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The King of Fighters XI: Hotaru Futaba Combo Video! PLEASE READ!!! A LONG overdue return to my combo video series. Expect a new one on Tuesday. The calm and hopeful maiden is here to figure out the whereabouts of her missing brother and one day reunite her family in this King of Fighters XI Combo Video featuring Hotaru Futaba! Synopsis: Hotaru is a strange character. She has all of the moves that made her good in Garou: Mark of the Wolves, but she also has a new set of stances that make her play almost completely different in this game. She's still pretty great, though. Her combo options are somewhat diverse, with her block strings being top notch. Her command normals that can help her transition into stances make for good pressure tools. I feel that she's a great character to put on battery, as her meterless combos are quite potent, as well as her meter building being great, too. There's better characters to put on anchor, like Terry or Kula. Basic information: Hotaru has somewhat stubby light normals. Her Forward+B command normal is her main bridge from Stand C into special moves. Her DF+C is good, too and if you hold it, it has her go into a stance. More on that later. Hotaru can easily mix up the opponent and deal some good meterless damage as a battery character, which is what I highly recommend she be put as. QCF+P is her standard one handed fireball, similar to what Robert does in Art of Fighting, and Khushnood Butt in Garou: Mark of the Wolves. It serves a similar purpose, good for block strings and basic combos. With QCB+P, Hotaru hops forward while spinning with two palm attacks that knock down. The move now comes out far slower than it did in Garou, and only the A version is chainable. QCB+K is an upward aimed kick that can reflect projectiles. Can be braked as well by pressing A+B after the move hits. Good for juggles in the corner. HCF+K: Hotaru steps forward onto opponent and kicks them away. This move is an unblockable throw, but you cannot combo into it. With QCB+K in the air, Hotaru dives down with a knee attack followed by a kick that knocks down. Button used determines the diving angle (B is steeper). This move is especially good for this one specific combo in the video, right here: 3:09. Can be used after HCF+K. DP+P: Hotaru hops into the air while spinning. This move is a standard anti-air, as well as a good move to use at the end of juggles. Most of her combos start from Standing C into Forward+B, into a special move. Choose whichever of these you feel suits the situation best. QCFx2+P is her only super, which is mainly used for Dream Cancelling. She does two QCB+P's into a DP+P, then she falls to the ground kneeing her opponent and causing a hard knockdown. Any hit before the seventh hit is Dream Cancellable. QCFx2+E is her LDM, being a very powerful attack. This move does massive damage on the way up, and at the end. This is a good LDM, but sadly, its only used are limited to anti-airing with it and Dream Cancelling into it. Extra Notes: Hotaru has two stances added to her arsenal in this game. These two stances are what make her interesting in my opinion and are the most fun part of her gameplan. They are explained at around 0:38 in the video. Please refer to this for info on what each of them do. There are also combos involving them after the block strings. Downx2+A puts her into a low-profile state, while Downx2+B puts her into a back-turned state. Both stances can be cancelled out of by pushing Back twice. You can go from stance to stance if you do Downx2+A from the back turned stance, or the other way around for the opposite effect. These are good for block strings after Forward+B. As I said earlier, please refer to that part in the video for info on what each move from each stance does.