Its been 6 months since Ive learned unist and this video helped alot. Please do more fg character guides because this structure has been the only affective one for me. Thank you!
I'm a bit of a scrub but when I do the day one bnb my oppenent drops out of the second cr.C 60% of the time. What should I do to stop that from happening?
the best thing to deal damage is to convert a certain hits to a combo, which means you don't always need to use Optimal combos just remember the one that has different starter so you can combo off of it
I'm sure you've figured it out by now, but for anyone having trouble with the j.B>j.6B>j.C>j.2C in Linne's combos, a trick that worked for me when I was learning it was to do 9B>6B>3C>3B. Basically, slide the stick down the side from the top corner to the bottom, stopping briefly in the middle for the j.6B. Linne doesn't have a j.3B or j.1B, so both of them as well as j.2B will do her divekick. Also, the same rules go for her 2C (since she lacks a 1C or 3C). If you leave the stick at 3 for the 2C pickup otg, it means you can slide the stick up for the 6CC(C) without going to neutral to avoid an EX Kuuga. (For the record, I'm on PC, so I don't have cl-r yet. She didn't gain any moves that would interfere with this, but I don't know if any move property changes affect it. I'd test it to make sure.) I don't really do this now that I have the combo more solid, but this really helped me to learn it. I hope it helps someone else, too!
I keep side switching after I do the dive kick and completing the 6CCC. And sometimes my 2C would whiff. I think it might be a timing issue, but I can't find out where.
You're either not hitting the jb after the j6[b] fast enough or more likely, you're not hitting j6[b] fast enough. The j6[b] has to come out immediately after you jump so its charging on the way up, doing it too late has linne hit it at the apex of her jump which in most cases leaves her higher than her opponent which makes the the jb wiff cuz its supposed to catch them on the way down. At least thats what I assume is going on when I'm labbing.
Where can I go to learn the basics of what those numbers and letters mean for the combos? Like what button inputs are those? Like what's 2b or 2c or even tk236b
the best i can say (since I'm new to the game too) is that A, B, C represent light, medium, and heavy respectively. TK most likely represent Tkuuga, which is her half-circle kick flip (i need to fact check the input). Numbers are representative of a direction. The poster had a diagram at the beginning of the video about this Hopefully this helps after 3-4 months since you asked :/
Volter43 TK = tigerknee, input of her air fire ball but as low to the ground as possible using the “tigerknee” input by doing a fireball and then holding up-forward as soon as you press the button
Not sure what you’re talking about but A, B, and C all correlate to strength of hit with A being weakest and C being strongest. Those are the three attack buttons. The numbers indicate directional inputs needed before the move. So this isn’t moon speak and literally the most simplest and visually easiest way of translating the inputs.
@@asleftdown You totally know what I mean. ↓+△ - △ - ↑+△ is understandable for someone not familiar with fgc language. Having to learn what names are used to substitute the inputs makes it way more time consuming as now I have to concentrate on associating these new terms and translating them on the fly while trying to learn the input combinations. it feels like being asked to read Hiragana to write it in Roman script.
It’s not really time consuming and more of putting effort to actually learn a fighting game. If a few numbers are that hard to learn and memorize I don’t know how you’d be able to learn and memorize any of the essential things characters have. Fighting game communities use the numerical system as it’s easier to type out and use, which is why it has such heavy usage already. While I understand that it’s a bit hard to memorize and translate into actual action it’s one of the many things you need to get past in order to get better at this genre of video game. Don’t let a few small numbers hold you back from getting better.
I don’t think it being difficult really translates into it being time consuming and personally for me its as simple as memorizing the rows 789 456 123 It’s not too hard to actually learn the directions and their numerical versions if you memorize them in the general layout like this. If you aren’t willing to put the effort into learning this then I’m sure it’ll be hard to learn the more “time-consuming” aspects of a fighting game.
This is exactly how a combo video should be structured. Perfect shit.
i guess Im pretty off topic but does anybody know of a good place to watch new tv shows online ?
@Moses Moises ehh atm I've been using Flixportal. you can find it by googling :P -zaire
@Zaire Jerry Thanks, I went there and it seems like they got a lot of movies there =) Appreciate it !!
@Moses Moises You are welcome =)
I hate these fucking bots that answers random comments with bullshit,holy fuck
Love the way this was laid out and the use of Eastern Dream. Really great to hear my favorite song of all time while learning a character.
Demetori's sound is just so distinct.
Also, great video.
