[KOF XIII] K'

GuyMcPersonGuyMcPerson Joined: Posts: 647
Hey all, new to the game (street fighter player like I'm sure a lot of us are) but K' is one of the ones that I've stuck with. I really like his play style, dem insane corner carries and the way Ein Trigger works so he's probably the one that is solid on my team. I didn't see a K' specific thread so I decided to rip off all the others and make one.

If anyone can help me, or if yall have opinions, I got a few questions.

His best position on team? I use him on anchor right now just cause he's the only one I can consistently do HD combos with (since I haven't nailed down which other two I want yet).

What's the best, or your favorite way to go into HD mode? I'm having trouble doing the cr.b, cr.b, st. b xHDAx into st.C right now, it's not the actual hit confirm but the link into that st. C afterwards seems really tight. Right now I just do jump in, st.c x f.a HDA st.c whatever, and that's real easy but obviously it would be nice to have something hit confirmable off a low.

Oh, and last, is the Second Shell anti-air followup to the trigger safe on block? I sometimes feel like doing jump in, cr.b xx trigger xx second shell so i'm still close enough to do the corner carry bnb, but it's hard to hit confirm without the extra cr.b.

Anyways, those are some of my nubby questions so if anyone got any input or something else to discuss that would be just swell.

Comments

  • Reiki.KitoReiki.Kito Joined: Posts: 410
    K' is always first on my team, but I move him around depending on my opponent.
    I don't usually use HD mode with him because it's much more committing to do now that he can't carry midscreen to the corner. However, I usually make my life simple and do st.C, f+A, [HDA] st.C, f+A, qcf+AC, f+D .....

    And that usually is the end of that.

    The Second Shell is not safe on block. It's also really not safe on whiff either. If you space it properly, you might get away with it, but point blank? No way, should always just let it ride with Ein Trigger if you're point blank or throw out a fireball if you're closer but not point blank.
  • Mr. XMr. X Non Stop ∞ Climax Joined: Posts: 20,004 ✭✭✭
    "You are all just as bad as the people you hate. You're only interested in characters based on tears." - Since1717
    NO STREAM = DEAD GAME
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  • GuyMcPersonGuyMcPerson Joined: Posts: 647
    K' is always first on my team, but I move him around depending on my opponent.
    I don't usually use HD mode with him because it's much more committing to do now that he can't carry midscreen to the corner. However, I usually make my life simple and do st.C, f+A, [HDA] st.C, f+A, qcf+AC, f+D ......

    What do you mean he can't carry midscreen? I've been practicing st.C x f.A (HDA) st.C x trigger f+D, qcb+d x2, dp+a x qcb+d x2, etc. I usually just do the dp+a x qcb+dx2 loop over until the end, then i do dp+a xx Ex chain drive. I see in the combo videos they often mix in dp+a x qcf+c, f.d, f.a, chain drive but I can't for the life of me get the dp+a x trigger cancel to come out consistently. Also, I wish the people who make these combo videos would turn on inputs more often >.>

    I think i'll just get into the habit of doing regular hit confirms and using ex trigger if I really wanna corner carry since the shell isn't safe.

    What's his best crossup and are there good ways of setting it up? I hear his throw lets you set it up but I can't get either hop to crossup and the jump goes too far. I've been using j.b to crossup.
  • Reiki.KitoReiki.Kito Joined: Posts: 410
    The issue is that you need distinct timing and speed to get the qcb+D x2 to come out or it won't combo or even come out properly. Outside of that, he can't carry to the corner without meter like he used to.
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 311
    K' has HD corner carries that don't take any meter.

    cl.C f+A (HD) cl.C f+A xx [dp+A (1) (HDC) qcb+K qcb+K ] xn

    cl.C f+A (HD) cl.C f+A xx qcb+K (quickly whiffed) qcb+K, [dp+A (1) (HDC) qcb+K qcb+K] xn

    You can use cl.C (HD) cl.C if it's easier, but there isn't any need for K' to spend meter to corner the opponent in HD mode. I go for the dp+A starter since it's the easier, but you have to make sure K's deep so that it doesn't whiff.

