out of curiosity, why end so few corner combos with 6C > 214D to set up meaty spike chaser oki? it forces the opponent grounded and leaves you decently plus
The videos are older and I pull most of the combos from dustloop or the dustloop character discords and various combo sheets they pin in those discords at the time. I believe most of the combos still work, but there have been several patches/balance changes since they were made. It may not have been listed at the time or it might just be a variation for oki i just opted not to include for some basic combos to get people started with the character in the new, at the time, version of the game.
It's referred to as a TK or "Tiger Knee" input. This describes to 2369 input. So basically you do the qcf and then up forwards to jump, and you input the attack button right after or during the jump. In otherwords he's actually 2369B'ing that. But if you play on keyboard this is hard to time, so then you can just jump before the input for a 8236B.
Seems like some useful combos to me. I still haven't learned to use 214A so I tend to end combos with 236D instead... Not sure if that is any good tho. Also quite sure you could pick the throws with 236D>236C and then either dash in 5c>6c>236D in case of wall hit or 5D>6D>2D into air combo if you don't get the wall hit. Again, not certain if that is optimal, haven't played for quite a while and was never that good
You use her 214 Series for controlling the Opponents position with it's Movement restriction or you could set up 214 to extend combos, usually it requires using Dash cancelling into it or some generous Hitstun to transition into Rapid cancelling would be too expensive in most cases unfortunately
I don't even know how I managed to get this trophy if I have the platinum... I'm really an extreme case casual-pro (don't know the term for players who plays good but not thaaat good)
@@Sorrelhas sounds depressing, but I will take it Some times I'm there Astral-ing and abusing others with some random ideas, then there's me unable to move and doing no damage
@@milesprower6110 It's not that depressing when you realize that if you can block consistently, know what a turn is, and can get good mileage out of gatlings into specials, you're already better than a good deal of the fighting game crowd (maybe not BlazBlue, considering that the population of people playing it now probably fits in my yard)
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I couldn't do the double 2S the second time and I'm using the Goku SSJ assist. Happens the same when I use the sparking, looks like in you case Piccolo keeps near the corner. Is it some timing or something else? (As you can see, I could do it only one time before super). twitter.com/_glitch_13/status/965757406335635457
What's the trick to hitting the double 2S? I find it hard to get the second 2S to connect, usually they either have gotten too high up in the air and it whiffs. I know, do stuff faster, but is there any mental things you learned while doing this that would help get the timing down? Maybe a way to think about when to summon your assist or something?