Oh hell, no, lol. Not that shit again. Leave that stuff for Tekken.
Can someone explain the super system? It seems I start with three supers (in practice mode atleast), but when I use them all up, I can’t seem to get back anymore stocks to do more supers…are they limited to only 3 in the entire match or what?
You have to shift for more stock (you can shift anytime, even during combos). I’m not sure what decides whether you get 1, 2 or 3 bars when you shift though.
ggs to esco?
had to take a shower and eat
come to think of it, praps these comments should go in matchmaking thread
you get one stock everytime you shift, as far as i can tell
What is a shift…?
Button 4.
There’s light attack 1, light attack 2, hard attack, and shift. When you shift, you gain the properties of whatever mode you chose at the start. It can be used to cancel moves/combos into supers, and to activate out of pressure chains, and possibly land a counter hit at the same time.
ok I know what that is, just didn’t know it was called Shift.
Still unsure if batwing girl is better in Monster, Freedom or Tranquility.
After dash C you should do c.A,c.B, c.C (launches) into air combo of choice. If you time your air combo correctly with j.A’s then you can rejump with a few more j.A’s into ground A,Bxxqcb+k
GGs. Best connection I had so far, we have to play again.
When you shift, but don’t do a super, you gain a super when the shift ends. Then your shift meter fills up again slowly. Shift but no super = 2 supers stored when the meter runs out this time. And so on.
I can’t seem to get 66c to connect (that’s the slamming kick with bounce properties right), or do you have to be in freedom mode or something? And soryy, one last thing, what does ‘@’ mean?
I assume the @ means activate (shift)
Yeah that is what it means
Cool, thanks.
Another question, can you activate the Shift during block stun? What is stopping a batwing girl player from spamming qcb+A’s in Freedom mode in the corner (which I assume would chip a lot and keep the opponent in block stun).
You can do it but its really hard to time and if you do you are risking being power broken. Which isnt good at all. So you might wanna be careful about that. And bat girl shouldnt be spamming 214a <_<
Can you explain how power breaking works? Usually when it happens, I can only hit them with one attack, then the rest of my combo whiffs for some reason.
And to me, batgirl spamming qcb+A in Freedom mode seems about as effective as Ryu spamming qcf+P in V-ism.
214+A sucks during CC’s. it’s only good if you mess up so that you can chip.
My best batgirl combo so far is:
In corner, dash C, crouch A, crouch B, crouch C(1 hit), qcb+A, walk up A, B, C, Activate Monster mode, A, B, C, qcb+C(super), as you land, do (A, B, C, qcb+C) until you have no stock bars left, otherwise B, qcb+B.
Since qcb+B has more startup in monster mode, wasn’t able to fit in more attacks before the qcb+B. I need to test variations of this to see which gets damage scaled more. Anyone have something better?
Edit: I also notice there are some big mindgames with throws if you set them up after a dash C, or better yet, dash C, dp+B(air), which makes you land right in front of them and recovers immediately. Not sure if they can just mash to throw you in that situation.
Power Breaking occurs when you hit a projectile, You hit somebody with your Shift while they are recovering from an attack or your points are really high and you get hit on recovery of your attacks.
Best thing to do when you see it happen and you are close enough to walk up right next to them, wait until they are at your chest level (unless you are a small characters, then just attack them when they are at your head). There you can combo the opponent quite easily, you just need to know juggling combos after that.