About Power Geyser, you don't need to do pretzel motion. Down, Back, Forward + A will geyser because this game is super lenient. I tested with coil and you can let go of Cstick, back, forward+A and got geyser too!
An important note, you don't need to hit the d-tilt proper with the normal stick, if you put the left stick down, and then hit d-tilt on the c-stick it still lock the input, so you can save yourself from double d-tilt
I main Roy (FE), but have Ken and Terry as pocket characters. Even though I play KOF, this makes Terry much easier to play in Smash when trying to get inputs. Thanks for the guide!
Don't know if this is already known but you can perform true rising tackle by pressing up on the left stick and the jab button (I think it's A on a GC controller) instead of B, when all the frames are stored by pressing down on left Analogstick. This helped me tremendously with the jab jab true rising tackle kill confirm.
Nice Ro this is huge, especially for rising tackle tech, and to basically shotgun a buster wolf out of nowhere. not sure if you guys know about Dtilt-negative edge buster wolf though, it's a true combo at around 70% I think.
This game treats the right/c-stick like it's the left stick with extra properties. That's why it works. I've been using this for a while, but didn't think of using it for specials. I'm stupid lmao
How do you guys manage a consistent input precision with characters like Ryu and Terry? I know, "practice" but the gamecube controller is just too...loose? the direction are so next to each other, it's very hard to control inputs they way you want. One time you're trying Terry's geyser, next thing coming out is the reverse flying kick that sends you out of the stage...
That sounds suspiciously like charge partitioning...though not quite the same in terms of how long you can save the charge... Happy for command input characters,tho!
Question, do you have tilts mapped to the C-Stick? If I try this, I only get a down smash so I’m just wondering if you’re mapped different or I’m doing something wrong.
It's definitely tilt stick. I'd highly recommend using it anyways when using Terry and the shotos, even when not using this tech. There aren't many characters that benefit more from it than these ones.
I mained Terry since he came out and i thought i was good until I fought a Terry in a tournament (January before covid) and I got destroyed so I asked and he was like watch riddles and ronin in yt and holy shit I knew there was cool tech but not this much tech
What have you got the jump set on? And do you have the up disabled on the stick? I have my jump on Y and the stick disabled,this doesn't seem to be that optimal with this tech
Well I discovered a new tech too: If you meet a Terry like this online you can input this: Hold your joystick left or right and don't let it go until you reach the blast zone. From there now you have to do it 2 times and the game automatically ends!
Set your one of your R to attack. I already have kind of jank control set up but special and jump on the Ls and attack and shield on the Rs and your free to hold the c stock down for days
I think the biggest thing is that it basically means you won't make misinputs. using coil means you can play absolutely optimally, which should make at least some difference in tier lists.
Oh my god finally. This fixes two of my three problems with Terry. I could never do Burn Knuckle while running cause of having to stop for a second which obviously gives your opponents a few more frames to shield, and Rising Tackle was difficult to utilize effectively beforehand. Now if only Terry snapped to ledge when recovering.
Spacing charged rising tackle below stage allows for terry to "snap" without being vulnerable to 2 framing/edgeguards. So while he techically doesnt snap, its possible to sort of reap its benefits as long as charge+correct spacing is done.
Yo I went over DTCoil cancelling cuz I've been meaning to learn it for a while but also saw usage in it with Ryu since I've been labbing safer shield pressure to deal with Oos options. Would u recommend claw grip or is there a different way of doing it? Shoto main btw
I come from the future. I've been labbing terry ledgetrapping since ronin put up the ledgetrapping video, here's my input on this: -DTcoil makes ledgetrapping 1000 times better, so practice this tech. -DTcoil can be buffered while doing any of the 3 main tools: Fade back fair, Ftilt and PW -At ledge, you can do any of these and buffer DTcoil so you can still FBF/Ftilt/Shield. This is crucial as just holding down on the analog limits you tremendously compared to what you can do when DTcoil is used instead -FBF catches neutral getup, getup attack, roll, double jump aerial if its not a disjoint -Ftilt covers roll and neutral getup, plus it pressures to either use getup attack, ledge jump or DJ aerial -PW catches ledge hangs after stalling -Shield to EX RT beats all these options except ledge hang stall if reacted correctly -You can do all this (except PW) WHILE STILL HAVING DT COIL ACTIVE, so you can use all these tools to limit your opponent to jump and get a super early kill with an RT reaction. Terry's ledgetrapping seems almost limitless.
The first song is called "Psycho Soldier". The second song should be "Stormy Saxophone", but I'm not completely sure on that one. However, both can be found in the SSB music library from Fatal Fury.