I have been a ST player for quite some time and was wondering how the combos work in TvC. It seems like if someone is in the air (knocked down) you can do most of your moves still and even do sweeps and such. Is it just certain moves, or can any air move be done to still hit them (not necessarily combo into another move).
If so this is vastly different than ST and I will have to get used to it.
Also, is Advancing Guard like the parry system in 3s except with button presses? Like do I have to hit the 3 buttons as soon as the attack lands?
You can hit characters out of the air after sweeping. You can do it with ground but as far as I know there’s not enough time to jump and hit them with an air attack.
It’s called a juggle
Also, Advancing Guard is different from parry. You have to hit the buttons AFTER you have blocked the move, not before like a parry. Also, it doesn’t give you reduced block stun like a parry, it simply removes the tick damage from the attack you AGed, and pushes your opponent backwards to make their rushdown less effective.
Someone else will be able to help you in more detail, but for now here’s my two cents…
It’s hard to compare this kind of game to ST. In these kinds of games, moves can generally be canceled in a specific order, light, medium, heavy, special, super, partner and so on… Of course, there are lots of different system features like Baroque cancels and so forth…
ST is very strict with juggles, this game on the other hand isn’t. There’s almost always an oppertunity for a juggle, unless the opponent is flipping over to land back on their feet. It’s basically down to using your characters moves and the order in which they can be canceled, to create a long and most damaging combo as possible. Unless they’re flipping over, landing, or escaping with Mega Crash etc, they can be juggled within your limits.
As for Advanced Guard, it’s kind of like block except it pushes your opponent away from you. To do it, press A+B+C while blocking…