An active net disables bombs, and his air throw, but not his teleport. For example: aaNet, aaHP, net, aaHP, net (the nets do not count as part of the combo) and now finish it accordingly. The net has a limit of 2 hits before it is disabled, and can be broken to 3 with some timing, you also must pause briefly between connected usage. Use the net in juggle combos to extend them a bit. You can buffer a net to escape run jab scenarios as well because it only needs a couple frames and doesn't even have to be on the screen yet to be active. If you do a net from full screen and your opponent jumps backwards to clear it, run forward with Cyrax right as he recovers and they will land in the net, setting up his 6 hit with a starter, or a roundhouse to bombs. You can often times trade a hit for it, like a jump kick or jump punch can be snuffed with a well timed net.
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