Drive Cancel Execution Tips?

I am having the WORST time ever trying to do Elisabeth DCs.

I’m trying to do the 236B 623B HD corner loop, but I can’t execute a DC. What I end up doing, every time, is Noble Blanc (236 236B). This is extremely frustrating because I’ve tried settling down and not exaggerating my inputs so much but no matter how fast or slow I input everything, I still end up doing Noble Blanc every single time. I’ve done the DC a couple times but never consistently.

I have this same issue with throwing (the throw inputs in this are stupid, I’ll add. I can never throw when I actually want to).

I’m sure there’s not much anyone can tell me without being here to look at my hands and see what I’m doing wrong, but any general tips on this besides practicing more? I have a feeling if I continue to practice without knowing why this is happening, I’m going to get frustrated and smash my head with my stick.

EDIT:

Also, in regards to the KOF wiki, what in the world is “dp” and “f”?
Ex: 0 Stock, No Drive Gauge
Close st.C, f+B, dp+C, dp+A, dp+A, j.C = 286 Damage, 36 Stun
I’m thinking “f” is…obviously “forward” but every time I try “f+B” I get a grab, which…stops the combo.

DP refers to the 623 motion, I have no idea how a forward+B (aka a 6B) could trigger a grab since you can only throw with C/D and Elizabeth lacks a command grab on either kick.

You should be chain canceling her close heavy punch (cl.C) into f.B (6B) and then cancel out of that forward kick. If you’re getting a throw, it means you need to wait a little longer before pressing 6. There’s a 4 frame window after you press C/D where if you hit 6 or 4 afterward you’ll attempt a throw, which can really mess up punish attempts so it’s best advised to start from neutral (i.e. 5C).

I’m not sure which exact corner combo you’re trying, but for 623+P (DC) 236+P, you can input it as 6236+P~P to get the drive cancel while avoiding the DM.

B is light kick, what you are talking about is a light punch (A), as Liz doesn’t have 236, 236+B.

DP is a dragon punch motion(623).

Throwing is f+C (heavy punch) or D(heavy kick), try holding f before you press the button.

As for the drive cancel of 623+A to 236+A, you can shorten it by pressing 623+a~a, meaning pressing a again as the uppercuts hits.

I have myself all confused with the directional inputs and buttons, as you two have noticed. I play way too many fighting games (this is probably the real issue) and my brain can’t handle all the different names for the buttons in each game (ABCD, LPHP, etc).

Thank you for the informative replies and corrections.

I was just confused with the whole “dp” thing because I know what a dragon punch is. I have the motion for it down but I wasn’t understanding why I needed to “dp” before pressing C, if that makes sense. Everything is clear now, though.

Also, this is the combo I was trying (starts at 0:04): [media=youtube]hcncCxy44hM[/media]

Okay, yeah. The shortcut you guys mentioned helped a lot.

Thanks again.

This bugged the hell out of me trying to learn Saiki’s corner :dp: B - drive cancel - :qcf:C. Every time, I would get a super cancel into :qcf:x2 C. I got so pissed then I figured I could probably use the same motion for both actions, and just tried a delayed plink.

:f::qcf:B~C gets the drive cancel 100% of the time without having to worry about keeping my inputs absurdly clean and ending the DP with :df: exactly and never :f:

When you say :f: :qcf: B~C you mean do the stick motion then hit B and then C right after? Not sure what “~” means in this notation.

Sorry for the noob question.

It represents a slight delay between inputs.

sorry for bumping an old thread or if this is already widely known, but for those who prefer to do dps the correct way and/or have a direction associated with the next special move, it seems like you can also do 623+X, 6+X. i’m basing this off the same elisabeth combo and training mode input display.

similarly, even if you do end the dp exactly on 3, the game apparently will combine everything and cancel into a super as long as you add a 6 before the next move (eg. 623+X, 6236+X). that probably explains why the super was so hard to avoid in the first place, and why the method i wrote before works. maybe the super cancel shortcut in other games allows the same thing and i just never had a reason to notice.