Gasaraki’s right. You may recover some meter if any from doing 5B > 2B > 2C C after RG, because IIRC for a few seconds after RGing in a combo you don’t regain meter or you regain very little. But I recall 2 different Rider combos I tested a while back:
I haven’t touched this game in a week. Sadly, I think I’m gonna have to drop it. $ is coming soon and between that and ST I won’t have a whole lot of time for balla-ass Keiri.:sad:
How do you link 5c, 2c midscreen with Archer? Is there a specific setup or does everything just need to be done really fast? I saw 138 doing this a lot during his combo video, but I can’t pull it off even once.
Quick question for devildigimon: How the hell do you consistently pull of TK cancels on pad? I was forced to play Rin on pad this weekend (after a month of not playing the game at all) and managed to do ONE TK cancel for her. I remember you were talking about “Watermelon Cancels” and even explained what they were, but…please just tell me :looney:
Basically, if you’re trying to TK cancel a 236a move you can do it as 2369a or 236a[9].
The latter seems to be more reliable. The move will be stored until it can come up with the jump cancel. IMO it’s a lot easier. BTW, the JPs are calling this JCC (jump cancel cancel).
Thanks for the help, but I know precisely what TK cancels are. They’re EVIL!!!111one11!!! I just can’t consistently do TK cancels on pad playing Rin if that tells you anything.
Well… I had better luck doing TK cancels on Rin if I let the controller go back to neutral before doing the next input. ex) 623a, (take thumb completely off pad), 623a[9].
I had this weird thing happening on Rin where 236 moves would come out when I was trying to do a 623 and vice versa while trying to TK cancel without consciously going to neutral.
Well now that I have my stick working again, I don’t have to worry about my ass-tier TK cancels on pad. But thanks for the help, I might need it in the future. lol
Yeah, the combo is really sensitive. When you cancel your chains and activations can break the spacing. I just tried to get all the hit sound effects to match up as closely to the demo as I could and eventually got the shump.
ah ok thanks ill try those later, i was having most trouble with getting the final super
to hit when the hit counter is at 24 . ive gotten 26 and even 25 but no 24, i probably
have been teleporting too slow idk. ill try doing it faster and see if i can beat this shit.
The moment you hit the required number of hits/damage in a valid combo the mission should instantly be completed. So if he’s getting past the required number and it doesn’t complete then it’s going invalid before that. I think it’s kinda silly that they don’t make the dummys in those missions tech out when it goes invalid anyways.