It just means that Guile has an easier time turtling and that you will have a hard time keeping him in a lockdown.
Confirmed, you can tech roll from facedown…
Aris was wrong then.
so facedown might just affect marduk after all, or maybe there are more moves like that we don’t know.
Does anyone remember on Cross Assault when (I think Flash Metroid) was quickly cancelling fireballs with Ryu so that they didn’t come out…how is that done? I’m not playing Ryu but want to figure out if that is a universal thing others can do as well. I don’t think it was the “charge a move” thing where you can backdash out of it.
Every character in the game has at least 1 special move that they can charge. To charge, you simply perform the special move, but do not release the button. You now have several options:
-Charge it all the way til it turns into a super
-Charge it half way, until you see a flash, then dash out of it, like how you dash out of a focus attack in SF4 (You now have gained counterhit properties on your next move because you charged until the flash)
-Dash out of it as soon as possible, before you release the button (Like how you FADC in SF4)
Since Ryu’s fireball is his charge move, you can cancel a normal into his fireball, but without letting go of the punch button, you simply dash after performing the fireball.
I got that, but thanks. I could have sworn he wasn’t dashing out though. I’ll have to check the stream I guess.
Silly question, but how do you tech roll?
You hold forward when you are on the ground. If you quick stand, you can’t roll. You can only roll forward. I don’t know the specific timing, but you have some time while you are on the ground before you need to press forward.
So weird that the tutorials didn’t cover it. I noticed that quick stand was 3 kicks as you hit the ground, but was only getting a roll very sparingly trying different combinations of things. I will try just holding left or right and figure it out, thanks.
Can you disable Quick Combos?
as for now, not. I hope this gets patched since they can get in the way of some buffering/plinking techniques
How big is the reversal window? like sf4 or 3s?
long process…you will have to manually disable it from the customation menu for every character…>_>’ no one wants to do that.
From browsing the Brady guide samples, throws are 7 frame startup.
How do I do that, spent 5 minutes in that menu and I can only switch them with another preset combo.
For those who already have the game, are reversals as bad as they are in SF4 or has the window been shortened a bit?
this explains a lot on why I couldn’t use classic meaty setups.
However with jump-ins being in the +4~+8 range on block, a blocked jump-in works quite well as a tick setup
The guide has 3 different types of knockdown on moves: knockdown, hard knockdown and sweep knockdown. Maybe one of them can’t be tech rolled out of?
Wow, crap range, no karathrows, 7 frame startup and autotech gems, might as well remove them from the game.
Tried it, no rc
I was in training yesterday and you can’t tech Ryu’s sweep knockdown. I don’t know if that applies to all sweeps or not.