TOP flash, a combo’s worst enemy
Don’t most tourneys make the top bar HAVE to be default size? Seems kinda stupid otherwise as when in top mode some combo’s would deal masssssssive damage.
isn’t that ability only in console mode?
I’m sure Wata does :qcf: + :snka: finisher to reset and go for pressure again or mixup. The :qcb: + :snkd: lets them roll recover which resets the position of the person. So it just helps in keeping them in the corner without giving them much of an option to escape from it.
If anyone needs Hoku info just check the second post I did a huge write up on Hoku for all his corner mixups, main combos, etc. you should be using.
If you are playing on console yea it should be only default TOP size.
That is correct.
The only problem the TOP system really has is the pause it causes the game when it activates. Even though it doesn’t really bother me much but it can mess up timings on combos. Though at times I think it helps out with certain links in a weird way.
Question: Jenet can link her stand A into stand C/D, but I never see this used… why is that? Lets you do, say, midscreen A,C->super or corner A,C,feint,d+A+B,super etc.
I use it when I can but for the most part it’s better to use it near the corner. The :snka: has to hit close in order for the :snkc: to combo. If you aren’t close enough with the stand :snka: the :snkc: follow up will whiff. That is probably why you barely see it used. You can also combo with:
corner
-close stand :snka:, close stand :snkc:/:snkd:
-close :d: + :snka:, close stand :snkc:/:snkd:
-close stand :snkb:, close stand :snkc:/:snkd:
-close :d: + :snkb:, close stand :snkc:/:snkd:
mid-screen
-close stand :snka:, close stand :snkc:/:snkd:
-close stand :snkb:, close stand :snkd:
It’s better to use the close :d: + :snkb: version in the corner because it allows you to combo from a low hit. Again it has to hit close or you’ll like whiff the follow up. Another thing to remember is the stand :snkd: version seems to come out a bit faster and only the first hit you cancel into super or FC. The :snkc: version follow up does more damage but comes out a bit slower.
Been messing around with Freeman and Dong Hwan a bit. Kim Dong is okay, not really feeling him to be honest. Freeman though I like a lot, next to Hokutomaru he is the one I enjoy playing. Using this game along with Battle Fantasia and HDR to practice command inputs on my stick and get comfortable with it.
Friend of mine has a really aggressive Marco, which is problematic for my Hoku. Fireball spam I try to psychic teleport slash him, if it’s rushdown I just try to push back and get a combo in, but damn Marco can take Hoku’s health down quick with a few hits.
@ Zoast and Nocturnal: Thanks for the Hoku advice, forgot I made a post earlier and was just looking it up. Didn’t know Hoku could pressure like that, time to experiment.
well, just ignore that i said to start air chains with A, haha. :wasted:
(ive looked through that 2nd post awhile back but obviously with not enough care/understanding. good stuff.)
Marco’s offense is probably about even with Hoku’s if the person is using all of Marco’s options. I think Marco’s break move is overall better because it’s easier to follow up and safer on block/JD than Hoku’s. If he’s a fireball happy type just JD the fireballs and slowly get in closer to him. Marco can play a good keep away but Hoku’s is overall better for playing keep away. The match is pretty even I would say if both players are using the characters to their full potential. All I can really say is pay attention to how your friend is using Marco. Look for any obvious patterns and just punish when you see an opening. If you can try to record a match or two so we can see how you play. I can help you out more if I look at how you are both playing.
Unfortunately I have no camera, hopefully come christmas I can nab myself one to record matches. I’ll practice though and get up to speed with combos.
No worries. Whenever you can do it.
So I just started playing this on 2DF, seems pretty cool. I main Jenet :lovin: gonna look for some combos and such.
You can check the second post from this thread I did a whole write up on Jenet. It should give you an idea of all the possible things she can do for the most part.
I have always wanted to give MOTW more dedication but i honestly dont have the time to get to a good level at the game. Already have my hands full with the Street Fighter series.
It does look like its an amazing game though.
Okay switching full time to Kain, my charge time with him is impeccable on the stick and he’s a lot of fun. Now to just practice and see if I can get some matches in with other people when I got free time.
Hey guys
Can anyone please he tell me how to do Marco’s/Butt’s Break move correctly?
Kohou: F, D, DF+P [BREAK]
How and when to perform it?
Thanks a bunch.
Shelcoof
You do it the moment it hits or when you hear him grunting during the move. It’s easier breaking it during combos.
Thanks a Bunch Nocturnal
Originally I wanted to main Gato but I do soo much better with Marco for some reason. I think Marco’s moves are a bit safer than Gato’s
Alt. you could hold down :df: and press :snka::snkb: while performing the move, to Break, that works with me at least.
Quick question in regards to Gato:
What are some good counters against A Kushnood Butt player that spams short hop B and D attacks? It seems like whenever I try charging Gato’s Reversal, it rarely comes out on reaction, or I get crossed up as a result. It’s difficult to JD reliably online. And Guard Cancelling isn’t much of an option with Gato. It seems like a standing A or D can counter it, but I haven’t experimented enough with it.