As long as the online lag isn’t horrible I’ll be on it.
Cool, as long as you don’t kill my ass.
EDIT: How long can you store supers and how can you cancel it.
Thanks for the heads-up on Vol.3 Tizoc, awesome vid.
Guess I’ll be stealing some of your corner combos hehe.
We’ve got this set up at an arcade machine at school and we’ve been playing it quite a bit. I got two questions.
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Whats the best way to counter Grants rushing tackle thing if you don’t have a projectile? It seems to leave him at a frame advantage on block.
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How do you guys pull of combos that involve canceling normals into supers reliably? It seems since the game is quite lenient with special inputs I just cancel into special moves all the time.
Supers stay stored for about 1 second, usually about the time it takes your character to take a step foward to walk or dash foward (if they dash). How can you cancel the motion storing? Is that what you mean? If so you can probably just do any normal into + :snkd: so you start a new motion store while removing the previous motion. Besides that all you can you do is just wait for about a second then start your pokes again.
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:d: + :snka:+ :snkb: beats out the move if you time at the right time. You can also JD it and GC with a special/super. The :snkb: version isn’t safe on block as Grant has slight recovery on it. Usually up close though, but if you space the :snkb: version it’s possible for him to recover in time to block/super on reaction. It’s mainly if they do the :snkb: version close when you can counter him afterwards. The :snkd: version gives him frame advantage and lets Grant attack before you recover from block stun. Just remember that the :snkd: version starts up slightly slower so you should be able to tell which version is coming.
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There are certain ways to combo into supers to make things easier so specials dont come out on accident. One way is to feint cancel a normal into super usually a close :snkc:/:snkd: depending on the character. For example with Rock you can do jump in :snkd:, land, close :snkc:, FC, :qcf:x2 + :snkb:/:snkd:. The FC makes it so you can input the super after the stand close :snkc: without much problem. If that is still causing you to do specials on accident then here is another method. I explain this in the first post on this thread but I’ll go over it again. You can store motions in the game by pressing any button + :snkd:.
For example with Terry you can do jump in :snkd:, land, stand :snkc: FC, down + :snkc:, then instead of doing the super motion on its own, you do the motion as you press :snkc: + :snkd:. So it would be something like :d: + :snkc: + :snkd:, :df:, :r:, then all you do is another :qcf: + :snkb:/:snkd: afterwards and you should get a super from the :d: + :snkc:. The only draw back to that method is that if you happen to be in TOP mode then you’ll get a top attack intead. The only way to get around that would be to press :snka: + :snkc: + :snkd: or :snkb: + :snkc: + :snkd: instead now so no TOP attack or specials come out. It should give you a normal :snkc: to come out while still storing the motion.
Besides all that I would say you need to just practice in training mode, if you can gain access to a PS2/AES/Emu with training mode. Then just practice doing :d: + :snkb:/:snkc: into super,with the character you are using, that can combo into supers like that. Try out those methods and just keep practicing.
You’re right on target.
EDIT:
[media=youtube]29KQuOSOLQg&fmt=18[/media]
Give it some time to fully upload before watching it.
Let me know what you think of it.
Great addition, though it wasn’t as beefy as the previous ones. Definitely gonna need some of this on my Tizoc game.
How does upper body invincibility on Down+AB work? I’m doing it and get hit out of the move a lot, even Marco’s (which I hear is supposed to be really good). Is this supposed to beat all upper body attacks? Like jump ins, moves like Terry and Rock’s QCB+P, standing LPs etc? Are you supposed to do it early?
Oh and is it just me or does this game have a really big comeback factor to it? I don’t think I have seen/experienced this many “one has little to no energy and the other has almost full” comebacks before.
Great work. Always wanted ppl to make such useful vids, instead of the usual impractical ones.
Most :d: + :snka: + :snkb: require good timing but at the same time each one hits and has invincibility at certain angles. Anything that hits high should either trade or get beat out by the :d: + :snka: + :snkb:. It just all depends on the angles the attacks are coming in and the characters :d: + :snka: + :snkb: position/timing.
When you factor in JDing/GCing and TOP mode it gives you the chances of making those comebacks in matches. I would say it’s very common in the game for having huge comebacks a lot of the time. Especially at higher levels cause both players know that a single mistake can lead to death quick.
Good stuff as usual, Tizoc.
BTW, you win for using Ai wo Torimodose in the Terry segment. :tup:
Heh thanks for the feedback guys
Well seeing as I’ve done over half the cast so far, here’s what to expect in future volumes-
Vol. 5- Of roses & thorns: Hotaru & Hokutomaru (Actually I’m thinking more Angel & The Monkey right now @_@)
Vol. 6- She’s a pirate! B. Jenet
Vol. 7- “Ooooh! I’m in love!”: Gato
Vol. 8- “What’s your skill?”: Kevin
Yeah I know I’m not the best at coming up with names for these things, but if the content helps, I don’t think it really matters.
Now I need your opinion fellas, would this be a good song to use for Vol. 5-
[media=youtube]74xhfRCzwlA[/media]
…and no I am not exactly a fan of…most of his songs.
This would’ve worked better with the Freeman segment in vol 4, IMO.
lol, funny I never thought of using it for his Segment, since that DMC song was on my mind the whole time when working on it.
The DMC choice you picked is better though, yeah.
Still though, you probably might look for a “soft” theme for the Hotaru segment and something mischievous or similar like that for Hokutomaru.
Heh reason I ask is cuz I was thinking of doing something so bizarre with the music for Hotaru.
Either way I might choose one song for the entire of the combo vid, I’ll see when I get to adding the music.
Quick question, as I’ve always wondered this, how do you guys play SNK games on a joystick? 4 buttons across the top, two on top two below or something else?
i play them mostly like this, the L shaped variation.
B C D
A
It all depends on what style button layout you like. The most common used layouts are:
Line Layout:
:snka::snkb::snkc::snkd:
Neogeo Arcade Cab Old School Layout:
…:snkb::snkc::snkd:
:snka:
Box Layout:
:snka::snkc:
:snkb::snkd:
L Shape Layout:
:snkb::snkc::snkd:
:snka:
Neogeo CD Controller Layout:
:snkc::snkd:
:snka::snkb:
There are also some weird layouts like this:
:snka::snkb::snkc:
…:snkd:
and this:
:snka::snkb::snkc:
:snkd:
It’s all just a preference really, so just pick which ever style fits you best. As for what I use I stick to the L shape layout for all the old school SNK games. I can also adjust to the other style layouts but I prefer the L shape the most.
I personally use:-
A B
C D
OR
C D
A B
Well good news guys, Vol. 5 is almost done, no I shit you not it is almost complete…and it only took me 3 days @_@