That would be the Flying Barcelona Attack if you are referring to claw’s diving attack. His throw version is the Izuna Drop.
You get some of the titles by completing arcade mode with a specific character as the first choice. For example, Galaxy Glider is probably from Rufus (being a fan of space opera and sci-fi movies). If you want to get a Rufus-specific title, you must complete arcade mode with him as your first fighter. Other titles are probably obtained through challenges and missions.
The move where he comes straight at u u could try to hit him with a jumping attack or block it he doesn’t have much to do afterward. His move where he arcs of the wall is kind of a guess between air to air’ing him and dashing away and dping him or again just blocking it. And if u hit him out the air make sure u capialize of it. Also if its the ex dive that’s usually too fast to react to so don’t try to punish it.
Na u can’t plink confirm and not every char can backdash out of jab pressure cuz they can just walk a little fwd and continue. With them ur best bet would be to alpha counter, reversal or block. And ya if they predict a bacdash they might be able to punish ur backdash.
Has anyone used a keyboard in tournaments like EVO? I’ve seen some keyboards which are usable on both X-Box and PS3s, so are they legal in tournaments?
Vega’s (Claw) Airdive spam. What can I do as a Chun player to counter this? I’ve tried to meet him air to air but his moves put him so high it grants better priority, also the throw option blows me up. Even if I do counter in the air, most to all Vegas are already turtled again after wakeup for another airdive or the flash kick so I’m unable to change the flow of the fight.
Your walkspeed is pretty fast use that to ur advantage switch between air to airing him or dashining or moving in one direction and using df.lk also ur ex bird kick should beat it
Speed Gems only increase movement speed, correct? Or do they increase your normal and special moves, etc as well?
I just watched the WGC GF and I was questioning why one would use all speed GEMS and stay back and throw fireballs.
Obviously different situations will dictate spacing and set-ups.
Also; in tournaments, should we know all the gem #'s to make selection faster?
I’m trying to learn how to better understand frame data in combos. I’m going to use the beginning of Juilia’s 20 trial as an example. St. LK + St.LK + raging rapids. St.Lk has +6 frame advantage on hit so I figure the reason the second St.lk connects is because it has 5 frame start up and hits on the 1st active frame which is the 6th frame. Now my question is why does the first half of raging rapids (back+MP) connect after a 2nd St.lk when (back+MP) has 6 frames start up before going active?
Because the first part of that combo is a link. If you press b.mp s.lp to fast the game will turn the link into a chain. You literally have a 1 frame window to get b.mp to connect (on the 6th frame). Then c.lp s.mk c.hp you actually have to chain into wind roll - > super. That trial is harder to do than vegas D=.
Thanks for the replay. But I’m still a little confused how can s.lk that give 6+ adv. Be link to a move that takes 6 frames to start. I thought it was because hitstun adds up some how… But don’t quote me on that
I seem to be pretty strong at linking etc, but am kind of awful when it comes to doing specials. I cannot incorporate a half circle input into a combo (Unless it’s the first hit) and a full circle is just a flatout no for me. Hell, even a shoryuken mid combo can be problematic. I realise I need to improve in those areas regardless, and am trying to…but need some people to play in the mean time.