im getting back into cvs2 but i cant remember the proper way/short cut way of doin 360RC hundred hand slap(honda) RCs or just RCing in general any help would be good
euhm… practice.
heh, but seriously, I find for all quarter circle, charge, and half circle motion, I just tend to do a half circle in appropriate direction, and input the roll at the down part of motion…
for 360s… well 270s, same deal, just do the roll a tad l8r in motion.
for electricity , either wiff a jab or short(or hop, whatever…) while pianoing the punches, jab strong fierce ROLL strong fierce and it will come out.
Who ever said that you need to press jab individually to whiff it?
I think he means the same thing you do. jab, strong, fierce(jab whiffs), roll xx fierce.
I do the same as Sole…drum through the punches, and then do it again but replacing jab with roll.
Even easy RC’s like sonic boom can be frustrating to pull out in game, and getting proper timing.
so you guys RC the strong version of the elec?
you can just whiff or buffer any move into RC electricity
uh…why strong? you dont have to do strong, just do 1,2,3, roll, fierce because it’s easier on the fingers. same goes for chun li’s RC lightning kick except with kicks
you rc the strong one cause it recovers faster than the fp one. Use the strong one when you wanna build meter, or bait out opponents with 2x/3x RC electricity. Also mash punch every once in a while to make the rc electricity last longer, screwing up your opponents timing.
Exactly, the best thing to do is just drum once, roll, then mash fierce. But I don’t like mashing fierce if I think it may whiff.
Has anyone managed to RC iori’s or yama’s command grab twice in a row?
what is thr right way to rc
zb.: hibikis qcf+p
:qcf: roll P
or
:d: :df: roll :r: P
or
:d: roll :df: :r: P
thx
second or third one, first option will lead to a non-rc’d version of hibiki’s jab slash.
the roll needs to happen before you complete the input. so if you’re fast enough you can actually do roll :qcf: P
Come to york, and watch my hands while I play, I can’t explain how I do it, it just works.
Except I can’t RC Blanka elec, or charge moves, only half circles/quarter circles
noodleman sucks don’t listen to him … =P
Charge RC’s work the same exact way as qcb, and hcb
Instead of just going charge back to forward, do a HCF motion and do the roll before completing executing the move.
Most people do :d::df: ROLL :r: :hp: or whatever button.
To do ken’s funky kick, I just do the move with the roll, it works about 90% of the time for me… same with blanka’s jab ball. I could say it’s negative edge, but sometimes I don’t even let go of the roll and it works. BTW I only do this if I want the jab/short version to come out.
If you’re having trouble with RC electricity, do the piano motion and you can actually wait just a tad before pressing roll then fierce or strong. I did this when I was learning RC electricity just to learn exactly how fast I needed to press the fierce after roll.
why on Earth would you want the jab versions of Blanka’s rolls to be rc’d???
You can actually do it pretty damn slow, and still get the rc. Just make sure you hit all the buttons
I can’t RC Lightning Legs to save my life.
It seems to be the same thing as RC elec, just with kicks instead of punches, but this shit doesn’t come out for me EVER.
I do…
short, forward, roundhouse, roll~roundhouse
But it never works for me. Help please.
I’m having issues doing dash into elec and slaps lately. All my inputs are correct so it’s gotta be my timing. If anyone wants to contribute go for it. I can whiff into elec or slaps without any problems though. It’s off the dash where i’m getting either whiff jab to elec or just a roll. It’s not even hard to do dash into elec, it’s just at times i’m inconsistent.
For anyone having issues with dash into rc elec just remember to do it in the middle of the animation instead of startup. I find it alot easier this way.
Dumb question probably, but I’m wondering if you can RC your ping. As in, N-groove Ping! Super!
And if not, I’m going to be slightly disappointed. :sad:
no … I guess for the same reason why you can’t “combo into PING!”
oh about that…my friends were thinking maybe cammy can do s.fierce(close) counterhit, pop xx super.
s.fierce(close) counterhit == +14
i’m not sure about this one but someone said you can cancel a pop in the first 8 frames of it(this is the part i ‘heard’ so meh…)
super comes out in 4 frames
that leaves you +2 frames to link into pop super
yea but that’s the super coming out after pop … that works but not anything before …