Marinjuana
Up rock incoming, ETA 5 minutes
Damn I didn't know you could do combo extensions with an amplified Wave Dash, no wonder this is banned. Not my vid
yeah you can get some crazy stuff from that move.
Damn I didn't know you could do combo extensions with an amplified Wave Dash, no wonder this is banned. Not my vid
I've only seen it used in juggles like after a D2 KB or hydro boost maybe..Is there any way to combo off AMP tidal wave in the corner? I remember seeing something on YT but I can't find the video anymore
Isn't it too slow to cover his gaps and have a poke mind game? Granted the move is good, but my main concern is that creating more space for Rain to dash about might be more valuable than what tidal wave provides. Plus, personally I use lots of offensive meter for katar, and need to reserve meter for hydro boost combos too, so I'm a bit hesitant to have a third source to drain that same resource when I can sort of achieve something similar with hydroplane with the added benefit of a KB and being able to punish gaps and still bait wakeups.The more and more I mess with Rain, the more I think Tidal Wave is too good not to use.
Psudeo mixup with 13 and 134.
Amazing Oki option, and the only special move that is a check after his forward throw
Spacing tool
lowers his hitbox while having one that hits from behind him
Safely covers his gaps and has a poke mind game as well.
Yes it’s definitely a compelling case. Just voicing my worries that’s all. Will find some time to try it out maybeI’m more of a hydro plane man myself cause I just felt like playing a character that can cancel something. And I agree rain kinda needs meter for katar toss and hydroboost/geyser palm buuuuuuut the KB off hydro plane is kinda bs. I almost never get it.
I agree with darksydedash’s case for tidal wave too. I mean it’s kinda like a poor mans noob shadow slide
well shit I though I put hydroboost in there my badJust coming in asking for corner combos without saying what variation moves you're using makes it a bit hard to get you answers
well shit I though I put hydroboost in there my bad
If characters crouch block hydroboost then most can just jab interrupt or D2. Only 3 characters can be jailed into hydroboost AMP into jump attack, and you’re not plus as you land, only safe. All characters can also flawless block you as you come down and punish with an U2 (subject to U2 hit boxes). In other words, it’s a gimmick, but it serves as a good knowledge checkIs MB Hydroboost into jump attacks a thing on block or is there some way to beat it? I had a bit of a look through the last 30 pages but didn't see anything.
Or I may be blind.
I see, I hadn't tried S1 for the characters I was using, that seems to counter it yeah.If characters crouch block hydroboost then most can just jab interrupt or D2. Only 3 characters can be jailed into hydroboost AMP into jump attack, and you’re not plus as you land, only safe. All characters can also flawless block you as you come down and punish with an U2 (subject to U2 hit boxes). In other words, it’s a gimmick, but it serves as a good knowledge check
yeah that's the whole point of the parry, but they can throw you out of it and the recovery is pretty badFun lil thing that I never noticed is that opponents go through you when using the parry which is kinda useful if they commit to an entire string I guess?