Tekken 6 BR: King Combos and FAQ

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tantrumz
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#1 “Quote” Edit Post
This is the Tekken 6 BR FAQ for King

mods can freely edit/delete stuff in here to help me out.

I GIVE CREDIT TO ALL THE POSTERS AND PLAYERS THAT I KNOW

others can help me with PMs because i STILL don't know or can't remember most stuff that king has. anything is appreciated.



I assume that you, the reader has knowledge of the notations such as NH or CH and such. so let's get started.



    Changes from 6.0 to BR

  • new animation for ws+2, juggle on CH, safe on block
  • new stun animation for FC df+2. stun is now similar to BR Bryan's CH 3+4
  • f+4 is now a homing move
  • ff+1 is now mid and is now a homing move as well
  • db+4 has increased in damage
  • 1st hit of ff2,1 can be cancelled with ~b
  • new wall throw
  • new move, db2. bounds, safe on block, juggle on NH
  • GS2 damage reduced
  • GS damage nerfed
  • f+2,2,2 b! iSW doable
  • new throw, u+1+2, can also be done by inputting ub+1+2. you can control which side King will throw opp by holding B
  • two spins in JGS to make JGS 4 unblockable




Q: Where are the combos?
A: Here and Here. Sorry for not compiling, too much stuff, so little time(Howling).

Q: What?s iSW and how do I do it? How do I practice it?
A: This Thread (Howling).

Q: How do I wavedash with King?
Have a look here. It dates back to T5: DR but still applies to BR.


Frame Data

King's Frame data translated

Also this thread: Click

taken from yip_noob's Armor King FAQ thread (credit to him):

before you complain about not being able to interpret inatekken, the numbers corresponds to direction. just look at your keypad on your keyboard...
8 = u, 4 = b, 2 = d, 6 = f,
also WP = 1+2 and WK = 3+4

first column is move name
second column is command input
third column is high/mid/low (上,中,下 )
fourth column is damage
fifth column is frames (for it to come out)
sixth column is frame data on block
seventh column is frame data on NH
eighth column is frame data on CH
ninth/final column is special notes

    Homing moves

    With white stripes
    - ff+1
    - f+4
    - ub+1

    Other tracking moves
    - df+2
    - df+1
    - df+3
    - b+1+2 (both sides)
    - db+3
    - FC df+2
    - Standing 4
    - JGS df+4
    - JGS 4

    Bound moves

    - db+2
    - b+2, 1+2
    - JGS 2
    - f+2,2,2

    Unblockables

    - F+1+2
    - BT 1+2
    - UF+1+2
    - JGS 4 (2nd spin)
    - BT 1+4
    - 1+4

    Wall breaking moves

    - b+3
    - f+[2],[2],1
    - b+4
    - f+4
    - ff+4
    - ws+3
    - ff+1
    - [1+2],1
    - [1+2],3
    - JGS 4
    - JGS df+4
    - JGS 3
    - JGS 1

    Ground breaking moves
    (credit: Greven)
  • For stages such as Cemetery and Fallen Colony

    Standing
    After the slash indicated the opponents position

    - MB / BT PLD
    - TS / PLD
    - d+1+3 / SLD
    - RB (?)
    - Opponent BT b,f1+2 / Face Up, showing right side
    - Low parry / KND
    - b+1+3 / PLD
    - ch ffn+2, 1+2,u,d,3+4 / PLD
    - BT 3:1+2 / SLD
    - b+1+2,3+4 / PLD
    - qcf+1 / KND
    - qcf+1,1+2 / SLD
    - FC db,d,db+1+2 / KND


    Opp must be hit in air
    stuns included

    - b+1,4
    - db+2
    - f+2,2,2
    - b+2,1+2
    - 3+4,2
    - df+1
    - u+1_uf+1
    - GS / KND
    - iSW / KND
    - uf+1+2
    - ff+2

    Opp must be hit while moving on the ground or during B!

