f1+2 is not really a good move, but it is cheap. The rolling shield hits your opponent's sideroll after f,F+4 making it an attractive oki choice. Can lead your opponent to not do anything, knowing that no matter what, he can’t outspeed you, which makes another FC df2 a good option. About This Content Noctis, the 114th heir apparent to the Lucian throne, joins the fray from FINAL FANTASY XV! The range on df2 is no joke, and will net you a launch on a lot of moves other characters could only dream of launching. Has some uses thanks to its great range. b+1(,2) - Noctis' 12 frame punish that does 31 damage and leaves you at a very favorable +7 and at some distance(a perfect f,f+1+2 will beat out pretty much any option besides standing block from the opponent). ws1 alone has 0 tracking, but if you do the extension the 1st hit somehow gains magical tracking properties. It's only -11 on hit. It causes a wall splat on hit before the wall and when used as a wall combo on a straight enough splat you can get another wall combo (b+4,1+2 being most consistent as shown in the clip). d1 is a double mid dagger that puts both you and your opponent in crouch, leaving you at -3. Any wakeup option can get punished by whiff punishing using d/f+2. Can be useful for setting up whiffs. It leaving Noctis on the ground is your perfect way to do âbed-playâ, meaning making time run out, while not dealing with whatever comeback mechanic your opponent has. Your most common follow-ups after fff1+2 should be db3 and 2,2 as both are uninterruptible. Getup options all lose to the first optionâs counters (df2 and such). Use sparingly though. db1+2 is a braindead huge pushback -16 launcher, hits grounded and flips over while doing so. On counter hit it causes KND and gives a free d/b+1+2. f2 warp strike, doesn’t need much of an explanation, really. db2 is a high damage low that is unparriable. Staying grounded (do nothing) – db1+2 hits the opponent on the ground. It’s also very linear and even on whiff it will roll Noctis forward and allow players to launch you easily. db2 will hit them if they don’t block, and db1+2 will hit grounded, while also launching them if they were expecting a db2 and commit to the low block. 1 - A little mid palm thrust that can be up to +1 on block if done at its lowest point before reaching the ground. You also can’t delay the follow up so you have to commit. Should you do the cancel, the move doesnât CH launch, and instead leaves you at -3 on hit. Siderolling (hold 1 / d1) – f3+4,1 hits people trying to sideroll, pretty much the main counter to it. His jab is high, +1 on block and +8 on hit. d/b+2 - A slow reactable(24 frames + unique startup animation) low that has godlike range(2,5 ish) and now in season 2 causes knockdown on normal hit instead of only counter hit. If you time it with an enemy punch, itâll give you a guaranteed grounded hit for big damage (db1+2 preferred option). Good range though. d+2,2 - A low, high that only jail on counter hit. Only use this to punish -14 moves. Tiers > Tekken 7 > Noctis Noctis' Tekken 7 tier match ups. Good to get away from the wall. Check out as many time as you want to find out new way of juggle for your favorite character. For Tekken 7 on the PlayStation 4, Guide and Move List by Catlord. In S2 it functions as Steveâs ws1,2 – meaning if the 1st hit is a CH, the 2nd hit can be delayed for as long as possible, and still connect. Good ender to combos as it gives a strong d/b+2 or d/b+1+2 oki like all thrown sword okis. It's +4 on hit giving you a decent mixup from full crouch as it forces the opponent into crouch as well(sealing a sidestep direction). 30 damage. uf4 (low crush) / ff1+2 / 1+2 / 1,2,3/4 acts as homing options as well. If you want to do both hits you got to commit and at -14 this can be super risky vs. some match ups such as Law or Bryan. Good range and has several extensions. Generally it’s not worth it to go for the third and fourth hit in neutral because good players will just duck and launch. It does 15 damage and is 0 on hit and -15 on block, which would seem underwhelming as a standalone move, but d2 has an extension (low,high) that launches on counterhit. Good mid poke that tracks in the other direction than d/f+1. To keep it short, Noctis is your worst, yet unique, version of a poke-y df1 character, while being one of the best whiff punishers the game has to offer. db1+2 will beat: getup kicks, hit grounded (and siderolling) and will hit springkick. Bears also have trouble getting around fff1+2, unless their step is timed really well (using ss1+2 in the process). 12 frame normal version 15 frame doing the forward one. 13f from crouch and +2 OC on hit, -13 on block. After the slide you get a guaranteed d/b+1+2, it's super launchable on block though so be careful using this too often. 