That’s awesome. Yeah my thought is that you have to time it so that it hits at the same frame or two as a broom hit, same as with souki/karas. So that would mean you can either catch a super early one, or hit the next one with your strategy.
Also I confirmed earlier that the sequence of/from the KD doesn’t matter, I hit it with just a :bdp::snka: :qcf::2p::snkd: :u::qcf::snka:
Yeah, I was a little confused at that. I was under the impression that you had to do it while one of Roll’s attacks wansn’t hitting, as if you time it right, you can actually make the opponent stand up and Roll will whack them away. But yeah, every time I nail it, her broom twat is active on screen so it’s deffinately around or actually on that timing. Can’t figure out which it is though… No matter, I have it down like 80% or something, it’s super practical (for Casshern/Roll anyway)…
Here’s a little tutorial vid I made on Roll/Casshern BnB comboes. More detailed than Keits’ thing, goes into a fair amount of detail on the characters, I’m planning on making up a second part for setups, and a third for the infiinite, potentially.
do you guys have any tips for landing the OTG jump 236A?
the timing is very tight and the setup is rather specific imo. It’s corner or near corner only, and you have to end your air combo with C while you are at the same height or below your opponent.
Also, I had to practice timing the baroque after the jump 236A hits then I land on the ground. Baroque’ing on hit -> A/B/C is inconsistent for me.
One other thing, does rolling effect this OTG? I didn’t get a chance to test that.
Oh well then, look at the combo above, it’s simple enough and low down enough so that you’re close for the team super. Once you call the team super, the timing should be the same as in any other condition…
Hey tran, the timing there is pretty tight, and you have to hit them while they’re at the top of your range for your j.C so you fall considerably faster than them. That’s the hardest part of doing this. What I do is usually (after the launcher) jump and then input a,b,b,c at what seems like a reasonable speed, seems to work better for me. But if you want a foolproof method, practice doing a,a,b,b,c at top speed when you jump. You have to start hitting the first A immediately out of the jump, and continue hitting these attacks as fast as they’ll come out, but if you do that right, they’ll end up right in the sweet spot for j.C.
okay thx. that’s one method I discovered. I’ve been practicing this for like 5-6 hours now and I’m getting pretty good.
now I do this:
3C, A, A, B, delay, B, delay, jump, B, delay, C. this usually gives me enough time. I still need to put in more time doing the instant jump 236A. sometimes I jump the gun and I end up doing the electric punch instead /facepalm
doing this method also lets me corner the opponent if they’re up to a screen away from the corner
This is an extremely good baroque setup imo. much better than my previous setup of baroque’ing off an electric punch combo, which is never consistent for me (due to the required 5C)
I commented on your video after realizing my friend has been doing something similar with Tekkaman for a while now, but we never realized that it could be an infinite. I just found a post he made regarding the said setup that he uses:
With the Karas assisted infinite, do you time your assist + drill kick at the same time? I was messing with it last night and I only got it on PTX (Didn’t try it on Lightan), I found my j.:snka: would always whiff after Baroquing/BBQ’ing the drill kick.
after the fully charged qcf+C unblockable, sj qcf A xx hcfPP super (A drill into the punching super) does around 20% more damage than the C chop into chop super followup