    - cd+1+2
    - uf+3
    - d+1+2
    - df+3+4

    - FAFT DB+1+3


    JUGGLES

  • uf+4

    - df+2,1; 1; b+2,1+2 B! (jab can be substituted with 2)
    - f+2,2; 1; b+2,1+2 B!
    - f+3, 1, f+2,2,2B!
    - f+2, 1, f+2,2,2B! (good axis realignment)
    - 4, b+2,1+2 B!(leads to (2),1, GS ender, but is iffy if the opponents is off axis)


    wall carry without B!

    - ssr+1,2; f+2,2,1; d/f+4,3
    - 4; ff d/f+4,3; 1; ff d/f+4,3
    - df+2,1; 1; f+2,2,1

  • ws 1+2

    - df+2,1; 1; b+2,1+2 B! (strict timing with df2,1)
    - f+2,2,2 B!

  • FC df+2

    - df+4,3; b+2,1+2 B!
    - db+2 B!
    --- [2],1; f+2,2; GS
    --- [2],1; f+2,2,1; b+3_df+1,2_d+3+4,2_df+4,3
    --- df+4,3; 1; iSW_b+1,4
    - df+4,3; f+2,2,2 B! (large chars only)

  • FC df+1

    - ws+1; 1; b+2,1+2 B! (range dependent)
    - d+1; f+1; b+2,1+2 B! (range dependent)
    - ws+4; df+4,3; b+1,4
    - f+3; df+4,3; GS
    - cc df+4,3; 1; iSW
    - d+1; f+1; f+2,2,2 B!

  • CH b+1

    - f+2; 1; f+2,2,2 B!
    - df+4,3; 1; b+2,1+2 B!
    - f+2,2; 1; b+2,1+2 B! (inconsistent, requires ssr CH b+1)
    - f+1+2; df+4,3; f+1; iSW - (Credit: DK)
    - f+2, f+1, f+2,2,2B! iSW (long legs)

  • CH db+3

    - ws+4; df+4,3; b+1,4
    - ws+4; df+4,3; d+3+4, 2
    - cc df+4,3; 1; iSW_b+1,4
    - d+1; f+1; f+2,2,2B!_ b+2,1+2 B! (long legs and up. Credit: Snap)

  • CH 4
    - b+1,2
    - b+1; df4,3; b+1,4
    - b+1; d+3+4,2
    - b+1; GS

  • CH BT 3

    - u+2
    - df+4,3; 1; b+1,4
    - df+4,3; 1; iSW
    - df+4,3; b+2,1+2 B!
    - f+3; df+4,3; 1; iSW

  • CH CD+1+2

    - df+2,1; 1; b+2,1+2 B!
    - f+2,2; 1; b+2,1+2 B!

  • db+2_uf1+2_[b+2],1+2

    - df+4,3; 1; iSW
    - df+4,3; 2; b+1,4

  • KND Juggles

    - FUFT CH 3; d+3+4,2
    - FUFT CH 3; FC df+1
    - FDFT 3; ws+4; df+4,3; b+1,4
    - FDFT 3, d+1, F+1, f+2,2,2B! iSW (long legs)
    - FDFT 3, cc, df+4,3, 1, iSW
    - FDFA CH 3; FC df+1

    Post B!

    Damage

    - iSW
    - f+2+3

    Oki

    - d+1+2
    - CD 1+2
    - d+1+3_d+2+4

    Wall Carry

    - df+4,3
    - df+2,1
    - d+3+4,2


    WALL COMBOS

  • Wall hit pre B!

    - db+2_JGS 2 B! [2],1, GT
    - db+2_JGS 2 B! [2],1, d+2, ws+4 (on mid and big sizes only)
    - db+2_JGS 2 B! f+2,2,1
    - db+2_ JGS 2 B! df+4,3,d+4
    - f+2,2,2 B! [2],1, GT
    - f+2,2,2 B! df+1,2
    - f+2,2,2 B! GS
    - db+2_f+2,2,2, iSW
    -


  • Wall hit post B!

