![]() This move can be a decent anti-air if the opponent is at the right height, but its best not to rely on this. Use this move wisely.Īn arching air attack. This move can lead to a decent wake up game, but you will be thrown more often than anything else. Try not to abuse this move or rely on this move too much. Many people tend to use this move to escape from the corner, but if the opponent predicts it, Kevin can get punished. This move sounds great since its a semi invincible roll, but its recovery isn't the best, and once used a few times, it becomes quite obvious to a seasoned player when it will be used again. Kevin will do a roll that takes him about two character lengths ahead of where he was. You can also do a follow-up which will get Kevin off the ground, and is another trick to build meter with him, but not anywhere near as fast as doing it with his cancels. Use both of these moves sparingly, and remember to mix it up with them, don't stick to one follow-up. If blocked Kevin is in trouble, but if it hits, he scores a knockdown. The follow-up is an over head, which comes out slower that his follow-up. it doesn't come out very fast, but it can be affective at times. ![]() His follow-up will got low on the opponent. He also has some invincibility frames which allow him to get out of bad situations. Since's hes on the ground, attacks that don't hit low-mid or low will not touch him. Kevin crawls on the ground like a commando and can follow up with an overhead, or a low attack. Throw it in with your mix ups, empty cancel into it, tick into it. This is a great move, especially since many people never see it coming. For more about his cancels read Kevin Cancel'sĬlose range command grab that will throw them away from Kevin. ![]() This move also leads into all of his advanced tricks with cancels. Doing this move by itself isn't the best thing to do, but it can be done every now and then to throw off your opponent. This move has three levels, a level 2 must be done in order to hit after break. The version is the best follow up to his break, but it must be timed correctly, other wise it will whiff. The version comes out a bit slower, but can be worth it for mix ups as many would expect Kevin to do his + attack. ![]() The version hits mid, while the is an overhead. Since its an attack, it can be JD and punished. The second hit of this move is a grab, but it registers as a normal attack. If it does hit, the grab will automatically grab them. The first hit goes low, and if blocked can be canceled with the break input. This move is going to be important for corner lock downs as its his break, and he recovers very fast from it. Kevin will move forward with a low attack, followed by a grab. ![]()
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