WINBACK
Member
"Stun from the backdraft Danger Zone in the Hot Zone stage adjusted to be easier to follow up with a combo."
^
This is one of the few danger zones I didn't really spend a lot of time on pre-patch. I'm assuming the change they made was that the opponent is now closer to you after the door explodes? Someone clarify this.
Anyway, you'll get a bound if you do 4H+K immediately (time it with the door exploding) and then you can combo from there. Or you can do P+K,P to start a combo which is a lot more lenient but will amount to a weaker combo. If the opponent has almost no life left and you just wanna end the round, do a super-easy 7K.
A weird thing I noticed when doing a combo off of this danger zone is that even though the wall is right in front of you, sometimes the opponent won't get knocked into it at the end of your combo. I think it has to do with how you time your first hit when you start the combo (in the above examples, it's how you time 4H+K or P+K,P).
^
This is one of the few danger zones I didn't really spend a lot of time on pre-patch. I'm assuming the change they made was that the opponent is now closer to you after the door explodes? Someone clarify this.
Anyway, you'll get a bound if you do 4H+K immediately (time it with the door exploding) and then you can combo from there. Or you can do P+K,P to start a combo which is a lot more lenient but will amount to a weaker combo. If the opponent has almost no life left and you just wanna end the round, do a super-easy 7K.
A weird thing I noticed when doing a combo off of this danger zone is that even though the wall is right in front of you, sometimes the opponent won't get knocked into it at the end of your combo. I think it has to do with how you time your first hit when you start the combo (in the above examples, it's how you time 4H+K or P+K,P).