Strider86
PSN:Sarajina86
It was whiffing after the J2 where after the kick hits and u do 132 the gun would wiff but the kick came out. Though i labbed it and i just gotta let the initial Ji2 hit 132 then Ji2.Where is it whiffing?
It was whiffing after the J2 where after the kick hits and u do 132 the gun would wiff but the kick came out. Though i labbed it and i just gotta let the initial Ji2 hit 132 then Ji2.Where is it whiffing?
Sorry about that, been meaning to update, but between work, school, and the unnecessarily long shits I take I have not had time to update this week. Although I just updated the first post.I'm pretty sure someone has posted that one (it might even be me lol). This thread needs an update.
Understandable, people have lives they need to attend to.Sorry about that, been meaning to update, but between work, school, and the unnecessarily long shits I take I have not had time to update this week. Although I just updated the first post.
*First post Updated*
Also, reason I have quick fire combos still listed is because of the spacing it provides that sword flip does not. It may be small, but it still has a difference in space.
Thanks! :3Understandable, people have lives they need to attend to.
And I see your logic with quick fire. I'll see if I can find the missing percentages for you in my spare time.
A little correction btw, Vagrant's F3 combo has a Ji2 after F3, not Ji3.
132, dash 1, 323, F23, Quick Fire does 29%
Do NOT end combos in the corner with Sword Spin. Despite what the animation looks like, opponents recover BEFORE DS. When in the corner, the knockback is severely shortened, and the opponent CAN punch you before you recover. It's a shame too, because I thought what you are thinking was possible at first (using the Sword Spin to reset and add pressure), however, this option will get you bopped in the beezer every time against a person who knows what they're doing.Here's a few things I've been using in my gameplay recently. Not exactly optimized, but not too bad either.
I've been punched by the Flash before I could even block when I ended a combo in the corner with Sword Spin.Sword spin is neutral on hit
Sent from my SGH-T999 using Tapatalk 2
People don't know the meaning of a "Deathstroke up close."Well guess I'll just keep flipping in the corner instead then. Guaranteed knockdown is better than nothing. I prefer not to use meter in combos and rather save it for zoning purposes, as well as using it to add armor to f3 and b3. I've yet to be punished for sword spin, but that's just probably because people don't know much about Deathstroke yet- especially when he's up close.
I dont know what kind of wizardry Tony-T runs, but he seems to always land the complete sword flip (I'm assuming you mean flip, not spin) no matter how long his combo is. I'm trying to get an answer out of his as to how he manages to do it >.<I just wanna say that (i think) how long a combo is changes the recovery time of Sword Spin as the ender. When doing a longer combo it seems as though the Sword Spin doesn't full combo and they recover through your last sword hit, while earlier in a combo the entire sword spin hits, leaving them at the neutral to advantages state.
This is speculation, but i've run semi-tests in casuals and it seems to be true, but it's something worth testing.
No i mean SPIN, Not Flip. I have never had an issue getting full hits on the Sword Flip as the ender, just you man.I dont know what kind of wizardry Tony-T runs, but he seems to always land the complete sword flip (I'm assuming you mean flip, not spin) no matter how long his combo is. I'm trying to get an answer out of his as to how he manages to do it >.<
I run into the same problem a lot. I also have a difficult time landing all 6 MB quickfire shots at the end of a long combo.
Yea Ive thought of that too until I put the cpu on jump and realized the cpu could jump before I recovered from the sword spin.Why is that?Ive never heard of a move that hit but the opponent recovers faster then u do.Its not the hit advantage thats the problem its the huge amount of recovery frames the move has.Do NOT end combos in the corner with Sword Spin. Despite what the animation looks like, opponents recover BEFORE DS. When in the corner, the knockback is severely shortened, and the opponent CAN punch you before you recover. It's a shame too, because I thought what you are thinking was possible at first (using the Sword Spin to reset and add pressure), however, this option will get you bopped in the beezer every time against a person who knows what they're doing.
It's not just in the corner, the hitstun is less when you Sword Spin an airbourne opponent period. At the end of a combo or just straight up, if they're in the air they skip a bunch of the recovery frames when it grounds them. Can't imagine it was intended to work like that.Do NOT end combos in the corner with Sword Spin. Despite what the animation looks like, opponents recover BEFORE DS. When in the corner, the knockback is severely shortened, and the opponent CAN punch you before you recover. It's a shame too, because I thought what you are thinking was possible at first (using the Sword Spin to reset and add pressure), however, this option will get you bopped in the beezer every time against a person who knows what they're doing.