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 LF2 1VS1 Advanced in-lag Strategy: Short Distance Combat

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Kevin
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PostSubject: LF2 1VS1 Advanced in-lag Strategy: Short Distance Combat   Mon Jan 04, 2010 3:34 am

When you are fighting in lag sometimes you are in the side (up-down) of your opponent. Therefore you cannot hit your opponent with dash attacks. You must move towards him and do punches.

**Read the guide carefully to improve your knowledge about what-to-do in LF2 when you get much lag


*1: Short Distance Combat's danger is if you get hit your opponent can continue with powerful combos
Therefore, you can also do that.


Punches
Each time after you punch, there is a delay before you hit the enemy, and after you hit, there is also a delay.
This is dangerous as your opponent can counter your punch with punch during the after-hitting delay.

First you must know the punch-speed of each character
Characters which only needs 2 punches to catch enemies (Deep, Dennis) have slower punch (except Louis EX, Julian).
Louis is even slower.
Woody and Davis are exceptional at punching; their punches are the quickest.
So if you punch at the same time as your opponent do, the one with quicker punch will win.

**When Woody VS Davis and both do punches at the same time 3x, both will dance of pain for a while. If both press attack at the same time once more, Woody will win. But Davis can always win by using his DvA. (D^A will also win but if your opponent defend it you are in trouble)

*2: It is best to make your first punch hit the enemy. It is dangerous if you miss.

*3: You can win if you punch right after your opponent pulls his punch. If you are late your opponent can avoid or even punch you. If you are too early, you will just go right into your opponent's punch.

*4: If you are getting hit by your opponent's punch you must press defend: hold the defend button longer if the game lags. This defensive action is to reduce the combo total damage your opponent can deal to you, or, in practice, to avoid being caught by your opponent

*5: Use rowing (when falling press Jump) to avoid some powerful combos. Be careful not to use it when not necessary, because your opponent can hit you when you land.


Counter Attacks
Deep can win by defending his opponent's first punch and then do DvA swiftly
John can also win with D>J.
Henry cannot do any counter attacks.
Rudolf can run away using D>J or counters with DJA.
Louis cannot, but he can take the first punch and then counters with punch.
Firen can with D>A or D>J (D>J not for quick-punch char because they will hit you again).
Freeze with D>A
Dennis with DvA or D>J
Woody with D^A
Davis with DvA or D^A.

To avoid counter attacks, do your first punch and then walk to the opposing side (up-down) to avoid the counter attack. After he done the counter attack there will be a chance when you can punch him.

You cannot do any counter attacks when you are in a 'broken defense' state (you defend the blow but you knocked-back, can't do anything for a while)


Combos
Sometimes - and maybe substantially so - your punch is defended by your opponent. Even when he is now in a 'broken-defense' state, you won't be able to catch him and do more powerful combos. How to force him to 'dance-of-pain' state?

***This is advanced and hard to do, but can be done with all chars except henry & rudolf:
Step backward and then to the front before pressing attack. This is similar to when you are going to do DOP combo with punches.


**These can be done with certain characters when in the right position:
- Deep: Shoot a blast to opposing side. Your blast will be useless, but your sword will hit your enemy behind. This can be done if you are close enough to your enemy.
- John: Create a barrier. You barrier won't hit the enemy but your rod will. This can only be done when you are very close to your enemy.
- Dennis: a. Do a whirlwind kick and stop after you hit your opponent once (if not your opponent will fall, you won't be able to catch). (if your opponent defended make it hit twice)
b. Shoot a ball to your opponent.
- Davis: Shoot a ball to your opponent.


**These combos can be done if you cannot set the 'dance-of-pain' state to your opponent:
- Deep: DvA+J+...A, D>A, D>J
- John: 4thPunch + D>A (avoidable by rowing), D>J + D>A (D>A only hit when you are close enough to your opponent)
- Henry & Rudolf: wait for a while, then 5 arrows/stars twice when your opponent is going to release from the 'dance-of-pain' state.
- Louis: D>J, D^J+J+J+~
- Firen: D^J, D>A x3, or even D>A x6 if you are close enough to your opponent (as close as possible that you still don't burned when your opponent burned)
- Freeze: D>A, followed with various combos
- Dennis: DvA, D>J
- Woody: DvA
- Davis: DvA, D^A
(written on the left is the best combo except firen. Different combos separated by comma)

~~~~~~~~~~~~~~~~~~~~~
Honesty is the best policy.


Last edited by Kevin on Fri Jan 08, 2010 7:45 am; edited 2 times in total
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Raychard
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PostSubject: Re: LF2 1VS1 Advanced in-lag Strategy: Short Distance Combat   Mon Jan 04, 2010 7:08 pm

Big Laugh Clap Aha
I use all those guide and it so funny in combos xDD
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Dr.Death
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PostSubject: Re: LF2 1VS1 Advanced in-lag Strategy: Short Distance Combat   Wed Jan 06, 2010 5:55 am

This is a good guide and you can add certain things.I don't have time to read carefully at the moment but the first thing to add:
If you are Davis and the opponent is ine the broken defense postion,just do balls to take him into Dop.
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TheGame
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PostSubject: Re: LF2 1VS1 Advanced in-lag Strategy: Short Distance Combat   Sun Jan 17, 2010 9:20 am

Excellent guide. Very Happy
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Windynik
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PostSubject: Re: LF2 1VS1 Advanced in-lag Strategy: Short Distance Combat   Mon Jan 18, 2010 9:14 am

nice Very Happy affraid
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