GateofDestiny, post: 2538998 wrote:
Does this game have SuperFlash Input?
Say for example, Ryu dashes up close and unleashes a close-range ShinHadoken. During the superflash as he's focusing up, can I say press the input for Casshern's Catapult Knee, and then when the flash finishes and the hadoken goes off, my Catapult knee goes off at the same time, and since it has SuperArmor frames, it knocks Ryu away?
SamuraiPanda001, post: 2539002 wrote:
When you baroque prior to a VAR, does the increased damage count for the character you switched into or no? It'd be way too strong with that AND resetting the damage scaling, so I'm assuming no, but I've never tried it.
TaurusOxford, post: 2539003 wrote:
Not sure if this is the proper place to ask, but does anyone have any advice on fighting Soki with Zero? My strategy was to just rush in with zero and overwhelm him with speed while maintaing some range but it didn't really work and I got nailed hard. Help?
GHNeko, post: 2539005 wrote:
Stay higher than Saki.
Works for me.
GateofDestiny, post: 2539011 wrote:
Is all 5 meters of Hyper equal?
Say one is at Level4.
And the other is at Level1.
Will it take the level4 the same amt of meter building to reach MaxLevel5, as just from Level1-toLevel2? Or does the meters need more as it gets higher?
RP4, post: 2539021 wrote:
I've played this for about two weeks. It's the first fighting game I've ever taken so seriously besides smash.
I'm working and getting better every day. I can variable are rave and all that nuts thanks to good old training mode.
The one thing I am having trouble with is the variable counter. I know how to do it but I can't do it consistently. I think this is because I can't really practice it. It's not like I can set the CPU to mashing A or a dash attack to where I can learn the timing and follow ups. Basically, I need a good way to practice the variable counter. Can anybody help me?
wolfox_okamicha, post: 2539025 wrote:
Say, Tekka can't do double Ferriswheels right? Can you do a Ferriswheel -> brq -> Ferrishwheel?
durrrr, post: 2539031 wrote:
sorry just have some notation questions.
dont know what these mean.
ploppy, post: 2539035 wrote:
What is a reset, and why are they useful?
Zach, post: 2539034 wrote:
"dj." means "double jump"; "jc." means "jump cancel" <-- these two mean the same thing, some people use them interchangeably
"(2)" means " let the attack hit twice"
"j." means "jump"
"sj." means "super jump", this automatically happens when you press up from a launcher
Now, that specific notation is a bit ambiguous. In case you're wondering, your not double jumping three times. Also, there is only one character that I know of with an aerial B that hits twice, that being Yatterman2. So I figure you're talking about a Yatterman2 combo. So, with that said, you're probably referencing a combo that goes something like this:
launch attack, press up, press A, press A, press B(let it hit twice), press B(let it hit twice), press up (this is the dj.), press b(let it hit twice), press b(let it hit twice), press C