Anyone on XBL want to play a quick ft5 or ft10?
Add me: FSLink
Anyone on XBL want to play a quick ft5 or ft10?
Sent. I hope I don't get steamrolled.Add me: FSLink
I would just 5D you to be honest and get you in the recovery.
I was probably outYo man, that hurts. I even invited you to play on PSN today and got no response.
Thanks >_<. Playing against Ragingnight's Yukiko made me try different ways of pressuring and step up my game in general. I also don't really have any good combos, so I gotta make up for it elsewhere heh. You definitely pulled off some high-ish damaging stuff (at least way more damaging than the stuff I can do haha) a few times though, so I had to be a little more cautious.
I think I found a kindred spirit in the form of Labrys.
I was probably out
I'll definitely try and get on with you today though.
I no longer wish to play Naoto as a sub. I just can't get her style down...
Maybe I'll take a look at Liz or Teddie.
Not at home to test but you could try 236SB > 4A/B > 4C > 6A/B > 236236B. Not sure if it'll work though, but 236SB give you a lot more leeway to cancel into Duck and Weave from 4A/B1) what's the best way to get cyclone level 3 in combos? I'm doing 236A/B > 4A/B > 6A/B, which gives a Cyclone level 2 for the final hit. What can I fit in here to get to level 3?
Weave/Duck gives you Cyclone charges. If someone blocks kill rush, you can 6C into them for a grab, or 4D to bait a DP or mashing and then follow up with 6B. You can also 6CD into a crossup. I also saw something like 236A/B > 4SB > 4C > 4A > 4C > 4A > 6B in a video.2) what's the point of using weave/duck in a kill rush? To cover screen w/ the kill rush then avoid punish from the whiff? Or does it make kill rush safer on block? I've seen notations for one combo that uses Kill Rush > Duck > Corkscrew but haven't tried it yet - wouldn't this make the combo breakable during the duck (btw, the fact that the combo meter shows you when you screwed up and made your combo breakable is a *phenomenal* addition to the game).
I suck at aerial movement so no comment.3) Where are you working in Dive? Right now I'm only using it as a Marvel style air combo finisher (which is rare).
I don't know of any good time to use it, except during corner combos that are out of my league at the moment.4) Thunder Fists seems like a waste of meter given how the super uppercut slots so well into combos. Am I wrong, and if so, where are you using it?
I think I found a kindred spirit in the form of Labrys. She's a bit slow, but I feel as if I can take my time in matches with her.
Not at home to test but you could try 236SB > 4A/B > 4C > 6A/B > 236236B. Not sure if it'll work though, but 236SB give you a lot more leeway to cancel into Duck and Weave from 4A/B
Weave/Duck gives you Cyclone charges. If someone blocks kill rush, you can 6C into them for a grab, or 4D to bait a DP or mashing and then follow up with 6B. You can also 6CD into a crossup. I also saw something like 236A/B > 4SB > 4C > 4A > 4C > 4A > 6B in a video.
I think if you counterhit with Kill Rush you can 4A > 4C/D > 6A/B. It was in one of the challenges.
I think they allow you to dodge projectiles when high enough. Dunno what raises it.I didn't even stop to think about cyclone levels for Akihiko. What do they do, and what all raises it?
Cyclone will change the properties of all your Kill Rush followup moves and Cyclone Uppercut. For example, A level 1 corkscrew will blow them away, while a level 3 corckscrew will wall bounce and leave them open for a super. You get Cyclone charges whenever you cancel one Kill Rush followup into another.I didn't even stop to think about cyclone levels for Akihiko. What do they do, and what all raises it?
Mayonaka Midnight said:CYCLONE GAUGE
The Cyclone Gauge: As Akihiko lands certain moves a small meter at the bottom of the screen increases or decreases. This Meter is called the cyclone gauge which can increase the properties of certain moves depending on how much gauge from level 0-3
Moves that Benefit from cyclone gauge:
Corkscrew:
Lvl1: blows the opponent away.
Lv2: more untech time? and damage.Causes wallbounce on CH
Lv3: causes a wallbounce.More damage.
Crumples on CH.(same as EX version)
EX corkscrew:
Lvl1: launches the opponent.
Lv2: launches the opponent higher,Can be followed up,
Lvl3: launches the opponent even higher,Can be followed up.
On fatal:
Lvl1: launches the opponent about as high as the non CH Lvl2 version,Can be followed up.
Lvl2: launches the opponent about as high as the non CH Lvl3 version,Can be followed up.
Lvl3: causes crumple.
Boomerang Hook:
Lvl2: more damage.
Lvl3: more damage.Causes crumple.
Ducking and Weaving:
Gains more invincibility as the cyclone gauge increases.
a level 3 corckscrew will wall bounce and leave them open for a super
I was probably out
I'll definitely try and get on with you today though.
.except for Kanji.
Well, you're not supposed to keep it up from one combo to another. It's a per-combo thing. Basically, depending on your combo you know what level your charge will be at and the options they open for you.Don't worry about the level gauge really. I doubt you'll be able to keep it "up" in real matches because it drops too damn quickly for all the work to even raise it a level. :/
Beating Yukiko with a Chair is so satisfying.
Don't worry about the level gauge really. I doubt you'll be able to keep it "up" in real matches because it drops too damn quickly for all the work to even raise it a level. :/
I hope you punch the shit out of that robot. That is all.
My goto combo at the moment is:
A A B 2B 236AB 4B 6C BD 2AB 236A 6B
punches > SP kill rush > hook > duck > uppercut > sweep > kill rush > corckscrew
Concerning that, I think this is what you're looking for?For me it's just finding the missing piece that builds from 2 to 3. Getting to level 2 is easy, but the fun stuff, like crumple and wall bounce, happens at 3. If Haly is right and you can drop a 4C into 236SB starter, that will make for fun, repeatable combos.
I think that's looking at it the wrong way - it's more about building a combo (1) that maxes out the meter for the final hit, and (2) that you can reliably pull off.
Anyone having trouble paying attention to whats going on while fighting S.Lab? Her persona just seems to take up so much space lol.
Listen to him and keep your eyes on her. He makes sound queuesAnyone having trouble paying attention to whats going on while fighting S.Lab? Her persona just seems to take up so much space lol.
You guys should be more scared of Proto he beats meevery 20th game
Listen to him and keep your eyes on her. He makes sound queues
Q, tips on how to get 2b JB double jump Ja consistently on Slab please!
You guys should be more scared of Proto he beats meevery 20th game
Listen to him and keep your eyes on her. He makes sound queues
So how hard is Akihiko really? harder than Aigis?
So how hard is Akihiko really? harder than Aigis?
Aki is piss easy imo. Hence why I'm playing him.
I am all about those high health, high damage, low execution characters in my fighters.
See: Abel, or Nova
You having trouble with what part?
For the first part you jump as soon as you can and hit as soon as you are close enough to connect.
The second part the jump cancel-able frames isn't as soon as the move hits it's a little bit after. So after it hits count half a second in your head then jump again.
Oh really? Dacidbro keeps talking about how he's a really hard character to use because he has so many combos to keep track of depending on your situation and you need to be able to properly read your opponent if you expect to get anything out of him.
Oh really? Dacidbro keeps talking about how he's a really hard character to use because he has so many combos to keep track of depending on your situation and you need to be able to properly read your opponent if you expect to get anything out of him.