1,2 - Noctis has like many characters a straight right punch follow up to his jab. +0 on succes -5 if broken. In the air causes a weird spinning motion to happen to the opponent. As such, it is up to Noctis to clear the area himself.After securing the place, Lars arrives, and it is revealed that their true purpose was a small fishing trip. Only a handful of idiots like myself continued to vouch for him and use him. Itâs an NCC and has a (very) small hit confirmable window. He is a cool character but nowhere near as crazy as people make him out to be. It’s -2 on block but has better tracking allowing you to hit people with the right punch that have stepped your jab and try to retaliate. The +1 on hit makes this move a lot less good for Noctis because his counter hit launcher is a high 14 frame move and his fastest low is 16 frame(but does high crush). Not too bad of a move to throw out in neutral sometimes to try and catch someone running in. db1+2* is the charged version, it does more damage and is +2 on block, contrary to -16. -13 on block like a decent amount of other characters’ power crushes. Uniqueness in unparriable pokes, and lack of fast highcrush tool. On counter hit it causes a special animation that gives you +13 which allows you to continue your FC mixup. 1 jab to stop the opponentâs slow offense. On open ground slides I'd suggest not using this slide to mixup as much besides as a high crush call. The timing is that you press 1+2 the moment the 1 sword hits and he says "SEI", if you practice this it becomes really easy to land. Eddy - 5.2 Worst Match. df2âs range alone should tell you that Noctisâ reach is also one of his unique traits. Not a bad move though its speed makes it not a good CH tool at range 0 when pressured. fff1+2 is just a low crushing nh bounce launcher that hits grounded and is +9 on block, not a big deal. Be wary about the number of hits that have occured before you send your opponent in the air though, as starting from 4/5 hits you can't reliably hit them in the air with your 2. It has a unique property, and can scare people from retaliating against Noctis at the wall, because doing so can result in their stay at the wall being extended. -13 making it essentially Noctis' hopkick. ff3+4 is not really a good move to use in general play, as itâs slow and leaves Noctis grounded for a free hit by the opponent. Extension available in df1,4 – mid, high, no jail. d2 is an unlowparriable sword low that hits grounded. Changed from ±0F to +3F on hit. It is natural combo on it and jails on block. Don't use this except if you want to disrespect your opponent. Good pushback but I still wouldn’t use it as a range creator/get off me for it is so slow and linear. Very strong move online thanks to it being way harder to react to than offline though like the mid spear it is -19 and thus launch punishable by the entire cast(though the range might throw you off). Everyone can share and add their own stunning combos or learn new sample combos easyly. At the wall if you need a little bit of damage to kill this can cover both stay on the ground and get up crouching safely. b+2(jf1+2) - A 15 frame mid that's +4-5 on hit and -9 on block. b+1+3/b+2+4 - Noctis' special parry that works vs highs and mids besides knees, elbows, foreheads, shoulders , rage arts and throws. FC df1 is a new mid option from crouch, that Noctis received in S3. You can use this RD when you are at range 2+- and your opponents back is to the wall so it either hits them and get a wall combo or push them into the wall, get guaranteed damage and then force a wall mix-up between Emoman and f,F+1+2. You can play him range 0 but itâs gonna be in the opponentâs favour most of the time. f+1+4 - A 23 frame mid power crush. Introduction *The guide needs to be adjusted for S3. Gives a wallsplat/wallbreak. Noctis Lucis Caelum was introduced as the second DLC character in season 1 and the third guest character (the other two being Geese Howard and Akuma/Gouki) in Tekken 7. Gives guaranteed ORA follow up on its KND for pretty decent damage. Technical than ever before, this website aim to list hundreds of combos for your main character in every case of battle. Sometimes better to do vs -15 moves near the wall. Missing dickjab and/or d4 results in the Hwoarang matchup being a struggle. 