    - f+2,2,1
    - iSW_GS_JGS 1+4_JGS 2+3 i.e. wall throw
    - 1,2,d+2+4
    - f+1,2, db+1+3_2+4
    - df+4,3,4~B, BT 1+4 (bigs)


    On Kuma

    - [2],1 GS
    - High wall splat, f+1,2 GS



  • Moves that give wallsplat

    - b+3
    - 1+2,1
    - 1+2,3
    - ff+1
    - f+4
    - b1+2
    - CH f+1+4
    - JGS df+4
    - JGS 4
    - f+2+3
    - ff+4
    - cd+1+2
    - u+1+2
    - b+1+2


    LOW PARRY COMBOS

    - LP, df+4,3, f+1, b+1,4 - 32
    - LP, iws+1, f+1, f+221, b+3 - 42
    - LP, df+4,3, f+1, iSW - 46 (Best Kuma LP juggle)
    - LP, df+4,3, f+1, 1, iSW - 49
    - LP, f+2,2, 1, 1, 1, iSW - 53 (confirmed on Wang/girls, undoable on Kuma)

    MINI COMBOS/ GUARANTEED STUFF

  • BTW there's already a Guaranteed List thread, but I'll include those guaranteed stuff that i've tested myself first. Credit to everyone who provided info.

    - df+2,1
    --- cd+1+2_FC df+1_d+3+4,4,2
    --- df+4,3; d+3+4,2 (mid to large sized chars only)

    - CH [1],[2],1
    --- 2,1 and other jab strings
    --- GS

    - CH ff,n+1+2
    --- b+3
    --- b+1,2

    - Knee breaker (Side grab)
    --- d+1+2
    --- db+4
    --- GT

    - Back breaker (Side grab)
    --- uf+2
    --- GT
    --- FC,df+1

    - b+2+4 reversal
    --- 2 GT attempts
    --- d+1+2


    - b+1+2, 1+3
    --- b+1,2 (normals and up)
    - b+1+2, 2+4
    --- uf+2
    --- 2 GT attempts
    --- CD+1

    - b+1+2, 3+4
    --- FC df+1
    --- 2 GT attempts


    NC MOVES

    - 1,2
    - 2,1
    - f+2,2
    - b+1,2
    - df+1,2
    - 1+2,1
    - 1+2,3
    - f+3:1+2
    - BT 3:1+2

    FACTS ABOUT KING

  • King's counters (b+1+3 and b+2+4) cannot be chickened

  • Even if opp ducks 2nd hit of df+4,3,4_d+4 and tries to launch you he won't get a full juggle or he won't be able to follow up as long as you complete the string. (Only steve can juggle due to ws1,2 b!)
    This has been tested. Edit pending.


  • King's elbows at knees cannot be countered or parried aside from df+2. (unlike lee's uf+4 which is a knee).
    Snap: Hei b+1+4_2+3 can reverse all of King's knees and elbows

  • King can punish long range whiffs with b+3 if b+1,2 fails to reach. a good example of this is Paul's demolition man(d+4, 2,1+2)

  • ffn+2 on CH guarantees an uf+4

  • Should you push (f,f,n+1+2) someone who is in mid-air, you can b+3 for some damage




-------to be continued------------

Last edited by Howling on Jan 25th, 2011 at 16:26

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tantrumz
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#2 “Quote” Edit Post
THE TOURNAMENT KING

By: Snap

Tourny pressure does weird things to people, but there's a few things I keep in mind with King.


1) Know your punishments.
While this is a no-brainer, we take for granted exactly how much damage it gives us. Every launcher is punishable or duckable. Bone up on your rivals' chars.
Edit: Almost every non-CH launcher is punishable or duckable. There are exceptions

King is great in that punishment is a strength for him. Both 1,2 and 2,1 do 22 which is reasonably high with great mixups afterwards, b+1,2 is extremely consistent at 36 damage (that's more than a throw!), b+3 will punish things many can't. Many things are even LAUNCH-punishable and there's simply no excuse for missing on those, especially in a tournament setting.

From crouch, FC,df+2 is deadly good, particularly since the juggle lost range-dependancy in 6.0. This means we can use it from afar, launching whiffed lows or the stuff where hopkick would miss because of range (max range HS for example).


