Relax, he's just a kid asking for help. I know him from my discord.U do realize that there are threads with the answers to these questions... try reading just a little man it works miracles
I did but some of the stuff are hella advanced, most of the threads are advanced stuff..U do realize that there are threads with the answers to these questions... try reading just a little man it works miracles
I can't get the timing on kicks during trait, can't tell if its timing or you have to input fast, do you know?disclaimer:
starters are 1,1,2 b2,2 f2,1 d1,1
kick is d,f1
pounce is d,f3
punches is b,f3
midscreen no trait 1 bar
starter -> ex kicks -> 1,1 -> b2,2,3xxpunches
starter -> ex pounce -> dash forward 1,1 -> b2,2,33
midscreen trait 1 bar:
starter -> ex kicks -> trait -> kick -> kick -> dash forward -> 1,1,2 -> b2,2 -> b2,2,33xxpunches or b2,2,33 into set up
starter -> ex pounce -> trait -> dash forward -> kick -> kick -> dash -> 1,1,2 -> b2,2 -> b2,2,3xxpunches or b2,2,33 into set up
corner no trait 1 bar
starter -> ex pounce -> f3 -> 1,1 -> 1,1 -> 1,1 -> 1,1 -> 1,1,2xxpunches
corner trait 1 bar
starter -> ex pounce -> trait -> kick -> kick -> kick -> kick -> b2,2xxkick -> b2,2f3xxpunches or set up
hope it helps
Welcome to the swarmNot too late to jump in it huh?
The thing about flash is that unless you learn the variations you'll drop the "optimal combo" Spend a lot of time in the lab and get use to the moves giving gravity and adapt for the situation. For instance 12 gives a lot of gravity but also puts them higher in the air. B2 is probably his best move for not giving a lot of gravity but it does ass damage compared to the full B22F3 string and 112 or 123 or just 11 or 12. 1 and 11 is plus so you can do it late in your combo and knock them up for the B22F3 or 123 or 112 finishers.What are his optimals, I hate learning variations of combos.
Thank you for this. Can tell this character takes a lot of work lolThe thing about flash is that unless you learn the variations you'll drop the "optimal combo" Spend a lot of time in the lab and get use to the moves giving gravity and adapt for the situation. For instance 12 gives a lot of gravity but also puts them higher in the air. B2 is probably his best move for not giving a lot of gravity but it does ass damage compared to the full B22F3 string and 112 or 123 or just 11 or 12. 1 and 11 is plus so you can do it late in your combo and knock them up for the B22F3 or 123 or 112 finishers.
I'm glad it might help. That's not even touching his running man stance setups too. Lot's of work haha.Thank you for this. Can tell this character takes a lot of work lol
seems to me like theres a lot of nuance to this character, seems like changing one move or special in a juggle can lead to a different setup, its really overwhelming tbh.disclaimer:
starters are 1,1,2 b2,2 f2,1 d1,1
kick is d,f1
pounce is d,f3
punches is b,f3
midscreen no trait 1 bar
starter -> ex kicks -> 1,1 -> b2,2,3xxpunches
starter -> ex pounce -> dash forward 1,1 -> b2,2,33
midscreen trait 1 bar:
starter -> ex kicks -> trait -> kick -> kick -> dash forward -> 1,1,2 -> b2,2 -> b2,2,33xxpunches or b2,2,33 into set up
starter -> ex pounce -> trait -> dash forward -> kick -> kick -> dash -> 1,1,2 -> b2,2 -> b2,2,3xxpunches or b2,2,33 into set up
corner no trait 1 bar
starter -> ex pounce -> f3 -> 1,1 -> 1,1 -> 1,1 -> 1,1 -> 1,1,2xxpunches
corner trait 1 bar
starter -> ex pounce -> trait -> kick -> kick -> kick -> kick -> b2,2xxkick -> b2,2f3xxpunches or set up
hope it helps