by ~!T.T!~ » Sun Jul 16, 2006 05:11
ok well, here's what i found out about the LDM combo:
if you delay the fwd B, hcb C, then super cancel to the LDM, if yo decide to do the crouching C, fwd A variation, you will end up teleporting away from the opponent, disallowing any followups. However, if you dont delay it at all, then crouching C, fwd A, qcf B *should* work regardless on the direction they're facing.
another variation is to just do crouching C, teleport. This ends up crossing up the opponent after the teleport, and you can do the standard down a, qcf a, fwd b, teleport after that. This is especially good if you're iffy about which side you'll end up on after teleporting near the corner (so you dont have to worry about *not* crossing up the opponent and doing the moves the wrong way)
ok, so here's the amount of times the dwn a, qcf a, fwd b, teleport chain can be repeated in any of these variations. mind you all of these, if done nowhere near the corner, will always end up crossing up the opponent.
*after dwn a, qcf a, fwd b, hcb c, LDM:
1. crouching C, fwd A, qcf B, (dwn a, qcf a, fwd b, teleport) X6
2. qcf A, fwd B, teleport (dwn a, qcf a, fwd b, teleport) X7 (so 8 altogether after the LDM activation)
3. crouching C, teleport, (dwn a, qcf a, fwd b, teleport) X7
in the latter two, the double palm combo can be easily done after landing behind the opponent. However, it is possible after the first option, but somewhat harder
damage differences are very, very minute, but if you must know, option 2 is the most damaging, followed by option 3, then 1.
edit: and oh yeah, forgot to mention that the LDM combo works on crouching opponents only when they're near the corner
Last edited by
~!T.T!~ on Sun Jul 16, 2006 15:36, edited 1 time in total.
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