You have to buffer the LP as soon as possible after the jump-in connects, then space out s.MP and s.HP for as long as possible, and release LP as late as possible. All of these things have leniency and you have to make it as slow as possibleThere is some leeway, but not too much.
It's on Birdie because of time constraints. He's the one I tested it all on, so I just recorded it all on him as well. There's a lot of finnicky hitbox stuff, so I'm sure some of it is specific to big bodies.
It's on Birdie because of time constraints. He's the one I tested it all on, so I just recorded it all on him as well. There's a lot of finnicky hitbox stuff, so I'm sure some of it is specific to big bodies.
Bakuhatsu means explosion, if you want to translate that to "blast" that's fine, but it doesn't mean that it has the same meaning as the english term "it's a blast!". In any case "explosion" is the translation I'm used to for this quote, and it makes it a lot more clear who I'm quoting.
Doopliss The word for blast in japanese is also bakuhatsu, maybe not a mistranslation since explosion is technically correct, just a loss of the meaning maybe.
R4wrn3ess I bought a PS4 just to make sure I could record the game in 1080p60fps. So I've spent enough on the game, won't buy it for PC except maybe during the end of its life cycle.
Thanks! I looked at your video, but I'm afraid the reason it deals a lot of damage is because the s.HP doesn't combo after the VT activation. I recommend setting the dummy to "Block after first attack" to make sure stuff like that doesn't slip through. Another tip is to avoid the LP, MP, HP Target combo, and just go straight for c.HP (Deals more damage than s.HP IIRC).