I’m working on a flyer to see if anyone else plays fighters. Right now I’m thinking of having a bunch of logos on the flyer and having it say something like “Do you play any of these fighters? Want to learn? If so email fighters wanted at gmail.com” I haven’t made the email address yet, but I will get anyone who responds to give me their name and send it to others kind of like an e-phone tree. Thoughts?
Sorry, I know this is old but I don’t think I saw anyone address this yet:
The easiest input for tiger-kneed dragon punches is 6321473 + button. So hcb, u/b, d/f. It’s useful if you’re playing Baiken or Axl, or Sol if that’s how you roll
You’re missing TK Ensenga though, are you buffering into it from a jump cancelable move? You have to wait for the jump to complete before the Ensenga can come out and Johnny I’m pretty sure has more jump startup frames than like pixie chracters, so you want to make sure you’re not doing it too fast.
also, to add… make sure that you’re hitting the low corner or side before you go up, because i don’t think the game recognizes something like 4129 as a tk half circle motion
That’s the goofiest method I’ve ever seen. Not saying it’s bad, I just always did 623693, which is basically the same idea. Does doing 6321473 hurt your forward momentum if you are running?
Yes, it’ll stop your running momentum. The faster you do it the less momentum you lose though. Doesn’t matter for chars like Axl considering his axl bomber stops his momentum anyway
Okay, I’ve tried doing Testaments badlands loop. But I cant TK badlands for shit. I know the first Badland you dont TK at all but all of them afterwards you TK. When I do it I end up only hitting them with the first hit of the first TK’d badland then they just kinda roll around on the ground.
Im really liking Baiken. Making people fear the variety of guard cancels is really cool. Her combos seem basic, too, which is nice for me.
What are her options after getting a knockdown? Do I have anything i can use to cause a guessing game? (ive been doing s,hs,floorboard,j.p,j.s,j.d or air floorboard as my combo, to get a knockdown. Not sure what to do once ive got one.)
She has a mixup with the yozansen (RCed) since it hits as an overhead. So you can mix that up with something that gatlings into a jump and 2D. I think I see a lot of j.HS pressure, and mat stuff too.
Yea, I almost always see Baiken players do an instant airdash board or instant air backdash board after a knockdown fo keep you on the ground/blocking, and then mix it up from there. I haven’t played a whole lot of good Baikens though, so there could be more options.
Well, i discovered 2D, board… on counterhit, j.p,s,d is easy, but without, they can tech. IF they tech, what are my options for predicting and punishing that? Stay on the ground and juggle? jump and do a late air dragon punch thingy?
You could go for an airthrow if you can guess correctly. You should also try j.p,s,d, airdash s,d to help ensure a knock down. I’m away from my ps2 right now, but if you want me to go check I can since it’s in the next room.:rolleyes:
TESTAMENT NONSENSE
When my opponent falls into a net (mid-level height), I usually delay, then S (jc) -> j.K -> j.S -> j.H -> Badlands. I’ve found it to work on alot of the cast. Is there a better universal combo I should be using for that situation?