You should also know what's duckable and what's not. In most cases, it'll net you a free juggle, or at least give you a ws+4 and relieve the pressure. This is just as important as punishment. Nina abusing df+3,2 strings? Duck and hopkick! Jack abusing f+1,2? Duck and hopkick!! Paul's trying to be cute with df+1,1? Duck and ws+4 his ass.

Punishing correctly and ducking the stuff you can prevents abuse. It also disrupts their game flow and gives you a huge psychological advantage.
Once your op has selected his char, your mind should be running through his movelist of what's punishable/duckable and mentally preparing to do so.

Send the clear message: "That shit don't work on me".


2) Break throws.
You can fill a whole thread on throw breaking. People can yak about arm animation, slight char twitching for command throws (and they are important), but I reckon prevention is the best medicine.
Spacing is extremly important. I can also swear by random ducking but that's a double-edged sword.
Bottom-line, throw breaking is down to 2 things: reflexes and opponent prediction.

Breaking from reflex has been discussed ad nauseum, but less-discussed is op prediction in that some chars use certain throws at certain:

-situations (like King GS or Paul df+1+3: DF at walls)

-buffers (Dj 1,1, f,hcf+1+2)

-and stances (Steve PAB 1+2 or Baek FLA f+2~3).


Whenever these situations arise, you should automatically be on guard for certain throws. Situations and buffers get tricky and really depend on you and your op. Stance throws are almost all 1+2 breaks so you really should be breaking those.

Throws are the scrub-killers. Are you a scrub? I didn't think so.


Oh, good players can also chicken, which I guess is a kind of throw break. Generally, you don't have to worry about them but it's always good habit to buffer chicken in everything you do, even against players without a reversal.

Be especially careful with Asukas who love to abuse reversals, being especially careful with punches around the wall which nets her a wall combo.

Then relish in your own unchickenable reversals



3) Play safe and stick with what you know.

Playing safe applies to every character really. Don't abuse the duckable stuff (df+2,1 is a gaping hole), abuse the safe stuff (ws+4, f,f,n+1+2). Keep your pokes short to avoid getting punished. Yada yada yada.


Also, tournaments are not the time for experimentation. Any uncertainty in your actions can mean reduced damage, or even worse, you getting launched.

If there's any uncertainty, err on the side of caution. Test if it's punishable with a single jab, and then work your way up.
If you're unconfident about your B! iSW then use f+2+3 or even air-multis. Alone, they both do less damage than a iSW, but the potential for damage is greater when oki is considered. There's no shame in that especially if it's like "Gee, they bounded pretty far".

I guess you can also take this as meaning "play safe".


4) Take your oki where you can.

King has bucketloads of free stuff, even if it's a simple ali. Learn everything.

Also, too often I see players knock their opponent around then back off for fear of a getup kick. Screw that, keep the pressure on. Run up and then sidewalk. Run up and iSW. Run up and f+4. Run up and hopkick. Run up and db+3. Run up then dash back and duck. Maybe you'll bait a whiffed getup kick you can FC,df+2. There's so much stuff you can do.

King has several mids that hit rolling ops on the ground like, df+1, f+3, uf+3. Special mention goes to uf+3. They stay down, they get hit. They stand and duck, they get hit. They stand and block, they're forced to block with minimal opportunity for retaliation. There's a 66% chance you'll snag damage off them. It's a round ender more than anything, but how many times have we lost by a sliver?


5) Be a turtle.
This is kind of related to playing safe. Simply not taking unneccessary risks important. Tourney play is characterised by extremely conservative game play, and watching for any mistakes to be capitalised upon. This means you have to turtle and keep spacing.

And by turtling, it's not just holding back. It means keep moving about (ss, dash, bd) while out of reach, occasionally trying your luck with a poke here and there. It's hard to explain, but whenever you get in tight matches, you see the players clam up. It's like that, but for the whole game.

I only really use iws+4 as a poke here.

By: MCP


This is not king specific in the slightest. This is just what I have learned from competing in Tekken, Tae Kwon Do, and Judo.

