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Posted: Wed May 23, 2007 1:00 am
Time to take things oldschool for a bit...how does one use TTT Kunimitsu and Michelle most effectively? That's all I'll ask about...for now. Peace 'til Next.
Z=
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Posted: Wed May 23, 2007 11:45 am
Icege Kradvity Icege Big lows that you can reliably see from King are d/b+3, d/b+4, and FC,d/f+1. Those are the ones you want to see. If you block the big arm sweep (FC,d/f+1), you get nothing. However, it's low parry bait. d/b+3 is crazy punishable on block as well. iSW/GS mix-up is duuumb. So good >.< Sidestepping is your friend. Watch out for random hopkicks and make sure to punish. Learn to duck the second hit of d/f+2,1 to get free WS. Don't forget to throw. Thanks. whee Can I duck the second hit of d/f+2,1 if the first one hits? And. What kind of frame advantage do I have after a parried FC,d/f+1? I never learned the frames for low parries. Not sure. I don't think so, but I could be wrong. Definitely on block though. Low parried punches give you 16frames while low parried kicks give you 17. I believe Ling gets d/f+2~1 regardless. Actually, I think ULPed kicks put people too far off axis for the d/f+2~1 to hit. So, I think the most she gets is either d/b+1 or a free mixup. Unless they addressed that in DR. i wouldn't know.
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Posted: Thu May 24, 2007 10:27 am
TTT Kuni... not sure. Look for sakurahotdogs Kunimitsu tribute video though. It is awesome. As for Michelle, ff+1 alllll day razz
Gojyou: Depends on the move. Some of them leave you on axis enough to hit it... others throw them mad far and you get that you said. u/f+3+4 is a better option than d/b+1 imo... unless there's a wall.
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Posted: Tue May 29, 2007 3:11 pm
Icege Gojyou: Depends on the move. Some of them leave you on axis enough to hit it... others throw them mad far and you get that you said. u/f+3+4 is a better option than d/b+1 imo... unless there's a wall. Well, it is more damage, but is there more?
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Posted: Fri Jun 08, 2007 4:24 pm
i'm having problems with marduk's VTS mix-up game...
i can't believe his retreating VTS has more evasive properties than xiao's AOP...
i'm a xiao player BTW...
what's the throw escape for Devil Jin's laser eye throw? that throw is just broken... mrgreen
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Posted: Sat Jun 09, 2007 3:48 pm
Try jumping moves. You can also use a Tracking move while mashing 1+2.
End of Dreams(DJ's throw) = 1+2 break.
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Posted: Tue Jun 12, 2007 8:59 am
The only low that's a danger while he's in VTS is D/F+4. It's slow enough to block on reaction if you're looking for it, and he gets raped on block.
VTS 1,2 you can duck the second hit. VTS 3 is jab punishable VTS 4 has horrible tracking VTS 2 is high VTS f+2 is goofy in terms of range. It hits mid, but you can duck it if you're next to him. I'd recommend just blocking though.
You can jump backwards to try and avoid tackle, and hit him with a WS move once you land. Be careful though, since if he's close enough, he can just go into the spear when you land. That, or he can SS cancel the tackle, bait you're whiff or jump, then kick you in the face.
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Posted: Tue Jun 12, 2007 11:10 am
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Posted: Tue Jun 12, 2007 7:22 pm
Which version and with what character?
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Posted: Mon Jun 18, 2007 12:40 am
Wall Tech: Personally, I enjoyed having this in Tekken 4...but for whatever reason, they took it out for 5 (and DR, as far as I know). Should this feature make a return? Why or why not?
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Posted: Mon Jun 18, 2007 7:26 am
Wall tech was in place because there was a universal wall push. I personally don't think it should be put back in since that would render walls useless, which some characters rely on (ie: Raven) to get their damage.
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