Soon coming , videos of how to beat triple endurance on UMK3 arcade without abusing any AI flaw.( i just need some video recording cuz the mame in built one makes the screen look very strange ).
So no
Jump back , TP ( even tho thats ~for most~ only possible on MKT).
Jump back , late JK , into aaHP.
Jump up after any kind of knockdown for aaHP.
No after 5 seconds free special.
No Run back to corner and late JK.
But just runjabs and karajabs into knee and even "arm starters" ,or punishers where possible, without savestates or slowdown .So without any outside assistance besides assignes movement keys to spare keys or to a already used key ( like block+ down , which if u need t stand u use up , and switch it. since when u block u usually want to duck anyway).
I just PS1 Dual analog with USB adapter and mame , and i have this control setup.
UP = up
Down = down, L2
Right = Right, R1
Left = left , L1
HP = SQUARE
Block = L2
HK =TRIANGLE
LP = CROSS
LK = CIRCLE
RUN = R2
This setup has alot of advantages on quite alot of areas , and the strongest point is thats is a very simple concept.
There in lies the strength and im technically and tactically nowhere near the top tournament people of the scene. I think everyone should use this.
some advantage include :
Better and easier throw protection
At least compared to stick and some other controllers.Because u dont need to hold back down when u block so u can instead hit back).
AUTO-KARA
yes indeed. just try it.
Superior buffer capabilities
courtesy to above mentioned , since u dont need to hold down to prevent sweep u can spam back to prevent throw , while in meantime buffer a counter move , for instance.
Heigthened reflexes
Because of the aforementioned , u can punish and anticipate moves , in order to counter them like T-1000 himself.
Moves easier to pull off
Not only is it easier and thus less finger-raping when used in too much concession , it also has a lower fail rate. raising joy ad effectiveness to a new level.
So no
Jump back , TP ( even tho thats ~for most~ only possible on MKT).
Jump back , late JK , into aaHP.
Jump up after any kind of knockdown for aaHP.
No after 5 seconds free special.
No Run back to corner and late JK.
But just runjabs and karajabs into knee and even "arm starters" ,or punishers where possible, without savestates or slowdown .So without any outside assistance besides assignes movement keys to spare keys or to a already used key ( like block+ down , which if u need t stand u use up , and switch it. since when u block u usually want to duck anyway).
I just PS1 Dual analog with USB adapter and mame , and i have this control setup.
UP = up
Down = down, L2
Right = Right, R1
Left = left , L1
HP = SQUARE
Block = L2
HK =TRIANGLE
LP = CROSS
LK = CIRCLE
RUN = R2
This setup has alot of advantages on quite alot of areas , and the strongest point is thats is a very simple concept.
There in lies the strength and im technically and tactically nowhere near the top tournament people of the scene. I think everyone should use this.
some advantage include :
Better and easier throw protection
At least compared to stick and some other controllers.Because u dont need to hold back down when u block so u can instead hit back).
AUTO-KARA
yes indeed. just try it.
Superior buffer capabilities
courtesy to above mentioned , since u dont need to hold down to prevent sweep u can spam back to prevent throw , while in meantime buffer a counter move , for instance.
Heigthened reflexes
Because of the aforementioned , u can punish and anticipate moves , in order to counter them like T-1000 himself.
Moves easier to pull off
Not only is it easier and thus less finger-raping when used in too much concession , it also has a lower fail rate. raising joy ad effectiveness to a new level.