16f frames fast and -9 on block, having plenty of pushback. After this, Lars apologizes for t… Fire - b+1+2 - Noctis' only command throw. Range is amazing, so good in fact, that accompanied with the pushback, is enough to make even Noctis’ f1+2 whiff as a punish on it. u+1 | u/f+1 - A 14 frame CH launcher. You can also slash once jumping away which might have some use as a keep out tool. For Tekken 7 on the PlayStation 4, a GameFAQs message board topic titled "So Noctis has heavily restricted customisation. Armor King. Indulge yourself with the character and youâll be doing combos without even thinking about what to do. Noctis sadly doesn’t get his max damage wall combo from parry, but he gets the oki wall combo (df4,2 db1,1+2) or the highest damage he can get, from parry wallsplat, being (df4,2 f1+2). Can break the floor in combos(so you can use this after 4,2 puts you in the air). If this hits someone in the air they will be sent flying and Noctis will teleport after them. Only difference is 14 frame startup compared to 16. The opponent is left lying on the ground in the face-up/feet-away position. See what they do, then deal with their option(s) accordingly. After df4,2 db1,1+2 wall combo, db3: same as above. df1+2 wonât track. Be careful of special character options like Dragunov and Marduk as the recovery on succes is +0 -5 if broken. Damage changed from 7,10 to 10,10. d+4,1,1+2: Recovery decreased on hit by 4F. Can enter fly by doing uf3~u, which is the max damage approach. It's pretty linear and only does 13 damage BUT if you hit confirm it into a just frame 1+2 input Noctis will cast thunder on his opponent making the move +6 and deal 33 damage making it a very damaging and advantageous move. Makes a great deal of distance on succes. The ws1 tracks to the right so SSL will deal with it, it's harder to step after being +4 like say from a FC d/f+2 or a d+1 but not impossible. Doing pokes while also using movement as your weapon. For Tekken 7 on the PlayStation 4, a GameFAQs message board topic titled "Noctis is an insult to Tekken." Also interesting to do is an empty slide without a stance move afterwards, this can freeze up the opponent allowing you to do a safer mid/low mixup or just apply jab pressure or throw. -5 on block is stepping range, so you can possibly step some jab/df1 retaliation and launch rather than using parry. Itâs really good, however, when you have the life lead, and time is ticking. dash 1 ff4 / dash 2,2,b2 (remove dash jab for easy combo). Use the -1 to predict/read what your opponent will do. There are several options to contact us! d2,2 is a NCC and will either wall splat or be +13 on hit (standing spin). FC df2 spaced correctly makes ws4s whiff, or even 12f/13f ws punishers, usually only happens on tip range, though. Has some pushback on block, which doesnât change much except a matchup issue (S1 – Yoshimitsu could flash it). Decent safe poke string from some distance. It's best use might be to punish -18 and more standing moves at the wall like RA. 4 ws1,2 (d4,1:1+2 floor break is VERY angle dependant), B/WB! Not a traditionally âgreatâ move, but good to use once in a while. f2+3 (rage drive) is your upgraded version of f2, but still as linear. : dash 4,2 >fly2 dash 1 dash 1 dash 1 ff4 / dash 2,2,b2, ws3 1 dash 1 dash 1 1+2 S! Being a warp strike, itâs special mid as well. roll 3+4 / Succesful sabaki b1+4 / CH ss2 / CH (ws1)2 / CH db2: d2 (d2,2 floats springkicks for full combo), df4,2 uf3~u fly2,2,2 S! d4,1 is -12 on block but has a bit of pushback. You will have to read your opponent super well, if you want to prevail, as your have fewer answer to a blocked df1 (by the opponent) than if you were to play a character with a dickjab/generic d4. d/b+2: Opponent reaction changed on hit. 18 frame string low high mid that sweeps the opponent If you commit to the second hit(which you always should). Be careful of -14 moves that recover in a high crushing fashion such as Devil Jin's Rage Drive, punish this with df+4,2 instead. 16 frames and -2 on hit and leaves you crouched. It’s nc on hit but on block the 2 is -11 and you can get interrupted between the 4 and the 2 by RA or a scary ch high. Stops whatever the opponent is doing, if you manage to outspeed something (very likely, as the move is 10 frames). Cheese low. It’s not worth talking too much about as I don’t recommend using it often over something like 1,2 into sidestep left/right. Amazing move. Whiff punish anything your opponent does with df2. Tekken 7 is a fighting game, which means at some point or the other, you’re going to need to be comfortable with the idea of executing combos. uf3 is your -up close- launch option when you donât want to risk -14 with ws2,2. The move has more hitbox than Noctis has hurtbox, meaning the opponent needs a long range move to punish it consistently. Experience a new level of combat as you warp around the enemy while invoking Armiger, the power of kings! fly1+2 is one of the alternative ways of getting decent + frames with Noctis. If you do this right after you hit the rolling shield for oki you will catch your opponent if they step making it just a strong move to do for oki in that situation. Be careful about db3 though, depending on the distance where you get fff1+2 blocked, itâll whiff. If you hold in the command the sword becomes +4 on block and does more damage but you can’t cancel this attack making it very risky to do unless you’ve conditioned the opponent not to try and step it. Can catch steps up close. It's +5 on block allowing you to u/f+1 any moves that doesn't have armor or high crushing properties. 