Oh… I should mention that I do the step kick combo now instead of the box dash.
So instead of:
623A>IAD>jC>jS>-/>5B>5C>S
-I do-
623A>jC>j236A~S>jC>jS>-/>5B>5C>S
Oh… I should mention that I do the step kick combo now instead of the box dash.
So instead of:
623A>IAD>jC>jS>-/>5B>5C>S
-I do-
623A>jC>j236A~S>jC>jS>-/>5B>5C>S
… Quarter circle forward does something in the air?
It should be 214, my bad, you all knew what I meant anyways.
Here is the Tutorial sorry for the low quality. youtube wouldnt allow it to go over 1gb.
I hope it helps.
[media=youtube]fU4I75i6snw[/media]
If you need more information e mail me or leave a comment.
What goes between the seismo and j.C? Forward normal jump cancel?
Also, in your combo video, what exactly are you doing after calling Jam Session? Can’t seem to figure out what’s going on there.
Just jump and hit C, it doesn’t really matter.
My ender of choice is:
JamSession>Seismo>Jam Sesson hit>jC>jS>j214C>-/>214AA
A better ender is:
JamSession>Seismo>Jam Sesson hit>Seismo>Seismo>TK C BK>-/>214AA
The three seismo’s there are chained together with the JCC trick. This ender is better, however, the difference isn’t that huge, and I prefer not to risk a drop or other screw up at that point in the combo and prefer to keep that bit simple. Both versions kill and leave you with left over meter, the Seismo 3x version is a little better at both.
The combos at :40 and 1:45 - are those Thunder Knuckle cancels 1-frame links? Is he FADCing?
0:40 - H TK M cancel, H, TK M cancel, H TK M cancel, Level 3
1:45 - M, H, Seismo L cancel, [ M, H, TK M cancel] X 2, EX TK, M, H, TK M cancel, M, H, TK M, Emergency Combination
[media=youtube]yUu334LZW7Q[/media]
Nope. They’re all 1-frame links. Don’t believe he used one FADC in there.
Ah - I see. I was wondering why I never see these in order to carry to the corner instead of box loops. They’ve got swag potential, so I’m gonna see if I can get the TK cancels down to reliably use them.
You can only FADC out of seismo. Actually, FADC is sorta misleading. You can’t truly cancel anything into FA like you can in street fighter, you’re just JC seismo into FA and then dash canceling it.
The very fact that it’s one frame makes it, in the minds of most players, inherently impractical. Forced_Fool a few posts up seems to be trying to disprove that notion however. I’m all for it, but I currently don’t see it happening.
OK, gotcha.
I had the same feeling - but I’ve been very adamant about not limiting myself. One of the reasons I got into playing Viper was that she was harder than what I was used to playing. I was just starting to use a stick and wanted to jump in the deep end. I’m still nowhere near some of the others here, but so far so good.
If it turns out that I can’t get it consistently, I should be able to fall back on box loop to corner carry.
Incorporating the TK feints into regular combos seems deceptively possible because you can get it pretty consistent in training mode. Hitting it consistently in matches is a big unknown though, especially with how bad the downside is if you mess up (without assist cover).
It does add a huge chunk of damage/meter/corner carry, though. It may be worth trying for.
In training mode you have control over the timing, in a really match you don’t.
But it can have you scraping 1 million for almost a meter neutral combo, no assists :o The damage man, the damage!
I know right! That’s why I’m hype that people are reporting that they made it easier in Ultimate. Even making it 2 frames would make it practical.
2 frame FRCs were very practical in Guilty Gear. Hottt.
As a comparison, how many frames do you have to feint :h: Thunder Knuckle?
It’s 2 or 3, But you have to be grounded, you can’t feint in the air.
REALLY?! Just 2-3? I do that easily, so if :l: & are 2 in Ultimate…
Theoretically, it could be practical as it is now in certain combos, were one to find a way to “reset” a person’s position mid combo so they’re in the same place no matter where they started, eg. anything that ends with EX Thunder Knuckle on a grounded opponent is going to end with them in the same place, no matter how you started that combo. From there, the timing will always be the same for the rest of that combo for that particular character.
Not to burst your bubble, but I’m pretty sure that buffers extremely easy, as do many things that would otherwise be hard links in this game.