Shoto Posted November 27, 2006 Posted November 27, 2006 I believe the only moves you could call untechable are those who have the walbounce property, as the chara will end down on the floor no matter what height.. Can someone confirm that? (I remember that "flashing orb" move of Anji that got me grounded even after a dust combo that went high into the air and that triggered a floor bounce)
Teyah Posted November 27, 2006 Posted November 27, 2006 Not true: moves like Johnny's j.D and Millia's delayed Disc both have wallbounce and are techable afterwards (or before, depending on positioning). Floorbounce moves like Sol's Bandit Bringer or Chipp's "Banzai" are certainly techable as well.
Hatred Edge Posted November 28, 2006 Posted November 28, 2006 Alright, I got a question. Don't know if its been asked before but, is jump cancelling upon block a good move? i.e. Order Sol 5S>5HS Ky blocks HOS 5HS and I jump cancel it away from Ky.
Koozebanian Fazoob Posted November 28, 2006 Posted November 28, 2006 Well, the thing is that if you can force them to block a normal, you can probably continue into a mixup or pressure from there because you are already on the advantage. Why give up the advantage when you have it? Not saying that there aren't cases when you would want to do this though. Run away characters could use long JCable pokes to IAD backwards safely.
Lucy Boy Posted November 29, 2006 Posted November 29, 2006 er...i'll ask again...sorry if this is really stupid... how do you use the sp colors? ^_^" thanks in advanced.
Rinsuku Posted November 29, 2006 Posted November 29, 2006 You have to do all of that character's mission and you get sp colors. Then you press start, press right and go to sp. Then pick a button..
Hatred Edge Posted November 30, 2006 Posted November 30, 2006 How do I use jump-cancel since it has advantages. I'm mainly using Sol/HOS.
Climhazzardous Posted December 5, 2006 Posted December 5, 2006 How do you unlock Justice and Kliff in Slash?
rtl42 Posted December 5, 2006 Posted December 5, 2006 i think one way is to beat them in survival mode, and another way is to just leave the game on for some umpteen hours or so.
Wengan Posted December 5, 2006 Posted December 5, 2006 How do I use jump-cancel since it has advantages. I'm mainly using Sol/HOS. the most is fuzzy guard , or to cancel a laggy j.hs move like pot. a good example is this, ky knocks you down at the corner with his 236k. He does 236D frc and does j.s .Here has 2 parts to what he can do Part1- after j.s , he does j.s j.hs and you have to block high part2 - after j.s , he lands and does c.s k his fast and good low. Block low =/ mix up FTW I believe you know the advantages of doing j.s very close to the ground right? ;o
Zoogstin Posted December 5, 2006 Posted December 5, 2006 Here is something that has been bothering me. What is it about some characters and their 2K's or whatever low attack that prevents wakeup grabs?
Koozebanian Fazoob Posted December 5, 2006 Posted December 5, 2006 There is nothing about 2K (or any low attack) that prevents reversal throw.
Alcyon One Posted December 5, 2006 Posted December 5, 2006 maybe you're thinking of players baiting for a wake up throw by laying a meaty at a distance slightly out of the waking character's throw range.
Zoogstin Posted December 9, 2006 Posted December 9, 2006 It doesn't look too far for a throw in fact they're right on top of me. Character is walking or running up to me and they appear close enough to throw, so I attempt to throw them and they do a low attack and it ends up beating it.
RedBeard Posted December 9, 2006 Posted December 9, 2006 If they're right next to you, you can throw them no matter what if you time it right(1 frame).
Koozebanian Fazoob Posted December 9, 2006 Posted December 9, 2006 Assuming they are not in a state of ground-throw invincibility of course. Some characters have invincibility to throws on normals.
4r5 Posted December 9, 2006 Posted December 9, 2006 I don't think there are any low hitting moves with throw invincibility. But yeah, it either has throw invincibilty or you missed the timing. Or they're out of range.
Koozebanian Fazoob Posted December 9, 2006 Posted December 9, 2006 Can you throw Dizzy's 2D? I actually have no idea.
RedBeard Posted December 9, 2006 Posted December 9, 2006 Erh sorry yeah I meant low normals. Stuff like OS's 6K/May's 5K etc have throw invincibility. I don't think any 2K's have throw invincibility.
shinquickman Posted December 9, 2006 Posted December 9, 2006 Maybe some lows might have that weird crossover effect like Sol's 5H. Dunno.
reaVer Posted December 10, 2006 Posted December 10, 2006 crossup you mean? Doesn't affect normal throws, most command throws track opponents, so it wouldn't work on those either. Thing is, on wakeup, you have 1 frame to push the throw button, any other timing will miss against a meaty.
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