To do well in tournaments you need to play a lot. Exercise your mental focus, your imagination, and your determination. Nothing can be substituted for consistently playing and trying to be better today, than you were yesterday. Use your imagination to find new things and keep an open mind. Tenaciously fight someone better than you. You will lose a lot, but you will get better.

Tournaments can surprise you and make you tense. You will go back to what you know best many times, whether the habits are good or bad is up to your training.

A hint, play 'arcade' style. You have no way to test at home(such as on a playstation), so you have to test on the fly. If someone is abusing a move, find out if it's jab punishable, or launch punishable, or safe, and try to find a way to move around it or counter it. Just keep trying things so it's less and less likely to be abused. This will REALLY help you respond to someone who is using a move you're not used to or is using a move in a brand new way you have never seen before.

That's just a little bit, but more important than anything is to play consistently and use that time to make yourself better everytime. Keep a positive attitude: I will play my best, I will play hard, I will win.

Last edited by Snap on Nov 9th, 2009 at 14:52

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k30
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#3 “Quote” Edit Post
This is good stuff so far, well done. I gotta remember some of this stuff for the tournament tomorrow. :O


What's good for wall juggles? Is there a difference in damage between the f,hcf1 and sw version of the wall grab?
tantrumz
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#4 “Quote” Edit Post
*updated
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iMeh
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#5 “Quote” Edit Post
Originally posted by k30
This is good stuff so far, well done. I gotta remember some of this stuff for the tournament tomorrow. :O


What's good for wall juggles? Is there a difference in damage between the f,hcf1 and sw version of the wall grab?
GS and iSW Wall grab have no difference in damage.
Signature Different.
Dangerous King
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#6 “Quote” Edit Post
Hey tantrumz, you can add these juggles:

CH db+3, cc df+4,3, f+1, iSW
CH b+1, f+1+2, df+4,3, f+1, iSW <----I hit this on Nina/Anna, hard.
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yip_noob
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#7 “Quote” Edit Post
man, this thread reminds me of the one i created.

anyways - good wall carry w/o using B!
uf+4; ssr+1,2; f+2,2,1; d/f+4,3
uf+4; 4; ff, d/f+4,3; 1; ff, d/f+4,3

CH+4, b+1, GS

and im not sure if you should mention CH d/f+2,1 and the possible combos after that.

also changes:
you mentioned GS2 dmg nerfed.... what about GS?
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#8 “Quote” Edit Post
I think uf+4 df+2,1 ,2 ,b+2,1+2 works, gives a little extra damage but you need to dash a bit atfer df+2,1 to hit the 2.
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tantrumz
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#9 “Quote” Edit Post
updated.

hmm seems like there's so many variations to one juggle like inputting a 2 instead of 1..

@_@ what should i do lol, i think the thread will get messy if i add all that kinds of variations
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Vinz
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#10 “Quote” Edit Post
yeah I think it would be better off if you'd stick with the staple, replacing the 1 with a 2 in the staple is pretty annoying, as you need to do a dash(ff) neutral command, since King has a command for ff+2, so that would be ff, n, 2... and if you do get the 2 in, it still requires a little timing... but the damage is quite noticeable... I'm lazy so I'll stick with the 1...

yeah this one's a little crappy juggle from uf4... uf4, 4, b2,1+2 B! (2)1, b3

I've been trying out the other wall carries since I'm stuck at the usual df2,1, 1, f221...

great thread man... this would really help all the King players...
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iMeh
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#11 “Quote” Edit Post
Originally posted by Vinz
yeah I think it would be better off if you'd stick with the staple, replacing the 1 with a 2 in the staple is pretty annoying, as you need to do a dash(ff) neutral command, since King has a command for ff+2, so that would be ff, n, 2... and if you do get the 2 in, it still requires a little timing... but the damage is quite noticeable... I'm lazy so I'll stick with the 1...

yeah this one's a little crappy juggle from uf4... uf4, 4, b2,1+2 B! (2)1, b3

I've been trying out the other wall carries since I'm stuck at the usual df2,1, 1, f221...

great thread man... this would really help all the King players...
Nah man, he also has a ffn2 so you have to fff2 to get it.