2,2,2,2,2 - That's a lot of 2! Overal homing wise I find this move to have good range but it's very slow and high, Noctis has a better homing move in f,f+1+2. +5 forced crouch on hit giving you a good low/mid mix up or an uf+1 counter hit opportunity. The second hit is high non jailing on block though. Lots of pokes hit relax, 2,2 / db1,1+2 specifically. A good matchup would be against Gigas, Jack and bears, because of their large hitboxes making 2,2 and db1,1+2 pretty much unsteppable (or very hard to, at least). Excellent whiff punisher, safe on block at -9 (compared to the version in strings) but it puts you in Noctis’ worst range at -9 frame disadvantage so don’t just spam it. b1,2 df1 db1,1+2/f1+2 (off axis, doesnât work on smalls), W! 1+3 leaves the opponent at Noctis’ feet while being face down feet away. f,f+1+2 - Mid, push back, some high evasion, safe(-9), counter hit launcher, relatively fast at 16 frames, range adjustable with dash, homing and screw. :) Please Like, Subscribe and Share! If positioned correctly, a single backdash from a db3 on hit will usually make the opponent’s retaliation whiff. On block just the knee is safe though the sword is -11. This gives you a wallsplat but don’t pull it out to often. Dashing towards the opponent to realign then doing db1+2 is also an option, although not very consistent due to tracking nerf in S3. I assume readers have knowledge of Tekken notation as there are plenty of information sources online (e.g. ws1,2 is an unofficial homing move, as well as a big damage string with a slight HC window. db3, -2 which can result in the opponent wanting to retaliate, therefore parry is a good option afterwards, as it wallsplats. Leaves your opponent close with little pushback. Noctis’ wall game is okay, not amazing or as cancerous as Leo’s or Julia’s, but it’s good enough. Be warned third and fourth hit are still -8 and -7 and the last mid is -14. The problem with it besides linearity however is that Noctis' lack of threatening lows from standing offline makes it less likely that the opponent will get caught by this often. On hit itâs able to wall splat, or knock down in a similar fashion to f1+2. f+3+4,(3+4/1) - A high crushing roll stance that has two moves out of it. Noctis is the cookie cutter design for a flashy noob crusher. It is 23 frames but slower in reality to do it requiring your to be running(which is a 3 frame just frame command to go into the running stance). What else do you need to know? u2/uf3 to beat and launch low retaliation. Negan was chosen as the fourth guest character for Tekken 7 partly due to Katsuhiro Harada and Michael Murray being huge fans of The Walking Dead TV show and Negan's character in it, and due to them thinking he would be a \"perfect fit\" for Tekken. 40 damage which is more than the generic throws. You can change the appearance and effects on the entire roster of is an easy conversion. On counter hit you get a guaranteed d/b+1+2 or a float combo if you are at the right range and they don’t hold u/b. Noctis has easy counters to Eddy âtricksâ. 1+3+4 - Noctis says "EZ" and drives his opponent into a fervent rage. 12 frame normal version 15 frame doing the forward one. df1+2 CAN be backdashed, but itâs very difficult and usually depends on the range where you hit b3,1 from. Instead of his sword he throws his great sword, and despite this sword being heavier he manages to do it faster by 2 frames, as this move has a startup of 18 frames, so you can use it to punish moves that are 18+ frales and move your or their character far away from one another (e.g. This stepping back does pose a problem sometimes, especially with your back against the wall at an angle (which is almost always the case in rounded stages like Arena for instance). b1+2 or any of the side throws is also void of any oki when the throw connects, as it leaves the opponent far from Noctis, much like 2+4. db1,1+2 hits hold back if you do ff4 as a wall combo. Noctis's trailer has him being asked to complete a task by Lars. It knocks down on hit, giving you a mixup of opponent standing up (db2 f1+2) and opponent doing something or nothing on the ground (db2 db1+2). Sadly it makes you unable to sidestep afterwards in the down direction making it's frames on block less exploitative. Sharpest 50/50 in the game, who would've thought. 