Actually last RanBat was recorded so I guess they’ll be uploaded soon. I’ll let you know.
But I have to warn you, last Ranbat was on 30rd December so we were only 7 players (instead a 16 last month), and we were only 2 to know the game pretty good, other players were here more for the fun of the game
BTW the RanBat is opened to anyone, ie there are a bunch of Belgians who come monthly to Paris for Third Strike, so anyone is welcome. Plus, the organization http://gnouz-corporation.com/ even made a fund raising to help them come to the tourney
Spread the word in UK; try to contact Gnouz ! That would be great to have some Euro players in Garou too ^^
Thats what I use it for but only occasionally. Its not something you can throw in when you like at any time and expect it to do the job. Sometimes I time it such that against a wake up I’ve recovered just before they can wake up and hit, hence will lead to a free hit.
First and last, they’re possible. JD slows the animation of the move, so you can intercalate any qcf/qcb easily; but it depends on the super.
IE, take Kevin’s punch super: when you JD it, the hits are pretty delayed. You can easily buffer a special move, JD one hit and press button so it guard cancels. On the opposite, Kain’s kick super needs to JD rather “fast”, and the fireball is hard to get cancelled; so you’d better try to do a GC on last hit.
But the important thing is that Jding slows the animation therefore lets you time to buffer and GC.
About your second proposition, buffering at start then waiting for GC; you can’t wait too long because though the buffer is huge, it has its limits
Practically, I would, ie on Rock’s B super (5 hits), do:
JD, JD (2 times to get the timing), JD~QCF (so basically HCF), HCF again and button
so i would GC into my super on his 4th hit.
Too bad the Practice mode on arcade isn’t as complete as 3.3’s, the dummy will hit 2 times at max, and randomly
About the 2nd question; same principle: charge down/back, let go, JD and immediately do up/front + button
I guess you could even try: charge down/back, up/front, JD and button
but i needs a lot of anticipation and a pretty good timing.
Just like Timmy has said it’s possible to GC in between supers and multi hit specials. Kain has the trickiest one but it’s very possible to multi JD with him and still GC inbetween supers/multi hits. You can split his charges while doing JD’s for example:
-Agains’t Dongs d + D you can do stand back JD first hit then down for a slight bit to charge, switch to down/back for the second JD, then finally before the JD finishes on the second hit you can press up + B to GC into his charge kick before the thrid dive kick comes out. Charge times in SNK games are much easier to do compared to Capcom charges.
down + A? You mean his down + B/D dive kick? Well if you know it’s coming JD the hits. Usually if anything expext them to try to DP + A/C as soon as they land from it also. Depends on the Dong player though, you can also beat out the dive kick with a stand A if you time it right. For his DP + A/C breaks just JD it or wait , block and grab the recovery. Depends on how close it hits you though but if it’s pretty close then you have a change to throw him. There’s a bit of recovery from the dp + A/C then break repeat. You can also beat out Dongs dp with certain jump-ins or trade hits at best. Just depends for each character and what you use to jump in with.
How come I don’t ever see anyone usr Gato’s crossup? It’s a fuaranteed crossup everytime and even taks over the cornet if your enemy is in it. I don’t understand it.
Also, Jenet being able to combo b,b B hind in the corner is bogus lol, so is Gato being able to combo cr.aX2 into qcb,b.
Yeah it is, try it. You can jump and do c+d and attack with b or d and get a crossup effect every time. Picture going a jump in d, but instead of them being pushed back, they are brought towards you. And if tey are in the corner, you can use this to pullthem out of the corner and still bring them towards you. I can’t do it 100% yet (at like 60%), but it does work. Also, try doing a jump, c+d, b, it makes it easier to cross up with
I thought you meant guarenteed cross up hit, yea it crosses up but if the oppenent see’s it easy to JD. It also doesn’t bring them in it still pushes them away from the direction of the attack.