Target combo 2 - junp cancel - throw buggy?

武俠派武俠派 燈火闌珊處Joined: Posts: 622
I just got the game yesterday on PC, I believe target combo 2 is st.MP - st.HK right? When I jump cancel and follow up with an air throw, it seems to fail 50% of the time and I get a light kick or light punch instead. I have 100% success with air throws if I'm close enough after a scramble mix up, but air throws after the target combo just doesn't want to work properly. Is this a known issue or am I doing something wrong?

Comments

  • KhentimentiuKhentimentiu Scrub-tacular Joined: Posts: 417
    Working fine for me.
  • exploidexploid Joined: Posts: 495
    武俠派 wrote: »
    I just got the game yesterday on PC, I believe target combo 2 is st.MP - st.HK right? When I jump cancel and follow up with an air throw, it seems to fail 50% of the time and I get a light kick or light punch instead. I have 100% success with air throws if I'm close enough after a scramble mix up, but air throws after the target combo just doesn't want to work properly. Is this a known issue or am I doing something wrong?


    When you do a normal jump into air throw, you can kara the jump normals into the throw. So you dont need to have clean inputs. After target combo and possibly EX scramble break you need to have clean inputs.
    Hi!
  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    Working fine for me.

    cool av props
    CARACOLES
  • 武俠派武俠派 燈火闌珊處 Joined: Posts: 622
    exploid wrote: »
    When you do a normal jump into air throw, you can kara the jump normals into the throw. So you dont need to have clean inputs. After target combo and possibly EX scramble break you need to have clean inputs.

    Was this intentional or an oversight? Kind of feels like the latter to me, but either way any other options besides air throw after target combo 2? I hate that I'm missing the throw half the time and I'd rather do some consistent damage from the target combo.
  • exploidexploid Joined: Posts: 495
    武俠派 wrote: »
    exploid wrote: »
    When you do a normal jump into air throw, you can kara the jump normals into the throw. So you dont need to have clean inputs. After target combo and possibly EX scramble break you need to have clean inputs.

    Was this intentional or an oversight? Kind of feels like the latter to me, but either way any other options besides air throw after target combo 2? I hate that I'm missing the throw half the time and I'd rather do some consistent damage from the target combo.

    Yeah pretty sure its something that slipped past them. Honestly just practice your inputs and you should get air throw every time. If you are really struggling i guess you could rebind a button to throw. Alternatively you can do MP sting. Does more damage, meter and stun. But you lose pressure after. You have to do walk forward MP sting on some characters.
    Hi!
  • NiahNiah Joined: Posts: 678
    air throws have height restrictions. you're doing it too early
    I like ponies.
  • 武俠派武俠派 燈火闌珊處 Joined: Posts: 622
    The height didn't seem to matter at all when I experimented in training mode, I still get the occasional light kick or light punch when my inputs aren't perfect. Can we have Capcom fix this?
  • NiahNiah Joined: Posts: 678
    if the commands plinks, it should be fine since you kara'd it. but if not, it will always fail. so make sure the grab is near perfect.
    I like ponies.
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,516
    You can't kara anything during the "ex break jump" script that runs during any of her jump cancels
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • 武俠派武俠派 燈火闌珊處 Joined: Posts: 622
    This seriously needs a fix I think, so many close matches all because I missed the perfect input.
  • MotMMotM Joined: Posts: 856
    So input it perfectly.

    It's just two buttons at the same time. It's not like you're even trying to do it in a tight situation. You're just doing a target combo, and then a second later pushing two buttons.
  • 武俠派武俠派 燈火闌珊處 Joined: Posts: 622
    MotM wrote: »
    So input it perfectly.

    It's just two buttons at the same time. It's not like you're even trying to do it in a tight situation. You're just doing a target combo, and then a second later pushing two buttons.

    I think you misunderstand, if I press the buttons together and it isn't frame perfect, a lp or lk will come out instead of a throw. I thought it was my buttons failing but I can do it with 100% success after a scramble - hp mix up or with any other air throws; Decapre or any characters.
  • MotMMotM Joined: Posts: 856
    Everyone understands all of that.
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,516
    use a throw button if it's that much of an issue.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • 武俠派武俠派 燈火闌珊處 Joined: Posts: 622
    Sorry, I just thought it was an unintended oversight that should be amended. Didn't mean to make it seem like that much of an issue.
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,516
    it's definitely a bug, I submitted it to the bug thread
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Mike RobertsonMike Robertson Joined: Posts: 942
    hmm i have never had trouble with it at all i dont think i have ever missed it once. are you jumping forwards? i find when you do string fadc air throw in the corner it will whiff, she will sail right through (just have to neutral jump instead)

    also in corner you can hit cl st MP almost instantly after and you will reset them and you can dash underneath them, scramble mixup, overhead, w/e you want, that is honestly the best option to keep pressure on.
    STEAM: OG_Rawbertson (CFN: OG_Rawbertson)
    PSN: OG_Rawbertson (CFN: Rawbertson)
    Honda / Birdie
  • 武俠派武俠派 燈火闌珊處 Joined: Posts: 622
    hmm i have never had trouble with it at all i dont think i have ever missed it once. are you jumping forwards? i find when you do string fadc air throw in the corner it will whiff, she will sail right through (just have to neutral jump instead)

    also in corner you can hit cl st MP almost instantly after and you will reset them and you can dash underneath them, scramble mixup, overhead, w/e you want, that is honestly the best option to keep pressure on.

    I miss it about 50% of the time after a jump cancel follow up from st.mp - st.hk target combo, everything else I can get it 100% of the time. I also know about the corner issue. I think the real problem was mentioned by Veserius 9 posts down from my original post, that her script after a jump cancel does not allow for kara'd throw inputs. Judging by some of the posts here I suspect I'm probably just bad at pressing two buttons perfectly together.
  • Mike RobertsonMike Robertson Joined: Posts: 942
    funny thing is i actually missed it for the first time last night lol right after i posted this
    for the minimal damage that the throw actually adds to it, if you have the chance i would definitely go for the reset in the corner. i normally just go for this combo after i have stunned my opponent so there is an even greater reason to use it in that situation.
    STEAM: OG_Rawbertson (CFN: OG_Rawbertson)
    PSN: OG_Rawbertson (CFN: Rawbertson)
    Honda / Birdie
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,516
    104 damage and crossup j.hp, or 56 damage and crossup stomp.

    tough choice.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Mike RobertsonMike Robertson Joined: Posts: 942
    are you trying to say you would rather get 104 dmg + a cross up jump hp setup off the air throw than go for the 56 damage st mp reset where your only option is cross up stomp (which its not) or am i missing something
    STEAM: OG_Rawbertson (CFN: OG_Rawbertson)
    PSN: OG_Rawbertson (CFN: Rawbertson)
    Honda / Birdie
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,516
    edited September 2014
    50/50 j.hp is stronger than any air reset scramble mixup

    Also you have to factor in not just tc air throw but your other options.

    TC is usually landed as a punish, so tc cl.mp has to be compared to extended combos. tc cl.mp vs. cl.mp, cr.hp, hp is a valid comparison
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • Mike RobertsonMike Robertson Joined: Posts: 942
    Interesting I will try that combo out and will experiment with xup jump HP more. Didn't realize that was a better meterless combo. But do you think the knockdown is more valuable than the damage? I guess it would really depend on position and matchup
    STEAM: OG_Rawbertson (CFN: OG_Rawbertson)
    PSN: OG_Rawbertson (CFN: Rawbertson)
    Honda / Birdie
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