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:
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?.
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
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