    And for the final dp+A xx qcf+C ender, I do 6236+A~C and it works.
  • FakeVariableFakeVariable Bring CvS2 back Capcom...it's time... Joined: Posts: 36
    When not in HD mode if you want to do dp+A, qcf+C you can input the dp+A as hcb,f+A or f, db, f+A. There are probably other short/longcuts you could use too, but these seem to be the easiest. I have heard you can f, d, df+A, f+C, similar to how it is done in HD mode also, but I haven't been able to get it work like that myself.
    FACT: CvS2 is the best game ever.
  • Reiki.KitoReiki.Kito Joined: Posts: 410
    Those are the two things I'm working on: Doing dp+A (1), qcf+C and qcb+D x2 after st.C, f+A. You actually can, if you're good at it, do st.C (2), f+A, and still follow up with qcb+D x2
  • GuyMcPersonGuyMcPerson Joined: Posts: 647
    Sorry, what I meant when I said the qcb x2 was getting the first hit and whiffing the second one to shorten the recovery, not comboing into the low from f+a, cause that is damn hard.

    What's wrong with starting off the HD combo (after its active) with cl.C x trigger, f.D? I've tried it a variety of times and it consistently landed. I didn't change characters or anything so maybe there are some characters with smaller hitboxes but it seems like a good start.

    Oh, and as far as the dp xx trigger goes, i've actually been doing as you said, f,d, df+a, f+c and the timing is almost like a plink. I haven't got it very consistent though so I'd rather do what I can land under pressure for now.
  • Reiki.KitoReiki.Kito Joined: Posts: 410
    I also have been playing around with K' normals this morning and I need some help! If you guys can set K' as a dummy and do the following string on record: d.B, st.B, (on the earliest frame) far C.

    Then use any character you have, get up in K' face and run the recording. Aside from DP or a super, on hit, can you guys reversal it using normals? I think this can be a sort of psuedo frame trap. Aside from poking, st.B has no other uses. What I'm finding is that on block and on hit, it has a little longer blockstun than st.A and you can delay in your heavy moves. They won't combo, but they come out fast enough to screw with your opponent's timing.

    List the characters you tried and what worked. Then we can decide if it's worth a shot in gameplay. Thanks in advance

    Note: Supers with invincibilities or DPs with invincibility are not included because that's self explanatory so most EX moves are not listed as well. You should usually assume this won't work against supers or EX moves that have fast/invincible start-up.

    List of characters and their options against d.B, st.B, far C
    Kyo - d.B (d.A will whiff so can't combo), st.A, st.B
    Benimaru - d.B, st.B
    Daimon -st.A, st.B, hcb,f+P, dp+K
    Duolon- st.a, st.C, d.A, qcf+P
    Elizabeth- st.a, d.B, qcb+B
    Shen - st.A, far C, qcb+K, qcb+A
    Terry - st.B, d.B
    Ryo - st.b, f+B (Parry), d.B, hcb+B, d.C
    K' - d.B, st.B st.A
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 311
    I believe st.B is alright for HD hitconfirms as mentioned, and I've seen what looked like a bypass with cr.B cr.B st.B (HD) dp+A into the loop. And unlike st.A it hits crouchers so it's a decent little checking move.

    If doing a light into HD is hard with K', he can start HD from corner combos for 1 super stock:

    cr.B cr.B xx qcf+P > f+D, hop j.BCD xx qcb+BD, dp+A (HDC) qcb+B...

    cr.B cr.B xx qcf+AC > f+D, f+A (BC) dp+A (HDC) qcb+B...

    Ending with his NeoMax is the way to go if you want damage now, by the way. EX Chain Drive isn't as good as in Arcade.
  • FakeVariableFakeVariable Bring CvS2 back Capcom...it's time... Joined: Posts: 36
    going into HD from cr.Bx2 isn't that bad with K'

    cr.B, cr.B, (HD) s.C(1), f+A (optional), dp+A(1), (HDC) qcb+D, qcb+D, etc...
    or
    cr.B, cr.B, (HD) s.C(1), qcf+A, f+D, qcb+D, blah blah blah...

    You just have to do the activation early or whatever so that s.C comes out from the BC activation. Both these methods work from anywhere, however the most reliable way is to omit the f+A from the first method and go straight into dp+A from s.C(1). Also, if s.B comes out after the activation instead of s.C the rest still works the same way.

