Happy Fucing New Year everyone!
ugh
once again I canāt make it
god damn it
:\
oopsies
2 1 6 7 A was obviously a typo considering thereās no such command in the game. I was referring to stand-alone ,as in not in a combo, 2147A (sakuraās low-to-the-ground j214A) which is pretty difficult to exe on demand.
I can never make it.
You missed his point; he was correcting 2147a to 2147***4***a. I think it was mentioned earlier in this thread, but you need to hit 74 or 96 for actual TK moves.
quite on the contrary.
the time window for tigerknee is gigantic. with archer, you can input 236, 4,7, wait, A for a backjumping j.236A.
you probalby press the button too early - donāt forget that air special moves have a required minimum altitude most of the time.
not really⦠i manage to do fine. saber i mange to do 2147 just fine⦠without the extra 4 unless you input the 4 to make it easierā¦
yeah, pretty much what you said. you do not NEED to have the 4 there. Im on training now and Im doing:
2148A
2149A
21482A
21474A
Command disp on and all above were successful.
The extra 4,6, whatever other number you want to throw in is bullshit. The game is just looking for you to hit the Attack button on the correct frame of the jump while the command is still buffered. Whether the extra 4 there makes it āeasierā is a matter of player preference cus personally im not seeing much of a difference esp. after testing the above random-ass commands.
I was referring to this post earlier in the thread:
It was pretty clear to me that this is what Frostbolt was talking about, and not correcting 2167 to 2147.
Iām also not sure what move you are talking about, as Saber has no air 214 specials. Weāre not talking about JCāing ground specials, weāre talking about actually TKing air specials - which is slightly more difficult in this game because of the JC mechanic.
Trying Sakuraās TK pit though, best method appears to be just delaying the button input slightly.
ā¦Iād like to know his source for this cus right now im willing to bet that he messed around on training for a bit, came across the same problems with tkāing as I did, then found a method that seemed to work for him. If someone posts a credible source (eg a jp wiki or something) saying that this is the one way or best way to perform tk moves then Iāll shut up. Otherwise Iām still convinced that tk commands in this game are the same as pretty much every other fighter where tk commands can be performed (perform aerial command otg, jump, input last part of desired command/attack). This game just makes it a bit harder than most.
Yeah, I figured that muchā¦itās still a pain in the ass to do.
Damn So00kys not a credible source I see how it is.
No, seriously, use 23696. It has nothing to do with me personally the fact is its the best way to do TK specials in the game. The command interpreter is designed to see 2369 as a ground move to make jump install combos easier. Using 23696 tricks it.
Then why results (not consistent anyway) for these if the game is supposedly being tricked. Also I tried your method and was still getting random j7aās with the comm disp CLEARLY showing me 21474A.
I meant no offense with the ācredibleā remark. I would have just been more convinced if a community/large group of players agreed that this was in fact the best way to exe tkās. Iām doing mad tests right now and im seeing it as the game not buffering long enough for me to get away with an ever so slightly delayed 7A or if done too early a jump canceled 214.
edit: and what do you knowā¦I even getting jump canceled 214aās doing 21474a now.
idk, using spookys method really made TKs easier for me, maybe
it is player preference but at any rate ill def be using 23696 now.
Whatever works! fuck it
Fixed.
See you soon, blackass. =3
Iāve read on some sites that you need to end your motion on 9 or 8 for the game to correctly interpret your TK input. One site suggested 23689 for a qcf motion, but Sp00kyās makes sense too I guess.
My new arcade stick came in today. Iām now left thumb blister free!:looney:
I honestly think that the extra direction bs after the jump technically isnāt āneededā but rather functions as a āpsychological metronomeā (sorry, I couldnāt think of a better term) in which the time you do take to input that extra direction, youāve met the point in the air where the finishing of the desired command results in a properly executed tk.
As some may have saw in my earlier post I had results with the most random tk commands and again- although itās technically not what the game is looking for it may be of some āunforeseen assistanceā for certain players.
As of now Iām about 50/50 with the 21474 command and Iām a bit more consistent with the āold schoolā method so Iāll just stick to the latter and try to build muscle memory for the timing cus thatās what Iām used to.
Long story short: āWhatever works! fuck itā
ā¦And lol @ everyone having their posts reset as well (To view links or images in signatures your post count must be 10 or greater. You currently have 0 posts) :nono:
what? backup? thatās cheating
[media=youtube]MTVpD87o8DI[/media]
^This is the first time Iāve seen this loop before (jB whiff jC land uppercut). Itās not on the wiki.
Iām surprised jB stuns enough for one to fast fall by using jC, and then do an uppercut to relaunch and continue the combo.
One thing that I liked and noticed in this match was the Rider player used SS to avoid the corner, in order to avoid the added risk of dropping the 646B loop, I think. Iām definitely adding this to my gameplay.