1,2 jabs are good, despite being -2 on block contrary to the generic -1, it still holds up pretty well because of the extensions Noctis has from it – 1,2,2 is HC and +1 (as seen in the punishment section) and 1,2,1+2, while not being nc/ncc at all, is still useful as it can catch people retaliating after 1,2 with anything slower than 13f (I think). Should you let it rip, without hit confirming, it recovers quickly. He was designed for newer players as he has easy execution on basic combos and great range making it harder to whiff. For Tekken 7 on the PlayStation 4, a GameFAQs message board topic titled "Noctis is by far the most beginner friendly character in Tekken 7". FC df2 hits > FC df2 again predicting the opponent to respect your frames or to try and step, FC df2 hits > ws1,2 predicting a step or dickjab (or slower) retaliation (CH-confirmable), FC df2 hits > ws2,2 predicting a step or low crush move (high risk/high reward), FC df2 hits > ff1+2 predicting a step, slow WS option or backdash (amazing at the wall), FC df2 hits > backdash and whiff punish whatever your opponent is trying to do, More options include uf1 (CH launch) uf4 (homing launcher) and FC df1 (fast, mid, tracks decently after FC df2 hits). You use this as a screw in a lot of combos. d4,1:1+2 FB! uf4 is a normal hit, homing, low crushing launcher thatâs -3 on block. WS 4 - A generic ws+4, +5 on hit, -6 on block. His df2 is the best whiff punisher in the game, as well as being an incredible block punisher. A tool to apply correctly in certain matchups and vs certain opponents. 50 damage though. It has weird tracking, basically homing if the opponent is sidewalking. fff1+2/db1+2 canât be stepped, both hit relax. f+2+3 - is the command for his rage drive and an upgraded version of his f+2, also being a special mid projectile that doesn’t cause chip damage on block. Poor range. Nothing unusual here, standard Tekken jab. WS 3(,1) - See F+3. If you do just the two first hits it send your opponent flying a short distance and they can splat against the wall if you do it at the right distance giving you a wall combo for a juicy 60+ damage. The full string floorbreaks allowing you to screw for full combo post-break. 12 frames and there's no forward version making the range options worse. It has some frames where you count as jumping and some extra evasion so you can avoid some moves,(e.g. ff4 / dash 2,2,b2, cc 1 uf3~u fly2,2,2 S! You can jump cancel this move by doing a jump and pressing the 2 at the start of the jump animation making the move come out slightly faster and thus making it better. Leaves the opponent either: On the wall (super splat) or in a grounded state where tech roll is unavailable (fff1+2 is guaranteed, but requires quick timing). dash 4,2 >fly2 dash 1 dash 1 ff4 / dash 2,2,b2, ws2,2 S! It’s a good tool to apply pressure and to keep out opponents who want to run in on you to range 0 (right in your face) and mix you up. (2,2)2,2,2 is nc and gives a guaranteed db3 on hit, but is high high mid (-14) after the initial 2,2. He doesn’t have the most amazing range on his jab but it isn’t the worst either. Broken with 1+2. Iffy at the wall (you get sucked in), but can function as a decent wall splat, anyway. This also wall breaks with good oki post wall break allowing you to u/f+4 screw post wall break for instance. It is -13 with pushback if you finish the string. uf1 to CH launch the opponentâs slower checks (most likely homing moves), Parry/sabaki (delay is recommended, will only parry 10f moves if used immediately). Long ranged whiff punisher that leaves you close to your opponent with decent oki. Loses to toe-kick though. dash 1 ff4 / dash 2,2,b2, ~u >fly2 uf3~u fly2,2,2 S! Lars mentions that he has found an ideal location, but it is already occupied by someone else. Beware its linearity however. The float after counter hit d/b+2 is possible but not guaranteed, essentially a trap if they don’t hold u/b for a float reset. These factors made him unattractive for higher level play in season 1, where he barely saw any play past release. df1 – -1 vortex or CH df1,4 extension for wall splat. db2 also hits grounded. Stay up to date with our latest and greatest news, guides, and much more! After you hit ff4 at the end of a combo, Noctis does an attack throw that leaves him in an advantageous position. Wall splats at the wall giving you a wall combo. In this section I will go over Noctis' moves in the movelist by order in the movelist. Yoshimitsu