Yo we were talking about after Ryo's zanretsuken in the corner... what would be a nice QS combo if ur using maxima... it was either 5X bunker buster or +c,dp+kick... I've never tried doing +c,dp+kick after bunker buster tho...SonicWaver wrote: question: After bunker buster juggle property, is it true u can +C into +B/D ?
i never could juggle +C or +B/D
is there a timing, or was it just a guess form your part??
Maxima (XI)
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Random, only mildly useful fact #94: His LDM is unique in that it doesn't actually require a button press/release to come out. Press and hold down E, whenever you do a motion even slightly resembling the LDM it will come out. Don't think this has anything to do with the charging, as Tung's LDM doesn't work like this. If you keep E held down it will delay like normal.
But it is pretty useful. c.B/non-chained f+A(it's LDM cancellable)/CH E, then hold down E right after and sloppy 360 on stick is very easy to do. Even empty move cancels are good bait to use this with.
But it is pretty useful. c.B/non-chained f+A(it's LDM cancellable)/CH E, then hold down E right after and sloppy 360 on stick is very easy to do. Even empty move cancels are good bait to use this with.
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Well yeah, but I'm trying to get some secondary characters and haven't used him much until lately.Empyrian wrote:Eh.. if the cross up C is blocked, shouldn't one be doing either, a) Down D, b)Down B (if it hits, down A to combo?) or just c) Stand D, F+A... instead?
Stupid question, is +A chain not SCable to MASHIMA REVENJAH?
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I would just do cAx3 cos at least it can put some distance between opponent if blocked, and if not can continue with +A.Empyrian wrote:Eh.. if the cross up C is blocked, shouldn't one be doing either, a) Down D, b)Down B (if it hits, down A to combo?) or just c) Stand D, F+A... instead?
I dont use the others besides maybe sD, f+A in QS if opponent is blocking
Oh, and crossup C is alot more effective when they are ducking............
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Eh? Qcf A *2 should be SCable to either super...
Down D is the safest after crossup C but it yields the least return/damage.
If you go for down B/stand D, you can go for funky stuff like cancelling the F+A, vapour cannon. You can even cancel the vapour cannon into his K.
I find that mixing crossup C with jump D works very well.
Down D is the safest after crossup C but it yields the least return/damage.
If you go for down B/stand D, you can go for funky stuff like cancelling the F+A, vapour cannon. You can even cancel the vapour cannon into his K.
I find that mixing crossup C with jump D works very well.
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Necropost.
Is it just me and my bad timing, or is it extremely tricky to cancel a canceled Mongolian into Vapor Cannon? e.g. Close D -> f+A -> +A. For some reason, I can only do it very rarely. I've read the earlier post about the possiblity that the Vapor Cannon must be done with a (and not an ) in combos, but I've tried both methods, and neither of them work consistently.
Another point of note/oddity: in the PS2 version, the movelist says that the third part of the +A chain must be done as an , and not a (so the full chain is +A,qcf+a,hcf+A). Not sure if this applies in the arcade version, since it hasn't been mentioned here. Well, the PS2 version also says that Kula's LDM is ,qcb+E, so yeah...
Is it just me and my bad timing, or is it extremely tricky to cancel a canceled Mongolian into Vapor Cannon? e.g. Close D -> f+A -> +A. For some reason, I can only do it very rarely. I've read the earlier post about the possiblity that the Vapor Cannon must be done with a (and not an ) in combos, but I've tried both methods, and neither of them work consistently.
Another point of note/oddity: in the PS2 version, the movelist says that the third part of the +A chain must be done as an , and not a (so the full chain is +A,qcf+a,hcf+A). Not sure if this applies in the arcade version, since it hasn't been mentioned here. Well, the PS2 version also says that Kula's LDM is ,qcb+E, so yeah...
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Er, I don't think the timing is any different than if you cancel the a into anything else. In fact, that string you mentioned is actually a pretty common sequence to do once you realise the opponent is blocking.
As for the 3rd move in the p chain - yeah I've always done p for the last input, I don't think p registers.
As for the 3rd move in the p chain - yeah I've always done p for the last input, I don't think p registers.