The Basics Thread - Primer on YouTube!

Keits, thanks for your video and help here. I have friends who were never great at fighters and I tried to teach them, your video was a good segueway into this game. My friends who play CGOH got it, but the new ones sure didnt. So…thanks, it was a helpful thing for them, and sure saved me lots of explanation!

Sup.
So yesterday while playing my opponent called out Casshern as an assist, but instead of doing his assist attack Casshern did his dp super instead and hopped back off screen.

Hey guys. Im trying to learn this game, I figured I’d pick PTX-40A because I like oversized dudes and because that way I only have to learn to play one character (also hes just pretty fuckin cool). Im trying to do his 2B -> 6B4B -> Riot Tackle and I can’t get the timing consistently at all. I can kinda do 2B->6B4B consistently but I barely have any time to charge for the riot tackle after the 6B4B (because I lose my charge when I hit 6B). So I usually don’t have a charge or I riot tackle too late. Anyone have advice?

I’ve played this for about two weeks. It’s the first fighting game I’ve ever taken so seriously besides smash.
I’m working and getting better every day. I can variable are rave and all that nuts thanks to good old training mode.

The one thing I am having trouble with is the variable counter. I know how to do it but I can’t do it consistently. I think this is because I can’t really practice it. It’s not like I can set the CPU to mashing A or a dash attack to where I can learn the timing and follow ups. Basically, I need a good way to practice the variable counter. Can anybody help me?

Your best bet then, other then having a friend do this for you, is to have the CPU set to a high difficulty (they attack more often the higher the difficulty) and just block and respond to whatever the CPU does.

Huge props to Keits for his basic thread and video. It’s all I needed to get back into TVC after getting tired of CGoH. :slight_smile:

I’m pretty sure everyone knows about this already, but I found something odd while playing around with otg hitting moves.

If you attack an opponent with an OTG hitting move while they’re performing a forced quick roll recovery (the one you get after hitting them out of the sky with a C attack before an air combo registers) they actually end up either stumbling or falling back onto their backs again.

Say, Tekka can’t do double Ferriswheels right? Can you do a Ferriswheel -> brq -> Ferrishwheel?

Are there anti airs in this game?I find it really hard to get out of corner pressure,my opponent will go through the pattern of jumping him with some light pokes spamming them until the blockstun pushes them away,then they will either walk in with some more light attacks or go for a throw.If I try to tech,they just get me with some jabs into air combo.If I don’t tech I get thrown.If I try and attack them all of their moves seem to outprioritise mine.I play Casshan/Ryu and all of their special moves seem to have quite a bit of startup/invulnerability,I also can’t go from db to a dp motion(or whatever move) in time with the holes in my opponents blockstring.I also can’t call out for an assist because you have to go to neutral to use your assist partner, which means I"m open to an attack again.They don’t seem to have any get off me moves, besides the mega crush which I hate wasting meter for.

Another problem I’ve been having is when my opponent does some blockstring on me that ends in a normal move that should make them vulnerable,yet when I counter attack with my own cr.B or cr.C,they are able to block it and I’m left vulnerable.

Good AAs for all chars

Ryu - shoryuken
Chun-Li - tenshoukyaku
Alex - his standing fierce or his air grab
Batsu - his launcher is a better AA than guts upper
Morrigan - shadow blade or 6C
Souki - his launcher has a disjointed hitbox afaik
Volnutt - crouching buster, crouching machine buster, crouching drill arm
PTX - jC
Roll - her launcher
Saki - her launcher
VJoe - this one is hard…
Frank - fierce zombie call or his 5C
Zero - ryuenjin
Ken - 5C
Tekkaman - B or C tek win, galaxy spin
Casshan - boulder chop or A friender
Polimar - handousandangiri, 6C
Lightan - jabs
Yatter1 - 5B or 5C
Doronjo - 3C or 2C
Karas - swordyuken
Jun - really poor but her dp B or C
Ippatsuman - uppercut (full vertical)
Yatter2 - B mashing
Blade - 3C, d~u A/B
Condor - dp ABC or b~f C

He can do double ferris wheel…

He can do double ferriswheel in a combo in the air as well as outside a combo to runaway though I haven’t figured out quite how to do it yet. I wasn’t sure if he was able to or not still but I recently saw a video on niconico where a Tekkaman player did double ferriswheel to stall in the air.

Edit: Figured out how to do double ferriswheel in the air without hitting the opponent in a combo. You need to do an aerial attack before initiating the double ferriswheel for anyone that’s curious.

Thanks for the thread, and big thanks to Keits.

sorry just have some notation questions.

dj.B(2),
dj.B(2),
dj.C

dont know what these mean.

Hey Keits, what is a solid beginner team, preferably one that’s flashy? I don’t mean long combos, I mean the maximum amount of shiny and cool animations and explosions and junk.

Ryu, Chun, Ippatsu, Batsu, and Zero seem to work well for beginners. Play and see what you like!

“dj.” means “double jump”; “jc.” means “jump cancel” <-- these two mean the same thing, some people use them interchangeably
"(2)" means " let the attack hit twice"
“j.” means “jump”
“sj.” means “super jump”, this automatically happens when you press up from a launcher

Now, that specific notation is a bit ambiguous. In case you’re wondering, your not double jumping three times. Also, there is only one character that I know of with an aerial B that hits twice, that being Yatterman2. So I figure you’re talking about a Yatterman2 combo. So, with that said, you’re probably referencing a combo that goes something like this:

w/ Yatterman2
launch attack, press up, press A, press A, press B(let it hit twice), press B(let it hit twice), press up (this is the dj.), press b(let it hit twice), press b(let it hit twice), press C

What is a reset, and why are they useful?

Unless i’m mistaken on what you mean, a reset “resets” the damage scaling. Obviously this is useful since it allows you to do big combos while keeping the damage from each hit from being pitiful.

A reset is anything that attempts to “recombo” a character, effectively resetting the combo meter. Generally, resets are divided into ‘unblockable resets’ and ‘mix-up resets.’

‘Unblockable resets’ are generally inescapable. Plenty of characters have these:
Polymar: air throw super resets
Ippatsuman: air throw super resets
Saki: unblockable shot resets
Casshern: C Denkou Punch resets
Karas: 6C resets
Alex: air power bomb resets, air throw knee resets, grounded hyper bomb resets, C flash chop resets
Yatterman#2: 5C/2C resets
PTX: unblockable missile resets
…Morrigan: she might have unblockable command throw resets, I’m not sure though, so don’t quote me on this one

Edit: I think Frank and Doronjo also have unblockable resets, once again, don’t quote me on them

a video example:
[media=youtube]KLTKWxKYdPg[/media]
in the first two combos Casshern resets the opponent with a virtually unavoidable unblockable to essentially combo the opponent twice. The third combo shows a polymar air throw super reset. The benefit of this is that by resetting the combo meter and resetting damage scaling you end up doing great damage without the cost of much (or any) meter.

‘Mix-up resets’ are able to be escaped, but this is usually difficult to do so because they employ methods of mix-up that are either ambiguous or difficult to respond to. Generally, these mix-ups employ normal throws, normal air throws, command throws, overhead attacks, low-hitting attacks and cross-up attacks.

a video example:


you’ll notice at the 5 second mark the combo meter resets with a cross-up reset. This reset, as noted, is escapable, but very difficult to do so because you don’t know what option your opponent might employ.

Or, in shorthand, what Taurus said.