX stance. Regarding capos, there is a topic somewhere here on this board called “Quick Low Hitting Moves” or something of the sort. Since the half circle takes longer to complete than a quarter circle, by the time you get to the d in the b,d/b,d,d/f,f motion, the buffer window that you are expecting is “gone” (i.e., the window that allows the game to capture motion inputs has returned) and the game picks up on your quarter circle motion. The reason why your half circle works for you is that you are starting the half circle motion during what would normally be a buffer window in other fighting games. You cannot, however, buffer motions ( QCF+2). You can buffer button taps and direction inputs (i.e., 4, **B **and d/f+3 respectively). :eek: Regarding buffering, please note that you cannot buffer motion inputs in this game. You can actually build it to be more defensive than even some of the best defensive characters in the game or you can choose to go for an attack-based route as well. You can sprinkle in some moves that crush or have special counterhit properties as well.īut this is all if you want a rounded Combot. For launchers, you want to be able to have some really generic ones like a WS+2 or a d/f+2 for quick launching but you also want at least one strong whiff punisher like Jun f+2 or Mishima f,f+3. Quick one hit binds that hit low are great for hit confirmation or for performing combos that couldn’t perform otherwise like Bryan’s b+1.ĭon’t forget when choosing a movelist to have some good lows, some quick mids and safe highs. Strings, combo fillers and combo enders will become more obvious the better you get at normal combos, but things like Asuka’s 2,1,1+2 and Alisa’s f+4,1,4. For your power moves, you’ve got anything that does beefy damage or yields a combo like Mishima f,n,d,d/f+2 and Raven’s f,f+4. Good punishers are Mishima WS+4,4 and Ganryu’s b+1+2. For something a bit more beefy you have Jin’s b+2,1. You have great speedy pokes like Michelle’s f,f+1 or Feng’s b+2.

You essentially want a strong mix of pokes, strings, punishers and power moves. It’s hard to explain (at least for me) what to look for if you’re not familiar with general moves. :eek: Wow, it’s funny you made this topic because I was just discussing Combot the other weekend with a buddy of mine.