    Edit: Also, for that j.BCD xx qcb+BD method, you can just do j.BC instead of j.BCD and then do j.qcb+BD off of the j.C that comes out.
    FACT: CvS2 is the best game ever.
  • Reiki.KitoReiki.Kito Joined: Posts: 410
    I believe st.B is alright for HD hitconfirms as mentioned, and I've seen what looked like a bypass with cr.B cr.B st.B (HD) dp+A into the loop. And unlike st.A it hits crouchers so it's a decent little checking move.

    You're right. It's a nice means of confirming into HD, but that requires full bar and atleast some drive meter for some decent damage. What I'm talking about is pressuring people and deception. Because st.B causes longer hit stun than say a d.B or a st.A, I'm suggesting using it to try to get people to press buttons when they shouldn't. On block or on hit, if someone tries to counter your next move, they'll be unable to unless they time their reversal (or it's invincible).

    HD activation is a good option for big damage, but I feel this line of thinking sets you up for it, but you can do this when you don't have the meter. Since K' is a usual first in my team and others, I think that looking for ways to trick people into punishing you when they can't will be easier ways to hit people.
  • Drizzle BubbleDrizzle Bubble FADC TAUNT Joined: Posts: 492
    Got K' first on my team. I read somewhere that he was execution heavy. :/ I disagree. Maybe I'm not using him properly? Haha. The double qcf thing doesn't bother me. LOVE THIS GUY, though!

    884689-7GZWCME.jpg

    My FUNKY K' skin. XD
    SKULLGUUURRLLLSSSSSSSSSSSSSSSSSS - PARASOUL, FILIAAAA
  • ShoryukenLamShoryukenLam Joined: Posts: 2
    Hi I'm having trouble connecting his Crow Bites uppercut C. version Arcade-Stick-Dp.png Arcade-Button-Punch.png after his Narrow Spike for this combo Arcade-Stick-Qcf.png Arcade-Button-Punch.png>Arcade-Stick-Right.png Arcade-NeoGeo-D.png>Arcade-Stick-Qcb.png Arcade-Button-Kick.png>Arcade-Stick-Qcb.png Arcade-Button-Kick.png>Arcade-Stick-Dp.png Arcade-Button-Punch.png>Arcade-Stick-Right.png Arcade-Button-Kick.png. I've been trying to get the Arcade-Stick-Dp.png Arcade-Button-Punch.png to connect for the past 2 hours with no luck and I'm starting to get very frustrated. I see a lot pro gamers use this combo on youtube vids as their main combo for K'.
  • phoenixnlphoenixnl Joined: Posts: 541 ✭✭✭
    The images don't work. But, in the console version C version can't connect after narrow spike anymore, I believe. The reason why you see pro's do it, is because most of that footage is arcade footage.
  • ShoryukenLamShoryukenLam Joined: Posts: 2
    Ahhh no wonderrrrrr!!! I wish someone would've told me earlier! Ahahaha I was like trying and trying hours on straight to get it to connect. The A. version connects though but it seems my problem is trying to get his narrow spike to come out quicker but not so much quicker that the first Minute Spike doesn't come out. lol good thing you told me now, otherwise I would have spent another 3948739487 hours trying to figure it out!

    Oh reallyyyy they dont show up?? I'll check my other computer to see if its a browser problem. Basically the images were the directional inputs for the combo for his qcf+A -> f+D -> qcb+D -> qcb+D -> f,d,df+C -> f+D. This was the one I was referring to with trying to get the f,d,df+C -> f+D to connect
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 311
    DP+C doesn't connect from the standard second shot juggle. You can get it to connect after EX moves, but not really in his BnBs anymore. The A dp gives you better oki at least, or you could go for a hitreset of sorts since you aren't sacrificing much damage.
  • ComboCrafterComboCrafter Just a guy... Joined: Posts: 71
    hey ive got this good mid screen carry combo.
    j.C->st.C->f.AxxA+Cxxst.C->E.X. Trigger->f.D-> j.CDxxqcb+BD->(dp+Axxqcb+D->qcb+D 3x)->dp+AxxHeat DrivexxHyper Chain Drive
    But in the corner you can use normal Trigger instead of E.X. Trigger, less damage though.
    Give me your opinion on the combo.
    /SSFIV:AE\
    |Juri/Evil Ryu|
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 311
    Most prefer not spending meter on the corner carry part since you can do dp+A > qcb+K > qcb+K anywhere for a simple HD loop. You could also start it from a fast qcb+K x2, though I personally find that a little harder. Otherwise you'd wanna save that one meter for starting HD combos in the corner using a bypass into his anywhere juggle, like:

    (footsie ein trigger hit) > f+D, j.BC > qcb+BD, [dp+A > qcb+K > qcb+K] Xn
  • Reiki.KitoReiki.Kito Joined: Posts: 410
    DP+C doesn't connect from the standard second shot juggle. You can get it to connect after EX moves, but not really in his BnBs anymore. The A dp gives you better oki at least, or you could go for a hitreset of sorts since you aren't sacrificing much damage.

    Piggybacking on this, there are exceptions. At certain spacings near the corner, you can do C Crow Bites after a minute spike loop. You can also do it if you anti-aired someone with Ein Trigger into Second Shell. They get knocked high enough so that it hits. You can also do it if you hit someone in the air high enough with a grounded minute spike.

    There are all kinds of funky exceptions that can give you the edge if you're aware of them.

    @Sparkster: Maybe it would be better to explain what types of oki you can get off of dp+A. I play him a lot, but even I don't get how that works considering dp+C is a hard knockdown. Thank you in advance.
  • ComboCrafterComboCrafter Just a guy... Joined: Posts: 71
    hey can you guys tell me any other methods for putting jump CD into a combo. i would love the help.
    /SSFIV:AE\
    |Juri/Evil Ryu|
  • Reiki.KitoReiki.Kito Joined: Posts: 410
    Jump CD? Well, you can, in the corner do it after every Ein trigger juggle. If you have enough meter, you could do d.B x2, qcf+A, f+D, j.CD, (in the air) qcb+BD, dp+A (1 hit), [DC] qcf+C, f+D, j.CD => Etc. As long as you have meter and drive, you could keep doing this over and over. Could work pretty well in HD mode.
  • ComboCrafterComboCrafter Just a guy... Joined: Posts: 71
    Jump CD? Well, you can, in the corner do it after every Ein trigger juggle. If you have enough meter, you could do d.B x2, qcf+A, f+D, j.CD, (in the air) qcb+BD, dp+A (1 hit), [DC] qcf+C, f+D, j.CD => Etc. As long as you have meter and drive, you could keep doing this over and over. Could work pretty well in HD mode.
    thanks man but i knew this already and i was wondering if there were other ways.
    /SSFIV:AE\
    |Juri/Evil Ryu|
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 311
    @Sparkster: Maybe it would be better to explain what types of oki you can get off of dp+A. I play him a lot, but even I don't get how that works considering dp+C is a hard knockdown. Thank you in advance.
    DP + C gives a hard knockdown, but you barely have any frame advantage. One of the only good options off of that knockdown is to walk backwards and forwards slightly (walking in and out of throw range) and then do a delayed or meaty cr.B or Ein Trigger, and if the opponent is really scared then go for the throw. This is basically the standard oki you get with Ken in 3S, sans parrying being a threat. You'd see plenty of this in old arcade videos, though you can't keep spinning Eins as easily anymore since it's not hella plus each time anymore. So the followup choices are fairly stiff.

    DP + A gives you a soft knockdown, but there's a lot you can do off of it based on the longer advantage and whether or not they tech the knockdown. Should they quicktech, you still have enough time to walk back and set up a footsie/delayed cr.B or Ein Trigger or whatever (such as whiffing a st.A in order to bait a counterpoke from then, but then hopping/cr.Bing them out of their poke). One huge difference though is if they tech, you can immediately go for a throw when they stand up. Land that throw, and you get a free safejump into more corner pressure, and even if they tech you've got them cornered at ideal Ein Trigger range. The next mixup based off this is that meaty cr.Bs become even more scary off a quicktech since you have to stand up to tech. The opponent may end up just wanting to take the throw and be forced into the hard knockdown to avoid this situation again, but if you can catch them trying to tech then you can hitconfirm whatever corner combo you want. Lastly, you wont always wanna go wild with the throw/low mixup since eventually the opponent will get desperate and try a DP or reversal command grab, but walking back a bit into that ideal corner lockdown range will take you outside throw ranges, and you could always try baiting the DP even when closer.

