I play this game like once a month
Trolls will be trolls?
Iâm still all for s.lp c.lp xx c.lp> soulspiral.
Like come on :].
Whatâs the correct motion to do wake up Soul Throws against crossups? Never learned how to do this and it would really help, especially against Gief.
My theoretical knowledge says there is none because it all depends on the moment they cross you up. You have to flip inputs at that moment. So doing it while they crossup is actually humanly impossible. But before or after (flipped) is just fine.
The real trick looks to be mashing (wiggling): DF, D, DB, D, DF, D, DB, D, DF, DB, MP+HP
In training this nets me a soul throw whichever side they are on. Itâs ugly as hell
Iâm doing a normal srk, i just hit the punch buttons a lil later.
That trick works very good with ultra and super (extremely large window), but with a normal special the input window is very small which requires you to be either very fast, or very lucky. I usually prefer blocking when in doubt
I do normal srk, timing it so the first input is facing the direction theyâre jumping from, then the following inputs must be while theyâre above you or behind you. the game will register that youâre doing the soul throw but will auto direct it for you. I do the whole input fast and based on the notion theyâre crossing me up so I wait til that right moment usually with EXST.
I dont see that working for crossups that are spaced so that they hit just as they cross up. You just dont have the time. I may see it working on Zangief shenanigans.
Tested out wiggletacs yesteday against a half decent player and worked for 90%. Thats great.
thatâs why I use EXST so it goes right through the cross-up hit
Does anyone use jumping back lk as an instant overhead? The damage is piddly of course and it only works on some characters, but I was playing around with and I think it can be used in some situations. I like doing it after a cross up HK spiral after anti air c. HP.
I use that almost once a match (match up varying), mostly as a K.O. when I donât want to work to chip em out.
In the jump forward version, since youâll stay closer to them, if you donât get hit by something on your way down (the high risk factor if they are observant), youâll usually end up right in range of either a throw or sc.MK. I donât recommend this on at least Zangief. Heâs the one character Iâll opt to jb.LK instead.
Another use is to disrupt their jump/air special. Honda is a good example to use it on.
I know j.HP in a jumping over arch can be used this way also, but Iâve neglected that stratagem for awhile, and for no real reason.
Also j.LP can be used as an instant overhead vs certain characters, and I think only if theyâre standing. Sagatâs the only one Iâve gotten it to work on. It does more damage than j.LK so thatâs good.
hi guys, pardon me asking silly question, how far is roseâs throw range? i saw some guy posted that giefâs spd range is 1.65 or 1.85 was wondering about rose as it seems she has long range too
1.0, which is a bit higher than the usual 0.9 range others have*
*which makes me look like a fool when I play Cammy and whiff throws that I think would land
1.0? seems like it is alot more when luffy did the throw on me
Probably because you can throw people mid move. I once threw a blanka at what looked to be ST SPD range from his whiffed c.fp.
Rose is my 2nd fav console character:karate:
I respect some Rose
Use her in tourney setting Sanford! :party:
figured this would be the best place to ask, and since the first page hasnât been updated in a while I thought it best to ask since itâs giving me some trouble.
Other than J.HP (Which I think is great for this, but I could be wrong) What are some other good air to air options for Rose?
J.mp is great for air to air as well, it swats all kinds of attacks down that you think it wouldnât.
j.LK ainât bad either. It hits quickly and if you are doing Air vs Air on reaction it will almost always beat the start up of any move since it basicly has 0 startup frames.