Hey man, don’t worry about it. We all do stupid things sometimes and I understood what ya meant. :razz: Anyways, I was wondering if anyone had advice on teching hits/pushblocking. I can only seem to do it when I mash the buttons.
For pushblocking, you have to register a certain number of button presses during the blockstun. I can’t remember the exact amount, I think it was aorund 4… but the strength of the last button you press, the one that actually triggers the push, determines how far away the opponent will be pushed.
between 3-6, each one bumps up the percentage that you will push up by 25%, starting with 25% to 100% if i recall
Ok, thanks. Now, do these need to be individual presses or can I just mash down on my pad really fast and get the same result? Just want to clarify.
its controlled mashing. try to get as many button inputs within a moment at one time.
on VC in training mode, I’ll make bbhood do a dashing mp, and practice teching & gcing(which I still cant do on the 1 hit nearly consistently
on a stick i go [rk, fp, mp, lp, lk]x2 fast as hell(so simpo).
the gc has to be done w/ buffering,
I’ve just added all this shit to the bottom of the first post at someone’s request. :tup:
Hmm, I just got this game for PSP. Does this have the same balance/character neutering as the DC version? Also, what exactly was changed in the DC version? From what I understand, the characters tweaking was a big change. I am playing VS again after a few years (when I first played the game, I had no idea that the combo/cancelling system was different from the VS games, so all I could do was chain into a sweep), and these advanced combos and tactics actually make sense to me now
damn… Im pissed, b/c a while back, I compiled a few of the VC changes, and it seems I’ve deleted them.
well, whats mainly changed were little(important) things. what mainly comes to mind, is that not all dash links work anymore. namely, lilith’s dashing lp/mk/mp, bb’s dashing mp, something on qbee… etc. Im being a bit lazy as’ve now but yeah… if you play those characters, know that your characters that much better in VS. :pleased:
I use Talbain, would my dashing hp be affected at all? :xeye:
in the dc VC, his d.mp, +d.hp link is still there. I dont know much else about talbain specifics that may or may not be there(at least nothing comes to mind)
Well, that’s cool. I wish you or someone else had Talbain strats. Talbain = t3|-| s3x0rz!!!111
in my dabbles w/ talbain, i can offer what i think.
w/ his hi priority mk, empty chaining j.mk->j.rk, or j.mk->j.hp
are things I do pretty often. the scrubs never expect the 2nd hit, and both his rk and hp have some decent priority too.
speaking of mk’s… his standing and crouching mk are both nice. great pokes, both are bufferable(though, not f+mk) although it may not seem so, his c.mk has more range than his c.mp.
i’ve seen the japs do a bunch of c.lks, then do a short dashing lk. nice quick overhead.
beast cannon(bc)… I recently just started implementing his air bc into my game. it catches alota pple off guard that like to do random shit on the ground. A blocked bc puts the opp. at frame advantage(duh), but theres something odd when you go for the extension, b/c gallon pauses a bit. so normally, If the momentum of the match is w/ me, i’ll go for the 1st block hit, stop, walk up and throw. It wont work against smart people, and I think bc-ing into the opponent in general isnt safe, even if you use the 2nd half of the bc to run away.
ES bc… this is the shit that needs more practice than the normal bc. once you land a hit, you gotta know how to keep the juggle with the rest of you what…5 bc extensions. or, you could juggle them for 4 or 3, and land, & juggle with rising claw(correct name? im talkin bout his uppercut)
Tho, because I cant juggle fully with ES bc(b/c im lazy to practice w/ him for that long still), I’ll use ES b/c to just b/c left and right of the opponent(so i’ll move from the opponents immediate left, to immediate right w/ the ES bc)
speaking of uppercuts, gallon’s is on the level of cable’s in mvc2. its charge friendly(there is no charge…heh), for charge retarded pple(like myself)… but, its priority doesnt have ST o.ken’s dp priority… definitly not. like cable’s AAA tho, I think i’m underratign it, and it does have its times where it will cleanly hit.
tho, talbain’s uppercut is just another reason why jumps are waay safer in VS than most other games.(chicken guard->counterattack… you win)
his hcf+kk super, Its nice… but b/c im a fag, i dont like using it…lol. alota kallera scrubs i play(and some none scrubs) will just use this super as soon as they get meter… dumb :tdown: I’ll give it its credit though, if you see some idiot flailing moves out like no tomorrow, use it(sparingly). But it seems like a super you’d use strictly for punishment.
A nice trick(im scared telling this b/c of its basicness) is knockdown the opponent(preferably in the corner), and provided you know they’ll roll toward you, throw out the dragon super in a spot ambiguous enough for the opponent to not know which way to block on wakeup. Really, now that i come to think of it, its a 50/50 sort of deal(eat combo if they block).
shit i wrote alot for not knowing proper talbain. :xeye:
i wish bizm & liquited would give advice too. they seem like they’re hording alot of their knowledge lol. maybe i’m just loud.
Some good stuff in there. :tup: I never really thought of his Rising Kick as that good of an anti-air, or at least not as good as say, Dimitri’s Demon Cradle or the Shadow Blade.
As for the Beast Cannon, there are a few things I like to do. The first one is I like to srart with an upward angled one and then come right down ontop of the opponent. And if it totally misses, you can go over the opponent at a downward angle and land on the ground quickly and at a safe distance. And with the ES version juggles. Just go diagnoally upwards but after each hit, change the direction while keeping it going diagnoally upwards. If you’re in a corner, you can go the same direction as long as it keeps them in the corner.
I also like to use his LP, MP, f, LK, MK EX in short chains. Does better damage and garenteed to hit unlike his hcf+kk EX.
Anyways, those are my strats, even though they aren’t that good. :xeye: Though…Talbain is still t3|-| s3x0rz!!!111
even demitri & morrigan’s dp’s get owned by chicken guard. i’ve been thrown out of morrigan’s dp!.
i also forgot to mention, gallon’s gc is one of the better ones imo. if he connects, he can go for the 2nd hit, which does decent damage. if his gc wiffs, he has the option to run away & the opponent loses momentum.
Chicken Guarding huh? I’ll try it, though…when I watch all my Japanese match videos, I never really see any of them doing it. :xeye:
Chicken guard works great for me :karate:
I see chicken guarding, “empty linking”(as ive christianed it), and iading. those are the 3 main forms of jumpins that i’ve seen.
& i’m understanding the juggle system more bit by bit.
you can juggle from special->ES special, or ES special->special(w/ supers appliccable). tho I’m pretty sure that its special case
I just put 1 vid up, but Its a bloody good one to make a post about. anyone wanting to see the bubble trap/seminf, and some good aubath, this is your vid.
Good stuff, :tup: too bad the video quality is a bit low. :sad:
ya… I dont know how to fix it. but content over quality in this case