Will you be adding abuseable, safe, nc moves as well? Or just combos?
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imbALLANce
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#12 “Quote” Edit Post
A list of NC moves would be nice, seemingly King's NC list is limited.

safe moves? forget about it. theres just too many.

btw, i thought CD+1+2 only juggles on CH?
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tantrumz
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#13 “Quote” Edit Post
updated. put in an incomplete list of nc moves, an unblockable list and updated mini combos @_@

@imeh

ill try to add everything lol.

@to everyone

tnx 4 ur contributions xD

Last edited by tantrumz on Jun 2nd, 2009 at 13:58

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k30
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#14 “Quote” Edit Post
Originally posted by tantrumz
updated.

hmm seems like there's so many variations to one juggle like inputting a 2 instead of 1..

@_@ what should i do lol, i think the thread will get messy if i add all that kinds of variations


Usually you wanna stick with what is used most commonly for these threads. It would be overloaded with stuff being replaced by things that are just hard or are rarely ever used, especially if it's just an added dash for a ffn2. For example, when someone is early in the game or when you're in a tournament and you want juggles you can count on.



At the same time, you might want a separate section for things that work on Bigs or Smalls only. Since some juggles don't work on say Kuma or Jack, or certain ones don't work as well on smaller characters like the females.
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#15 “Quote” Edit Post
Originally posted by iMeh
Nah man, he also has a ffn2 so you have to fff2 to get it.


oh crap how could I forget... such an idiot!!


yeah like what k30 said... I got nothing more to say lol

and about Kuma/Panda, you really can't get iSW in after the B! right? just asking again... sorry...
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tantrumz
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#16 “Quote” Edit Post
Originally posted by k30
Usually you wanna stick with what is used most commonly for these threads. It would be overloaded with stuff being replaced by things that are just hard or are rarely ever used, especially if it's just an added dash for a ffn2. For example, when someone is early in the game or when you're in a tournament and you want juggles you can count on.



At the same time, you might want a separate section for things that work on Bigs or Smalls only. Since some juggles don't work on say Kuma or Jack, or certain ones don't work as well on smaller characters like the females.



updated. fixed some typos, added guaranteed stuff, cleaned some parts up. ill just stick to the reliable combos

hm, a separate section may get the combos part disorganized. ill just indicate whether its size dependent, range dependent or situational

Last edited by tantrumz on Jun 3rd, 2009 at 06:32

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yip_noob
No F*eng Wei!!!
Joined: Jan 2008
Posts: 3112
From: Australia
PSN: Online
XBL: Offline
#17 “Quote” Edit Post
dont you think list u+1+2 W! is a good idea?
Signature CH b+1... b+1+2 HEY-YAAA!!

tantrumz
09157594388
Joined: May 2007
Posts: 2284
PSN: exokid
#18 “Quote” Edit Post
Originally posted by yip_noob
dont you think list u+1+2 W! is a good idea?


updated.

i forgot about that

also added b+1+2
Signature Playstation 3 nalang
twizzzted37
6th Dan
Joined: May 2008
Posts: 79
From: Philippines
#19 “Quote” Edit Post
i really saw u/f+4, d/f+2,1, 1, b+2,1+2 B! (2),1, f+2,2, f+1, iSW in our arcade. i've really seen it and ive tried to do it, but it's so hard.
Signature alam mo para kang KULANGOT
HMPF! sama mo naman. di kita lalo sasagutin!
wag kang magalit, hard to get ka kasi
KUMA F+2,1 IS BEYOND GODLIKE
Skillz!
7th Dan
Joined: Mar 2009
Posts: 87
From: Philippines
PSN: Got milk?
XBL: $??? Skillz? ???$
#20 “Quote” Edit Post
Ohh.. about the uf+4 df+2,1 ,2, b+2,1+2B! I just figured out that you don't need to dash ,my bad
Signature Technique always beat strength all the time.......

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