http://www.youtube.com/watch?v=QxGWEuV0SDA
heres yet another variation of his LDM combo.
it does far less damage than his others but it just mainly shows that d/f d is a pretty good move for his LDM.

Invincible Duo wrote:for me, I treat duo lons LDM like a QS combo.
one thing i noticed with the skill bars is it builds faster if you attack so chances are the opponent will not get their 1.5 skill bars filled to 2 when i do my LDM combo on them.


dobiqwolf wrote:hi there, I started playing with duolon as a leader, I am able to do the basic LDM combo:
qcf+A>f+B>qcb+C>LDM>dwn+C>qcf+B>dwn+A>(qcf+A>f+B>qcb+C)xn>dwn+A>qcf+Px3
I am going to work on the double palm combo next, but before that I got a problem to combo the LDM on a cornered opponent.
I start the combo Like the basic one then after the LDM activation I do dwn+C>f+A>qcf+D(if i do qcf+B i am still in front?!) and after that dwn+A>qcf+A>f+B and most of the time 90% the qcb+C misses, so can you post some good corner Ldm combo plz and explain what i am doing wrong.
thx a lot

dobiqwolf wrote:thank you derrick for your reply, I have to try doing the LDM combo with stand C instead of dwn A.
my big problem is doing a LDM combo on a cornered opponent, what should I do after I activate the LDM?.
thanks



AcidicEnema wrote:All have their uses. Here's a quick run through:
Hyper Hop C is the most versatile and the one you'll find yourself using the most. Good priority all around and fast to come out so you can vary the timing for anti-hop and jump in. Also a cross up, though it takes time to learn the right distance and timing to cross up at
HH E is the one you'll be using second most. Fast, high priority, large hitbox. Knock down is important against Oswald stand A> LDM attempts.
HH D. Worse than HH C in terms of priority in general, but you will want to use this also because it's got better downward range, meaning it will hit the ground a lot faster and better. 1) It varies the timing. 2) It catches d.B anti-air attempts (which HH C is very succeptible to).
HH B is fast and has large coverage, but has low hit and blockstun. Good air poke, tick-throw and insta-overhead, but has to be done a bit late for jumpins.
HH A. Fast, and decent anti-air, but mostly outclassed by other moves. Main reason you'll be using this is for cross ups, since its a slightly better cross up than but the set ups are quite distance specific. Try HH A (blocked)> hop (not HH) A (cross up).







~!T.T!~ wrote:now, since the standard ldm combos whiff either totally or after a certain number or repeats, i've figured out a variation that works on crouching or standing opponents that arguably could do more damage, even on momoko![]()
ok well, it's the standard crouching A, qcf A, fwd B, hcb C XX LDM, crouching C, qcf B, crouching A, (qcf A, fwd B, hcb C X5 ), qcf A, fwd B, qcf b....
now, depending if you've pushed them into the corner or not, they'll either be backturned or facing you
if they're out of the corner:
crouching A, qcf A, fwd B (delayed), hcb C, crouching A X2, qcf A/C X3
but if they're backturned facing the corner, then you do
(crouching A, qcf A, fwd B (delayed), hcb C X2), crouching A, qcf A/C X3
the double palm version i find might do more damage than if just doing qcf A, fwd B, qcf B......on standing opponents......
so try...feedback appreciated

Return to The King of Fighters XI
Users browsing this forum: No registered users and 1 guest