As far as playing against Gato yeah the GuardBreak if you have meter “Roll Cancel” to escape it before the 3RD HIT…goes with what I said earlier…its supposed to escape stuff that is SAFE.
Gatos GuardBreak is safe dont argue it isnt…BECAUSE IT BREAKS YOUR GUARD.
If you dont have meter though the GB works…and this is also what experience will teach you…if you wanna get it do it on someone that doesnt have METER…
What can they do if its in a unpredicted ATTACK STRING??
NEC8 Saturn Pad 2 Update- I will have more XBOX ot PS2 converters at NEC8 since the ones at EVO went bad plus I will have A SECOND PS2 SATURN PAD for use if anyone wants to use it and feel its greatness…:lovin:
I can co-sign as to the effectiveness of Saturn pads. I used one for the PS2 once (think it was the VS pad) and I actually had some semblance of execution skills. For those who know me, that’s a small miracle.
i’ve been using a normal ps2 controller for newer stuff… and emulators… i haven’t had much trouble executing at all, though for tekken… forget about it. ps1 pad all the way.
TheOrgy- I can come up with one for those three give me a minute to test it and I will find out one for you!!
Syyx- Saving Shift also works but keep ind it requires TWO TAG METER BARS…
Most people wouldnt sacrifice that to stop being Guardcrushed…
Kyo-Oswald-Duo Lon Stun Combo figured out in 5 minutes EDIT-
The Orgy here it is…corner only:
Starting with Kyo- Jump in with b, St.C f+b to qcf+C, hcb+CXXQS Oswald with D, combo flying in D to St. D f+a to qcb+CxQS Duo Lon with D, then after comboing DL’s D do st.C, qcf+a, f+bxxhcb+C, then IMMEDIATELY combo cr.axxqcf+a, qcf+a, then the final qcf+a then there you have it=
I agree…just do a combo that does more damage mainly thats gonna be with Oswald but it can be with Kyo so that would be the best option…ending in ACE no Leader if you wanna save it for Duo Lon.
sure, qs to oswald, strong kick, dwnfwd weak punch, gr weak punch fb weak kick fb E.
did you ever practice that long combo of oswald that does the three dwnfwd weak punches and ends in fb E? I can’t do the last part, that one of the last dwnfwd weak punch gr weak punch fb weak kick fb E, the dwnfwd weak punch always misses.
it’s: with you cornered and opponent sticking to you, crouching strong kick fwd weak punch gr weak punch fb strong kick fb weak punch, wait till the opponent is in the lowest, dwnfwd weak punch gr weak punch fb weak kick fb weak punch, dwnfwd weak punch, weak punch+weak kick, fb weak punch fb weak kick gr weak punch, dwnfwd weak punch gr weak punch fb weak kick fb E
that last dwnfwd weak punch always misses, so to have a sure combo instead of that I end it with standing weak punch and leader.
if you can test it right now and if you find a way to do that last dwnfwd weak punch tell me.
Yeah I practiced it a while back and got it down awhile back but I have to brush back up on it because its been a little while since I have tried it.
**Oni-Con EDIT- **Giby I dont think I will be able to make it to the Oni-Con because of work…I’ll be in Beaumont on the 17th ironically though…very close to Houston but then I will be in San Antonio that night so not likely.
:sad:
Travelling how I am right now is only temporary though, things will slow down VERY SOON…
For those looking for a small Yunfei Primer I will do one later on tonight…too busy right now.
Thus lets go ahead and give KOF MIRA the go ahead provided Triad War gets taken care of!!!
EDIT- Okay guys since World Heroes Perfect is getting some talk in the Gorgeous thread, I have archived and made a World Heroes Perfect section with a rough revised tier list that Josh has posted in the WHG thread plus the FAQ preview he’s given-
As soon as I have those SST vids up and Scripted I will let you all know!!!
NEC8 EDIT- Also I have begun making an NEC8 SNK 2008 thread in other forums so as to hype it up since time is approaching, once again time constraints with it being 2 days and Triad wanting any and everything NGBC/KOFXI will determine what gets done and what does NOT get done.
