both of them have fullscreen inf, yatterman extends chun combos, chun gives yatter anti air (so that he can resume his mix-up/pressure game) and both have good mixup games (though yatter can play at distance too)
Ive noticed a good way to cross up enemies is to do a j.2B xx lightning kicks (just tap 4 times for minimal)
If its blocked ure still relatively safe, if it hits u can actually combo off once u touch the ground with a 2B 5C Super j.B j.C j.B j.C j.B j.C xx 623C
This is especially useful with a fast assist (e.g. Ryu, Karas) when ure opponent has jus died and the 2nd character is coming in u do the jump while calling out assist
I was playing TvC for the first time today at Arcade Infinity (Rowland Heights,CA) and I had trouble comboing her L3 super. Everything the combo counter would reset to 0. I thought her L3 would combo off of her DP+H.Attack (the bird kick). What am I doing wrong?
ah thanks! Ill try this one out next time I play. I just played for the first time today so I am still getting used to the game system. Im sort of glued to mvc2’s combo system so this one takes some getting used to.
Probably A, B, 2B, C, 3B, S.J., A, B, B, C, jc., B, C, jc., B, C, C ~ Spinning Bird Kick. Requires good timing, you can only start charging after the last B. There’s probably more complicated stuff, but it should also be something practical, so this is probably it.
Is there a vid of the combo above in action? I can’t seem to get a charge for the SBK in time. Should I try to delay the last hit of the double C to compensate?
Edit: I’ve gotten it to work after one C, but not both hits of the target combo. Is this correct, or am I short-changing myself a hit?
Edit 2: So that I’m contributing something, no one has posted the best way to use her level 3 super yet. While you’re doing an air combo with your partner, tag Chun in (236P) and immediately use the super. It will do full, unscaled damage if you land it as your first move with Chun…and it makes a great combo finisher for your other characters.