nice combos but something other than HWR 2 hardly worth using as a launcher. Damage is lower that after other launchers, even df2 can transition into 69 damage while here max damage I saw was like 67. In fact if you land CH HWR 1 it guarantees sen 1+2, which in turn guarantees HWR 2 heat dash launcher, but tried your combo and it gives 93 damage, while ff2f~3, df2, df11, f32f~sen1+2 !T HWR hold df CD 14 gives 95 damage. And yet your combo requires execution with electric and timed pickup after u1~HWR df n 3, that the part that can be inconsistent. I would not tried to use heat engages as launchers. Still nice to have optimal routes after heat launchers, probably should try use them as launchers more often to see if it will help my game plan.
@@idleeagle Yeah, I have tested Unsoku 4 woth different comboroutes, and as I can see it consistently hits if launcher is df2, E/WGF, FC df3 or f n 3 CH. Unfortunately it whiffs 100% tf time on my most used launcher FC df3 or CH on last hit in 3+4 4 or 3,4 so I stuck to df1,2. 3 less damage but still almost 95 damage on full combo.
nice ! i didn' know about the uf4 after 3+4 to splat. Btw you kicked my ass in ranking XD
bro still use XD
Nice vídeo man o/
idk my best wall combo is 4 -> 3, 2 -> 1, b2 this is super usefull setup to combo after that
Some nice heat dash combo
SORYA!!!
Hopkick is not guaranteed after 3+4 , 4 etc. at the wall. You can tag roll right to avoid it😢
I think, they will patch it on left to..
so does the CH oki only work against get up attacks?
Hey eagle, sometime, Reina d41 after a ff3 heat dash give me only 4 dmg instead of 20+ . I don't understand why that happen, do you know?
nice combos but something other than HWR 2 hardly worth using as a launcher. Damage is lower that after other launchers, even df2 can transition into 69 damage while here max damage I saw was like 67. In fact if you land CH HWR 1 it guarantees sen 1+2, which in turn guarantees HWR 2 heat dash launcher, but tried your combo and it gives 93 damage, while ff2f~3, df2, df11, f32f~sen1+2 !T HWR hold df CD 14 gives 95 damage. And yet your combo requires execution with electric and timed pickup after u1~HWR df n 3, that the part that can be inconsistent. I would not tried to use heat engages as launchers. Still nice to have optimal routes after heat launchers, probably should try use them as launchers more often to see if it will help my game plan.
Oh, Unsoku 4 heat dash as combo extender seems nice move, will try it myself, usually used df12 after tornado.
What is "HWR hold df CD 14"?
@@noviriustomeisho6630heaven wrath, hold down forward to perform deep crouch dash 1 4 as combo ender
it can be a bit tricky to time, but yeah it does give a bit of extra damage
@@idleeagle Yeah, I have tested Unsoku 4 woth different comboroutes, and as I can see it consistently hits if launcher is df2, E/WGF, FC df3 or f n 3 CH. Unfortunately it whiffs 100% tf time on my most used launcher FC df3 or CH on last hit in 3+4 4 or 3,4 so I stuck to df1,2. 3 less damage but still almost 95 damage on full combo.