DG, another question on Tungs MM. I read your post about the 3 taps at hits 11, 19, and 26-28…does that matter if it was comboed or not? Let’s say I do a dive kick then combo into MM, will the first set of taps switch to hit 12 since that would be the actual 11th hit of the MM? Thanks.
Also, don’t forget that Athena primer…not bugging, just reminding.
Nope it all changes when its comboed…:wgrin: Thats another trick by itself…when its comboed you gotta adjust when to tap the hits +1…in other words add one to the numbers depending on how many hits you combo into OTHER THAN THE DIVE KICK.
So say you nail St. D (one hit) to F+C into MM…Add one hit to 11, and one to 19…
But…How I do it because I know the MAX WINDOW FOR TAPPING WHEN COMBOING…is tap it at 12, and again at 21…
That yields me 32.
If I meaty dive kick into St. D (one hit) to f+C MM I will do the following- Tap at 13, tap at 22.
That yields me 33.
(archived)
Guys gonna catch up with UHK today in regards to the SST vids stay tuned! Yeah the Athena primer is coming after Yunfei…
Forewarning: Yunfei is a VERY complex character so I am not going to list everything. This is only a Primer like the others meaning a LOT of other stuff exists should people want me to continue. (Like I did with Kisarah)
-His command Grab is DP+K. It serves the function of charging up his whirlwind (qcf+C) Upon nailing the Grab Yunfei can do his MAX Whirlwind. He an also do this via running into command grab. Makes for a nice wakeup game for running C/ Running Command Grab/Running B (Low)/Running MAX Whirlwind.
-Cr.C like Suija puts Yunfei in the air to his Ultra-Complex Aerial game.
-It is very hard to explain his Aerial Dashing game because it is SOOO COMPLEX, so I am going to keep it very short this time, but first also know that His Running D (which puts him airborn) can also start his Aerial Game. His backdash also can put him airborn.
-Yunfei?s Aerial Game Part I:- Yunfei?s 18-way float system: Lets do the math here why his Aerial game is so difficult to lay out all the possibilities
a. Yunfei has 6 ways to start his Aerial Fly in air ( qcf+a/ b/c, qcb+a/b/c)) which ALL do different things. He does a maximum of three floats before he must come down. This means for example you could do the following, Ex. Running D to go airborn, then qcf+a (Starter float), qcf+b(intermediate float), qcf+c (Ender float). That is one of his MANY VARIATIONS.
He is like Magneto from MVC2 ON CRACK. That example I just listed is just ONE of his 18 possible flying variations. **YES THAT?S RIGHT 18 VARIATIONS. **Why? He has 6 ways to start floating, 6 ways to do intermediate floats, and 6 ways to do ender floats. Before going into the heavy duty stuff with Yunfei I would HIGHLY suggest getting down this float system first. Its like mastering Magnetos 8-way Airdash in Marvel FIRST before we get to the difficult stuff. Know what ALL 18 variations of Yunfei?s dash do.
To top this off, EX Yunfei is hidden I this game. I will record some casuals of how abusable EX Yunfei bc he is SSV Yunfei, in essence Runaway Storm from MVC2, perfect for running away till time out because he can run off the screen. Regular tournament Yunfei cannot do that, but he is still VERY dangerous in the right hands. - Yunfei Aerial Stomp Loop- Last thing to end on because the 18 way Float System, while in the air master His Stomp Loop, which in itself has many variations- While in the air do his upback to up, to upforward (facing right) and either A/B/C ,move on your opponent to stomp off them and stay airborn. Newbs and intermediate players and those not exposed to Yunfei will get hit by this constantly. What makes this a loop? After Yunfei does the aerial stomp you can FLY AGAIN TO ANOTHER STOMP. So yes if you keep doing this and the opponent is STUPID or just doesn?t know how to fight Yunfei they can die from Stomp Loops.
(Archived)
That?s all of Yunfei now! Next is Goddess Athena Primer I for NGBC!!