Try cancelling a launcher while PTX is doing j.5C and see if you get anywhere. Hint: You won’t. Like I said, PTX is either blocking at close range, or using it’s fastest attacks, both of which have HUGE hitboxes that WILL crush your offense unless you hit with the launcher first, which will rarely be the case since a PTX player won’t just attack randomly without making sure that you haven’t summoned lariat and stuff like that. If you start attacking PTX up close like that, the PTX player just needs to go 669C and bam, you have rocket thrusters right all over you with a hitbox that extends way above where you’re planning to super jump cancel to. But good PTX players won’t let you in like that in the first place. PTX’s key approaching offense comes from jump attacks and riot tackles. Somehow I don’t think you’re going to be launcher-hopping a riot tackle either.
In the Lightan video, how does one do the Breakway when being thrown. I haven’t seen that before(or I haven’t seen enogh Lightan videos I should rather say).
YEah, both lightan and PTX’s throws can be broken out of by mashing, which makes them kind of useles…except for the fact that Lightan NEEDS his command grab to make his attack strings safe, and PTX can use megacrash to confirm damage even if the opponent breaks out. Sadly this won’t be the case in UAS, but at least we’ll be able to trade hits in the air. shrugs
I searched using “tatsukapu” as keyword since tatsunoko vs capcom showed less results in pixiv. Actually, the fanart here are also results on using tatsunoko as a keyword.
If you’re a pixiv user, you can view hi-res versions of the art.
Hey guys. I just realised there’s proof of PTX’s shield mechanics in this old video.
Check around 0:56
Chun Li switches in to Ken. Ken comes in with a fly kick. PTX blocks it with 5A for an immediate counter. Takes no damage and it also gives the guard spark too.
At 0:36, it happens less obviously to Chun Li’s lightning legs, proving that PTX can use this to escape from damage while being hit when he couldn’t usually block.
Christ they suck. 4P blocked and countered with another 4P? 4P blocked and countered by just standing there? At least mash some fucking buttons, what are you thinking?
Don’t say it sucks. I can see it being quite useful already.
He can use it to cancel out of anything into anything. It’s essentially a roman cancel due to how fast it seems to be. That means that if you use it in combos you’re going to get back all the meter you just used to set it off in the first place.
So zero is going to be like…standard ground string into assist into standard ground string # 2 into baroque into standard ground string #3 into Sougenmu into standard ground string #4 into launcher. Hoo boy.
Mach speed was always like that if I recall correctly. It certainly doesn’t continue if Joe misses with the first punch. This was always one thing I didn’t like about it. (but then again you should only be using it to continue combos anyway)
anyway, those hitty supers are never much good for chip damage since their chip damage can be negated with advanced guard. I don’t think single-hit supers and specials can be gimped for chip damage by AG though.
I don’t think it does. I can’t test at the moment due to my freeloader being busted (stupid wii updates)
Anyway, watching that second video, we see that zero’s Rekkouha is capable of doing a whopping 23000b damage if everything hits. The opponent seems to need to be in the air for this to work, and up close. Hmmm…
I find some of the new stage-specific themes catchy and appropriate. I will miss hearing Joe’s theme, but most of the themes in old TvC felt a bit bare bones to me. Things like Casshern’s theme and Yatterman’s could have used a better remix.