can flash punish a good portion of Noctisâ good moves, they are as following: 2,2 (1SS/NSS punish), (1SS interrupts 2,2,f2 also), f2 (NSS) (at the wall), df1+2 (NSS). fly1+2 is +5 on block with great range, as it’s one of the larger weapons that are used for it. 4 - A mid kick that's very highly placed and might even miss standing opponents at top of your jump arc. It’s a good move to create some distance between you and your opponent especially versus characters who want to get in range 0 and beat you up. YUYU’s Tekken 7 Beginner’s Guide covers all the basics that help newcomers grasp the game; ... As much as you will want to learn how to use Tekken 7’s newest cast member, Noctis Lucis Caelum, you’ll equally want to learn how to fight against him. There’s no real benefit to this move compared to other options in neutral considering risk/reward (-15 on block low, high can be ducked and launched on hit) . db3 is Noctisâ fastest low, and his fastest high crush. You can adopt a keep away style using the BT transition moves into this or into d/b to create space. The follow up is only guaranteed on counter hit but it can easily be ducked and launched if it isn’t. See âuseful linksâ section for visualization. d+1 - Not a great move really a 17 frame mid with multiple hits, second hit hits on the ground and tracks to Noctis' left(so your SSR). Experience a new level of combat as you warp around the enemy while invoking Armiger, the power of kings! It looks hella cool and it is really damn nice when you pull it off but overall it doesn't fit your typical game plan very well. Tracks right better than left but pretty damn step able. In S2, the extension is delayable and hit confirmable to full delay. The second hit can be delayed and confirmed on counter hit but there's no good indicator in my experience. d/b+1,1+2: Changed from -7F to -5F on block for 3rd hit. It’s -4 on block, but has pushback. This move has a guaranteed follow-up in f+1+2 for a decent chunk of damage. df1+2 is an interesting move. d4,1,1+2/:1+2 is -19oc on block, easy launch for the whole cast. Eddy is in this category too, because he gets pummeled by Noctis. You can step, you can attack, you can parry or back dash, plenty of options at -1. FC df1 is fully homing at +6 (Lili/Negan/Zafina not included), tracks step both ways at +3~+5 but can be sidewalked right (opponent SWR). Noctis' has a pretty poor throw game like most new characters consisting of normal throws and a 1+2 command throw. d/f+4,2,4 - A knd/wall splat high last hit of the string. Initial hit has a really low hitbox, also spikes the opponent to the ground mid air. Good against aggressive players that rely a lot on jabs and df1s (or pretty much any Steve move). Can’t have Noctis’ wall game section without mentioning b1+3/b2+4 parry. $7.99 Add to Cart . b1+3/b2+4 while not being a ‘move’-move, it’s pretty much Noctis’ only defensive option outside db3 (which is terrible as a low crush (16f)). This low allows Noctis to pressure the opponent on his offense in neutral so they start ducking his strong mids. 1+2 (whilst at the top arc of your jump) - A linear great sword down slash mid move. uf2 is a long range orbital thatâs 30 frames slow and -8 on block. Can be stepped to the right but requires a big enough step, preferring a walk. Does a lot of damage though for a single hit. The most important quality might be the fact that Noctis says yoyuu(余裕) at the end of his Rage Art saving you the time of using his taunt at the end of a round. The cancel into backturn or the 3 by itself is bad to use. Can also use this string for wall carry in combos. f+1+2 - a 16 frame mid with godlike range that cause KND. +10 when it works so good oki but opponent has time to roll away from your running attack so approach and keep your eyes open, they are also face away towards you so they have acces to spring kick. d/f+4,2,2 - The last hit of this string is the orbital, really useless mix-up as it is way too slow to mix-up people who can just block or float you. This move is pretty good. The move is really fast and quick to recover, which is nifty. This move’s design makes it ridiculously strong when spaced correctly, this move is part of the reason why Noctis dominates the 2.5 range. It is hit confirm able. if you 4,2 float someone close to the wall you can use this to wall splat so you can get a wall combo easily without risking to drop it but it's generally worse than your air 2 string. If you input just the first two buttons and then see if they are swept from their feet you can still successfully input the last part, even getting the just frame with the right timing (see below).
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