    If they don't tech, you an move around into whatever spacing you feel is best or even try timing meaty or safe hop, or even feel out a super meaty ein trigger to start out your blockstrings. Basically, do whatever spacial control or blockstring option that you want: walk back, then forward and throw a scared opponent, stagger some cr.Bs, try catching a hop with a delayed st.A or Ein Trigger, and so on.
  • Reiki.KitoReiki.Kito Joined: Posts: 410
    Thanks, I think that makes a lot more sense now that you've put your point in perspective. This is something anyone can apply with K' since he has to end most of his combos with A Crow Bites anyway.
  • Nagato/Kisame1992Nagato/Kisame1992 Dat "dropped combo" feeling Joined: Posts: 667
    How the fuck do you get Second Shell to hit more than once in a combo? I am having a little trouble with that. I know the body has to be at a certain height right? I can do crow bites+A, eintrigger+A, second shot loop but I cant get the 2nd second shell in a simple HD to work.
    KOF13 characters I play: Kim/Andy/Iori/Ex Iori/Joe/Shen/Ex Kyo/Hwa/Kyo/K/Ralf/Mature and the list goes on.
  • AwesomersaurAwesomersaur LAB Falken Joined: Posts: 2,042 ✭✭✭
    They need to be extremely close to the ground.

    Remember you do not need to do the HCBF motion for the DP into ein in HD, which makes it much easier.

    edit; oh yea, it's worth noting you can HD off an ein trigger > fD follow up by doing HD bypass TK EX minute spike.

    you can also hop/jump CD after the fD follow up, land, then bypass. Doing K's optimal HD you get 961 for 4 bars in the corner. Without a jumpin and a cl C > fA XX A Ein you get 900.

    double edit: wait, you're saying the second shoot is giving you trouble? the fD followup? You're hitting the C ein and the fD won't connect? Please elaborate, this is a problem I have never encountered.
    恐竜
  • Nagato/Kisame1992Nagato/Kisame1992 Dat "dropped combo" feeling Joined: Posts: 667
    They need to be extremely close to the ground.

    Remember you do not need to do the HCBF motion for the DP into ein in HD, which makes it much easier.

    edit; oh yea, it's worth noting you can HD off an ein trigger > fD follow up by doing HD bypass TK EX minute spike.

    you can also hop/jump CD after the fD follow up, land, then bypass. Doing K's optimal HD you get 961 for 4 bars in the corner. Without a jumpin and a cl C > fA XX A Ein you get 900.

    double edit: wait, you're saying the second shoot is giving you trouble? the fD followup? You're hitting the C ein and the fD won't connect? Please elaborate, this is a problem I have never encountered.


    Oh I end up getting it lol.
    I meant like this combo near the corner(bold is where I had the problem):
    2Bx2. A Ein Trigger, Second Shot(upkicks), minute spike > narrow spike, delay, A+Crow Bites, C Ein trigger, Second Shot, 6A, Chain Drive.
    That's where I couldn't get to work, but like you said they have to be closer to the ground, I can do it now but it's gonna take some time. It's some pretty strict timing and it seems to depend on the character as well.
    KOF13 characters I play: Kim/Andy/Iori/Ex Iori/Joe/Shen/Ex Kyo/Hwa/Kyo/K/Ralf/Mature and the list goes on.
  • Reiki.KitoReiki.Kito Joined: Posts: 410
    Been working off and on on that chain for a month or two. In HD mode, it's simple, but really hard outside of it. However, it's one of K' most damaging combos. With a j.C, st.C(1hit) starter, it's 544 dmg for 1 bar, 1 drive. That's a lot for a near corner combo.
  • Nagato/Kisame1992Nagato/Kisame1992 Dat "dropped combo" feeling Joined: Posts: 667
    Guaranteed safejumps off the following:
    - Anywhere normal throw, you can back up and normal jump then do A,B, or C(C or A may give you a crossup :)). Or you can just throw, stand for a couple frames, shorthop A or B(If you hyperhop and your opponent crouches, you can get trip guarded, be careful and make sure to normal hop).
    - Heat Drive also gives him setups if you don't do the OTG Minute Spike.
    - Any Chain Drive DM. However, If I do a normal Chain Drive, I usually A+Blackout. At this point you can either hop in, Ein trigger or poke the opponent. If in the corner, you should recover from A+blackout fast enough to do a 2B and be relatively safe(except from command grabs).
    - Any reset from Ein trigger followup in the corner. Just reset with a 5A or 2A and hop A/B/C/D.
    - C Crow bites.

