tk force break is pretty easy…you just do 2369 d.
the missles ive been having a problem with too, its not “obvious” timing at any rate.
tk force break is pretty easy…you just do 2369 d.
the missles ive been having a problem with too, its not “obvious” timing at any rate.
thanks for the help guys. Im using a T5 hori stick, I would mod it up but Im too use to having the square plate so it works for me. The main prob I have with his TK FB is that i need to use it just after a 236S so the timing of using his ground bazooka and then having to go back into the 2369 motion to Tk his forcebreak is just hard for me. and yeah the missles do have strange timing, well back to practice mode for me.
Using a T5 stick is like breaking your fingers and trying to play fighting games.
…pfft no its not.
t5 stick is plenty good, i can do combos on it just fine.
its not the best stick on the market, clearly, but its plenty usable.
::uses pad::
But yar, what’re Slayer and Robo Ky’s BnB air combos? Right now I’m just following them in the air and looking like a tool by just doing jK, qcb+K, or jD.
What are some good combos for new testament players to get started on.
ok, why does Pot get the KD when he does a meaty 236s? Or how do you do it? I see FAB do it point blank and it always gets him the KD on a rising opponent, but when I do it it seems to just be blocked, am I doing it wrong(timing(?
Like airdashes and most special moves the missiles have a height restriction property where if you’re too low to the ground you can’t do them at all. TK fireball is actually really hard with Robo-Ky (unless using the force break) but you get basically the same results by hitting up and then doing the fireball motion really fast since his jump speed is so slow.
With Bridget, play safe and get good at punishing whiffs while controlling space with far S (usually canceled into a grounded yo-yo set, as this is actually quicker than just letting the S recover), yo-yo special moves and aerial yo-yo sets/runaway. Bridget’s rushdown is based off of frame traps (he gets big frame advantage on his crouching punch) and mixups done by rolling to the yo-yo or delaying the yo-yo return (which you can use to combo after the 6K overhead or the 2D sweep for no meter. It’s all pretty difficult to apply in matches.
With May, get consistent on combos after command throw, 5K (which is throw invincible) and 5D for a basic mixup and learn combos off of counterhits on all of her stupidly overprioritized moves (like j.H and 2H). Her gameplan sort of writes itself if you just think about all of the ways she can do giant damage (counterhit anything :P), I personally think she’s one of the most basic characters in the game. You’ll be running around a lot throwing out j.H and looking for opportunities to jump in with S, whiff horizontal dolphins to get close or sit behind a charged hula hoop.
I’d put the quality of a T5 stick slightly above HAPP. Shit is terrible and not even worth the money, despite it being a relatively cheap stick.
Modded T5 stick with all Sanwas is dope though. Too bad it’s a bitch to mod…
Yeah, I hear modding it with sanwa parts is pretty good… but the stock parts are complete trash. ~_~
I play on a T5 stick unmodded and everything is fine to me.
It depends on your standards, I suppose. My standards for sticks are pretty high. D: For the T5 sticks, the buttons feel too “hard” and the stick feels a bit stiffer than it should.
I’ve check dustloop for bridget help, but the info is all over the place. How come no has done a guide yet? Man I wish I could read japanese so I could read the mook. I guess I’ll just have to play someone else with a guide. It wasn’t this hard to get info with the other games.
I really don’t have standards.
For I doubt I’ll ever have some1 do a custom stick for me.
Costs too much.
The buttons are aight to me, you say the stick is stiff, I say it’s flimsy and weak.
The only reason my dexterity in GGAC is so good is because that stick moves so easily.
If I play on a HAPP or p360 I’ll prolly have trouble.
I might just get new parts for this thing anyways.
It was $50, compared to the estimate I got on a custom stick, which was $230.
I only skim this thread, so maybe I missed what exactly what was being said… But for the johnny stuff(unless this is something else)remember that you can store jump installs earlier in the round and use them later. You dont have to jump install the move just when you want to do it. You could have done it earlier… Or way earlier in the combo as long as you dont go back to neutral to say… so say if its a combo with a coin or some shit I dunno, tiger knee somewhere durning the combo, coin, dont go back to neutral get into something then divine blade, slash in teh air wahtever the fuck called, will still be jump installed. STuff to taht exstent…
shruuuuuuuuuug
Meaty the unblockable part of SlideHead, not the low hitting part.
I don’t think you ever want to meaty the low hitting portion. I dunno, I don’t play Potemkin. I guess if you only ever meaty the unblockable part and people are just jumping out of your meaty, then you can mixup between meaty’ing the unblockable and low and force people to try and backdash it.
By the way, the low hit comes first, then the unblockable afterwards. The low is active for 2 frames, the unblockable is active for 1 frame. Everyone wakeups at different speeds. And everyone has two different wakeup speeds, one for when the are knocked down face up and the other for face down. Good luck with the timing.
chinatown got an ac machine lol
meaty slidehead is easier than it sounds btw, and i think its 2f timing otherwise i wouldnt get it nearly as much as i do.
you never ever ever ever ever ever want to use the part that hits them, you can mixup more effectively with 6k since its a free combo and totally safe if its blocked.
Ugh Slayer got to me. I’m on the bandwagon now :X. Is there anything that he can’t combo off of? lol.
throws