That’s fucking wack. I still remember when I read the Dong FAQ; I laughed because I distinctly remember it stating he should be used as a hit & run character.
Glad the wiki is being updated, it’s more accessible and neater to read than this thread. New players are automatically going to look there first, so this is a good idea. Is frame data going to be added?
So I took a look at a certain vid on Noc’s YouTube page displaying Terry connecting 4 s:snkc: > c:snkc: > Busta Wolf in a Rush sequence. WTF? Okay, yeah…feints. I get that part.
I can only go so far as 2 s:snkc: > c:snkc: > c:snkd: . (I’d say Busta Wolf in place of c:snkd: except for my inconsistency because I’m not quite sure how I’m supposed to buffer that, so if anyone could inform me on that as well, I’d greatly appreciate it.)
I figured there was too much pushback, so are you walking up in between? Or maybe you’re changing the timing on the combo overall.
You have to walk in a bit after each s :snkc:. 5 s :snkc:'s can be done, and it may be possible to do 6 s :snkc:'s. These can only be preformed in the corner. Mid screen your best bet is two s :snkc:'s, 1 c :snkc: into special or super. Just be sure to always use the :r: :snka::snkc: feint, other wise you won’t be pushed close enough for follow ups.
TR, I think you’re playing Hotaru too much like a shoto. Instead of waiting around and zoning, you should be building meter with her break. Overall, I feel like you aren’t mobile enough; you’re also a bit of a sitting duck in the corner. You should try jumping in with d+B and mixing up some air offense with CD. Use her command throw after hop attacks or empty jumps to capitalize on your opponent’s hesitation.
Looking over some of the matches. Why were you doing :d: + :snkd: after you landed jump in :snka:, :snkb:, :d: + :snka: with Hotaru? You could have just gone for her :qcb: + :snkb: instead to continue the combo. That’s free damage gone to waste from the opening. Using Hotaru’s :d: + :snkd: that close is also bad. A lot of characters can punish after it easy with their supers or even specials. Another thing also is take it easy with the :qcb: + :snka:/:snkc:. You tend to do it way too much and it gets predictable if you rely on that too much. It’s also not safe if it gets block. Again a lot of characters can punish you on those after they block it with their supers. I also noticed a few times you would randomly throw out supers for no reason. That is just way too reckless to do in a match and will get you killed fast.
As for the Grant matches. Never ever use his :r:, :l:, :r: + :snka:/:snkc: out in the open like you were doing. That again is reckless and leaves him wide open for attacks. You should only be using that if you know for sure you can land it when you are close not far away. Also vs Tizoc you never used the throw escape cause you had plenty of chances to use it during the matches but you never did them. Never use Grant’s :qcb: + :snka:/:snkc: up close. It’s good from the distance but up close it’s easy to beat out or jump over it or even block/JD it. I would still take it easy with those though cause it gets predictable and it’s pretty easy to JD it. There were a few times you had counter hit openings but instead of going for a combo you would just do :d: + :snka:. You need to spot those counter hits and go for more damaging options instead. You also had plenty of chances to do :d: + :snka:x2 link into his :qcf:x2 + :snkb:/:snkd: super but you never went for it. It seems like you don’t have a grasp on even basic combos for both Hotaru and Grant. I would sit down in practice mode and practice those things before playing in a match again. That way when those openings happen you wont have to think twice about what you should be using. Just my thoughts.
Wasn’t meant to be a sweep, I buffered it into quickly; what I wanted to do was the qcb+K, than feint cancel that into a fireball.
Also, I’m still working on the d+B mixups with Hotaru and like Milk stone said, I kinda forget the command grab even exists so def need to use that more. My problem with the CD crossover is that I go to the other side and land…and then I get attacked whenever I tried it, so I just stopped doing it outside of the corner. Thought I could figure it out myself, but it appears I’m going to have to look at some vids again today and see how its done.
Didn’t know Grant qcb+P was unsafe outside of maybe just defense. I was just thinking of trying to keep Tizoc out, as most everything else gets punished by this grab. I already looked up bnb on the wiki, so I know about that stuff, any fuck ups can be blamed to my execution. Besides Grants super links which I can’t get down consistently I’m done with practicing combos in mame; I need more match experience so I can work on my hit confirm.
That said, I was running kinda nervous in the first Hotaru/Grant matches, but personally I’d say I did noticeably better in the 2nd/3rd Hotaru and second Grant matches. Pretty sure I got off combos and d+B mixups a lot better with Hotaru in those, and my Grant played a bit more safe/smart in the second once i realized i could get grabbed for being reckless. I do need to stop the f,b,f+P thing though, but I felt okay because of the lack of fireball…of course then I remembered Tizoc had the lariat attack…
But yeah, very in-depth advice and I have some work to do.
I’m sure once you practice enough things will come more into place. Grant’s link into super is pretty crucial for him for getting damage. I was actually going to comment on your opponents play as well but I wasn’t sure if he wanted help as well.
I had a slight typo on what I had posted about the videos so hopefully it’s a bit more clear now what I was trying to point out.
In other news. The wiki game engine stuff is pretty much completed now. All that’s left is cleaning up the character sections and doing match up write ups.
I think it was around the beginning of the year. Maybe even '09. It’s been a while. In any case, it looks like the day I posted that, things happened that could change where I live again, so I have to put those matches on pause again.
I’ve seen people online with terry on the offence (in the corner) lock down with 3 FC’d s.HP then a c.HP into whatever… The thing is that inside or outside of combos the most s.HP’s I can get in a row is 2, then I have to go to C.HP xx Whatever. This makes me sad
Is there a trick to getting 3 s.HP? or are my feints just not tight enough… Whenever I go for the 3rd punch it does Terry’s Far s.HP instead of his close s.HP.
If you want to land the stand :snkc:x3 FC string in the corner you just need to walk in slightly after each FC. So you would do it as stand :snkc:, :r: + :snka: + :snkc:, walk in slightly, repeat. The most possible is 5 (maybe 6) but it’s really hard doing those without a program pad/input macros. The most I’ve been able to do by hand was 4. I recommend you just practice getting stand :snkc:x3 FC first. Once it gets easier then go for a :d: + :snkc: follow up.
IIRC, the first hit of Terry’s :dp:+:snkb: does as much damage as his St. or Cr. C, keep that in mind if you plan to use his C link for a combo at the corner.