Dodeka
30
[media=youtube]YleKwJfCWWs[/media]
You can use assist to cover both the throw, and gap’s between round trip hits to have a strong lockdown/Chip setup. In the same case, RT glitch amplifies combo’s allowing for more meter gain and damage.
[media=youtube]qwg3g0917B8[/media]
Example of the RT glitch used in a combo.
So I’ve been in training mode for the past hour and I’ve only managed to get this about 3 times. Any tips you guys can give me other than practice, like visual indicators?
^this would be good having similar problems, i can only get it consistently off stinger. a break down video of when to release in each normal? not like he has that many.
^^It’s literally just “during the hitstop of your normal” guys. When to release on each normal would just be…when the normal hits.
Dodeka
34
A breakdown video might be whats called for. Sadly, I lack recording equipment. Either way, it’s still just one of those things that are a lot more simple then it’s perceived.
Tragedy
35
For those having trouble, you could quite possibly be doing it “too fast.”
Try doing it by using M or H to charge and do it during the near imperceptible hitstop of L. I could do it for 10 reps that way long before I could do it with any other button.
If you still can’t get it… meh… you don’t honestly NEED to know how to do it imo.
This shit is pretty cheap. I learned it in about 10 mins of practice in training mode. Since this is my first time playing the game it’s pretty simple. You have to get a feel for it. Visually? You’ll need your own way of finding out. But physically your body will remember it once you continue to hit it correctly off of a rhythm. It’s very easy once you figure out your rhythm off of M, into H, try a 3 tap sound. Example your first two taps are M,H right after the H hits release L but then tap L again to hold the charge but it’ll also continue your rhythm. I hope this helps out in some way. From there hitting it off of combos will be the tricky part.
Rt glitch is easy . Its like the easiest version of bridgets yoyo glitch from ggxxac. I’ve Bern using it in combos consistently for a week now. I also re optimized spiral swords reps with it. Gonna record it when I get a chance.
Also its easier in combos than doing it on block.
Using stand s to start the glitch makes it almost undroppable
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Lanzoma
38
So, lots of talk about how hard and not viable it is(n’t), but almost nothing about practical applications.
We should be finding better BnBs, pressure strings, how to deal with people violently pusblocking and what counters exist to avoid getting mauled by them. There’s probably also good incoming setups given how BS standing :h: is.
The biggest problem is the roundtrip startup time, which is enough to give plenty of characters a viable option (how many frames is it?). Assists should cover this gap, so it’s not a big deal, but if you don’t leave a small gap between the round trip coming back and your teleport, you won’t have the same assist available for the next set…so this is a good time to RS -> Swords.
I’ve gotten blown up by cross-counter Haggar lariat. Since there are many assists that allow you to combo from a cross-counter, this is the main counter outside of XF I can see…it’s dangerous because some will convert into a happy birthday.
^^Actually assists still reset in continuous blockstun. If the opponent doesn’t pushblock you can get infinite blockstrings with the same assist and RT glitch (which is why we need better ways to punish pushblocking Q_Q)
Yeah because vergil isn’t broken enough as it is that he needs to be glitched as well. OP you’re fucking retarded sorry.
here’s the match between Padtrick and Wentinel at Aftershock. its from awhile ago but its the best example of the glitch being used in a real match that i’ve seen. the match starts at 4:08, and at around 6:22 Padtrick uses the glitch to do about 4 reps of roundtrip blockstrings to chip Wesker out from like 50% health. pretty insane.
the easiest normals for me are st.H and Stinger, and i find that if you release EARLIER than you think you should you get it more often, and make sure you re-hold the button as fast as possible. i play on a pad and have L assigned to R2 so i can futz around with buttons easily while holding RT and it works great i basically twitch my index finger right after i hit circle. you should be calling an assist as you release to cover the startup time. its not a huge deal if you dont maintain the charge because you begin charging the next one immediately anyway so as long as you delay your offense a bit the next one should be charged for your next blockstring. theres really no reason to not go for it everytime you release roundtrip after any normal whether you’re in a combo or not.
is there a way to utilize the RT glitch without assists? I play Vergil as my anchor, so I don’t usually have that luxury
Typically you aren’t going to want to waste your time RT Glitching in XF3 ( unless your opponent has no X-Factor, you have a lot of meter, and you just want to chip them out on their last character and not have to deal with getting an honest hit )<br><br>Technically, theres a gap between Stinger XX Round Trip when your opponent can punish, but most people are going to pushblock stinger or try to jump out of your setup rather than watch for the punish, but that just depends if you wanna risk the dice roll on if your opponent knows/can execute the proper punish. <br><br>Of course thats just without X-Factor, perhaps in XF3 its not punishable at all. <br><br>Its also used in his max damage BnBs in certain confirms if you want to learn it for that purpose. <br>
if st.H and stinger connect at or near their max range before you release its real hard to punish without something extremely fast (several supers will roast you though). and like TenguEgg said more often than not your opponent will want to pushblock you the hell off of them, which makes it almost impossible to punish with anything OTHER than supers. if you have spiral swords up you should be totally fine if they don’t pushblock. this makes Rapid Slash->Spiral Swords->RT glitch a real easy and safe setup for chip damage. another thing is if you know your opponent is capable of punishing you could try releasing the Round Trip after different normals like st.M or upper slash to try to throw them off.
Do u need both assists available to keep longer block strings? or will your first assist be available in order to continue the block string? I’d like to do this with captain america (shield slash ) and doom (hidden missiles) but i’m an old man who needs the info just put out in writing. Can someone give me pointers? I"m assuming something like stinger+shield slash, RT glitch, teleport M, cr H, stinger+ missiles, RT glitch? would that even work or would my opponent be able to hit doom? if someone is familliar with a chip sequence with RT glitch and doom missiles please let me know.
Whether or not your 1 assist will refresh in time just depends on how long the assist takes to come out and leave (for example, it works with Taskmaster’s horizontal arrows, but not with Sentinel Drones because Sentinel just stays out too long). Just try it out with shield slash to see if it works.
Calling Hidden Missiles there wouldn’t cover the gap between stinger and round trip glitch.
cjaycr
47
With missiles you need to call it during a RT throw to cover the next throw. If you get a raw throw off with missiles out you can manually charge the next one and throw it while missiles are hitting iirc. I was messing around with the glitch and missiles the other day using stinger+judgement cuts to fill in the gap between RT returning and missiles landing. Pretty decent.
For round trip glitch chip setups with missiles:
Rapid slash xx spiral swords blocked (hold L) st. H xx judgement orb, stinger into glitch. Timing works well with the missiles and you can get some wacky confirms.
Assuming that’s what you meant. Though honestly DT vergil + missiles >>>> spiral swords + missiles
that’s exactly what i mean. Which version of judgement orb do u use? I’m assuming M?
I’m fairly new to vergil so I"m just looking for options to keep pressure on my opponent. What makes DT + missiles better than the swords chip? is it just because it isn’t a true block string when in DT so I can open my opponent up easier if he isn’t advancing guard or something? REally green to the character so any advice I could get would be very helpful