    Also, from a normal throw, remember you can use ein triger to frame trap and you can actually do ein trigger> blackout followup for mixup. I use EX Ein as well since frame trap trigger is + frame advantage on guard regardless. Also near the corner, after an ein trigger reset, he can frame trap with 5C and since it is two hit, it is cancelable into ein trigger or blackout. Remember EX Blackout is invincible so never be afraid to throw that out. You can also get a normal throw, delay, ex blackout to come out on the other side(midscreen only or close to corner) and hit them there.

    Another thing to remember is that his 2A is + advantage on block, put this with some hop pressure with 8D or CD and a certain distance in the corner, you cannot be punished by DP attempts. Also, use 5B A LOT MORE, it can be HD bypassed, is 4 frames, and +1 on block. Poke them in the corner, force a jump, DP.

    Finally, since his 5A hits high only and does not hit crouchers, train the opponent to block your lows, then do something like 2B, 5A, GRAB. Or you can go low again, or backup nuetral hop CD. Lastly, 8D sometimes whiffs crouchers depending on your jump arc. Use this to force a high block and go low
    KOF13 characters I play: Kim/Andy/Iori/Ex Iori/Joe/Shen/Ex Kyo/Hwa/Kyo/K/Ralf/Mature and the list goes on.
  • Reiki.KitoReiki.Kito Joined: Posts: 410
    Just to piggy back.

    You also get a safe jump setup from Ein Trigger > Second Shoot. If you do d.B x(1~2), qcf+A, f+B and the fireball connects, you can quickly run at them. If they tech, you can hop and do nothing. If they don't tech, run in and hyper hop j.C. With proper timing, it's a safe jump.

    This is a bit more experimental and gimmicky. They probably won't fall for this twice. Immediately after you gain control of K' again from the Ein Trigger > Second Shoot, you can do qcb+B, qcb+B really fast and close the distance or just do one qcf+D. If you do, you can block safely and gain meter as well as close the distance. With the qcf+D one, you have to do it immediately. It's 4F DP safe so it can be used to bait responses.

    This is something Athena can do, or I've seen her do, but it's pretty dirty. On a throw, you can quickly do light version blackout. As they recover, you sweep them. If the sweep connects, you score a little extra damage and you're pretty far away from DP range and most far range normals will come out for characters so full combos aren't a problem.

    Not only that, you can immediately cancel the sweep into EX Chain Drive for a free super.
  • JohnDewJohnDew Joined: Posts: 37
    I know this is a really common problem that's already been discussed at length but what is the easiest way to get dp.A xx qcf.C f.D in HD mode? I've tried the f, d, df.A, f.C, f.D method to no avail and I have tried the hcb f.A qcf.C a little bit but it's not working for me either. Everything else about k is coming naturally to me but I get heat drive instead of Ein like all the time despite my best efforts. What do all y'all use? •__•
  • Reiki.KitoReiki.Kito Joined: Posts: 410
    In HD mode? You just hold forward after doing the dp+A and you get qcf+C once you press C instead.

    Outside of HD mode? You have to do a shortcut for dp and then do qcf+C. It's really a lot harder, but once you get what works for you, it'll be useful.
  • JohnDewJohnDew Joined: Posts: 37
    Alright, I will just grind it out till I find the timing then. I couldn't get the hold forward HD method to work but I will keep trying :] any notes on the dp.A f.C methods timing or button presses?
  • MAGUNITOMAGUNITO Brokeback Lover Joined: Posts: 77
    do f, qcf.A~C and hold the forward and C pressed down. If you are not getting it you are probably not going all the way to forward or pressing C too late :)
  • JohnDewJohnDew Joined: Posts: 37
    So it's sort of like I hit A when on the df of that qcf, then hit C on the f input like a plink or one of those aB kA bK moves in soul calibur?

    Edit: Totally works! My issue was trying to learn this while not in HD mode even though that's the only time I'd be using it anyway, all I have to do is f, d, df.A, f.C (hold) f.D. works so easy every time ;D
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