Yeah I did that and then he just did his standing A. Do you do all of the powerups in a row? I try to do a knockdown before I do a powerup. So I guess they wear off over a few seconds or so…and is it QCF,HCB or the other way around?
Also…Does the “Start” powerup only work if you do a powerup before it? Sometimes I’d do it and Yuki would just taunt only.
The way I did it, I did all 3 back to back to back. I can test it and see if you can do the power ups separately though. I kinda doubt it, but it is worth testing.
With the “start” powerup, it is the only way to activate that special move, which is the suplex thingy. So, if you do that power up once, you have to use the suplex special move before you can do the start power up again.
^ In a way. I know that you need to do the powerup so you gain the command throw. Ugh maybe the :d: :d: wasn’t registering oh well I’ll just practice tommarow.
^ That’s wierd. I do HCBX2 all the time and it comes out…maybe it works as a reverse DP?
For Yuki’s special DA I’ve seen like 2 diffrent versions. one is you only do 3 card slashes then HCF,QCB+AE the other is Card Slash: A,B and Start then the super motion or HCB,QCF…WTF?!
Apparently, Lee gets no love from anyof you. So tried him and he’s like Vega to me… Speed and combo wise anyway. Lee is underrated hard in this game, and I love his winpose sound…
WHOOO!
And how many people recognize the Kyo/Iori opening? I was laughing the first time I saw it. Why didn’t they do that in XI?
Lee??? Gimme some combos with him. I wanna pick him up to play team old people(Tung/Lee).
The only ones that I know are st. b, st. a., st. c chain xx crybaby kicks, fwd. + d xx anti air roll super, and air spin super, st. c xx rolling super.
Run1: Shermie/Kim defeated goodman 13 wins vs cpu/3 wins vs human
Run2: Kim/Random defeated Neo-Dio 10 wins vs cpu/1 win vs human
Run3: Marco/Lee loss to Mizuchi 7 wins vs CPU/3 wins vs human
Run4: Terry/Rock defeated Neo-Dio 14 wins vs CPU/8 wins vs human (damn noobs and Asura arrows. they never learn)
His supers arent comboable that I know of…they are not useless either, they are good for wakeup and other things.
Fuma can do this-cr.b,cr.axxHCF+DxxHurricane Kick move/Rising Super in corner and if you do the Hurricane Kick move and it connects depending on the distance cancel that to the Air DP!!
You stuff it on one of the sensor buttons and tape over it so the ps2 acts as if it’s always open. That’s like half of the process.
Yeah, I was screwing around with the anything xx hcf D, qcb D, dp series last night, that seems to be his hotness. What would you guys say is his bread and butter combo for non-corner situations? For jump-ins, I use j. C/D, st. C/cr. B, HCF D, QCB K, DP, and starting from ground I either use the same one or switch with a simple st C, QCB D, DP.
At any rate, I feel he’s a good meter builder for a team, since his supers won’t get very much use.
Also, as for that Robert combo I mentioned I think I found it. I used db+C, b+B, hcf+B (inputs the fireball and the first part of the super) xx hcb+C for ground to ground, and from air, do a jump in while holding db, and do j. D, cr. C, hcf+B xx hcb+C (I can’t seem to land the extra kick in a jump in; maybe my execution just blows). Any bread and butters or general tactics for him?
With Robert, his B&B is (db + a) x 2, b + B xx hcf b xx hcb punch. This way, you can connect this off of any poking sequence if a cr. a hits. Also, remember the sonic booms from afar, and cr. a x 2, b + a chain up close, and mix up from there.