I thought I was watching some Soku tutorial because of the Demetori music lol, good old days. This music is Eastern Dream if anyone is interested
Its been 6 months since Ive learned unist and this video helped alot. Please do more fg character guides because this structure has been the only affective one for me. Thank you!
When the first BNB is the combo you've been struggling on in expert missions FML
this music is fire
Nice I’m gonna pick her up
i am the 400th sub!
Nice. Thanks for the video.
"63214[B] overhead confirm"
I'm a bit of a scrub but when I do the day one bnb my oppenent drops out of the second cr.C 60% of the time. What should I do to stop that from happening?
Hey I know it's a 2yo video but I got a question: should I always use the optimal combos, or under certain conditions? Thanks for your help.
the best thing to deal damage is to convert a certain hits to a combo, which means you don't always need to use Optimal combos just remember the one that has different starter so you can combo off of it
God, even the beginner combo is super hard, I keep messing up when it gets to the aerial bit.
I'm sure you've figured it out by now, but for anyone having trouble with the j.B>j.6B>j.C>j.2C in Linne's combos, a trick that worked for me when I was learning it was to do 9B>6B>3C>3B. Basically, slide the stick down the side from the top corner to the bottom, stopping briefly in the middle for the j.6B. Linne doesn't have a j.3B or j.1B, so both of them as well as j.2B will do her divekick. Also, the same rules go for her 2C (since she lacks a 1C or 3C). If you leave the stick at 3 for the 2C pickup otg, it means you can slide the stick up for the 6CC(C) without going to neutral to avoid an EX Kuuga. (For the record, I'm on PC, so I don't have cl-r yet. She didn't gain any moves that would interfere with this, but I don't know if any move property changes affect it. I'd test it to make sure.)
I don't really do this now that I have the combo more solid, but this really helped me to learn it. I hope it helps someone else, too!
@@firecross625 Thank you.
Hi. I tried looking for "d." in the notation, such as d.214BA at 1:07 of this clip, but I can't find it in the evernote you linked.
d means delay. Its in the description
I can't understand the commands but i think I'll base on the movements in the video I'm new in this game
I keep side switching after I do the dive kick and completing the 6CCC. And sometimes my 2C would whiff. I think it might be a timing issue, but I can't find out where.
yummysoupy08
I might answer to late but for the sideswitch you have to delay the air string and for the 2C whiff you have to buffer it
How can i bind diagonal directions to my numpad
what is this magical music?
Far 5c confirm, its very hard to connect 66B after whiff 5A, any tips?
you can buffer the 66B a bit, but remember to hold 6 while doing it to ensure you're getting 66b coming out.
At 1:12 i cannot get 63214A>5B to work any tips on what i could be doing wrong?
Have to delay it A LOT realy !! =)
Khalzo the timing is annoying but I’m starting to get it more consistently. Thanks
Do yoy use the double tap method ?? It realy make it more easy. Have fun =)
Khalzo double tap?
I dont really get what the j6B and the d.2C and all that means ;; could anyone explain
jump right b and delayed down c
why do J6[B] always take the oppenent down before i hit the jb?
1:21
You're either not hitting the jb after the j6[b] fast enough or more likely, you're not hitting j6[b] fast enough. The j6[b] has to come out immediately after you jump so its charging on the way up, doing it too late has linne hit it at the apex of her jump which in most cases leaves her higher than her opponent which makes the the jb wiff cuz its supposed to catch them on the way down. At least thats what I assume is going on when I'm labbing.
delay the C followup from 214B~C. You have to put them as high as possible so that jb will connect.
Hey man, awesome video! By the way, what song is this?
Demetori - Crimson Belvedere ~ Eastern Dream
@@HealfieWalker Thanks! This song is OD
do these still work in uniclr? new to the series/genre
0:53
Where can I go to learn the basics of what those numbers and letters mean for the combos? Like what button inputs are those? Like what's 2b or 2c or even tk236b
the best i can say (since I'm new to the game too) is that A, B, C represent light, medium, and heavy respectively. TK most likely represent Tkuuga, which is her half-circle kick flip (i need to fact check the input).
Numbers are representative of a direction. The poster had a diagram at the beginning of the video about this
Hopefully this helps after 3-4 months since you asked :/
Volter43 TK = tigerknee, input of her air fire ball but as low to the ground as possible using the “tigerknee” input by doing a fireball and then holding up-forward as soon as you press the button
@@misterperson331 ah i see. thanks a lot
1:00
Will these combos work on vanilla version?
Really random but what font are you using for the notes on the bottom?
What’s wrong with the notations in the game lol
These are the community notations lol if youre learing fight games this is how people can generally understand combo routes
Why can't you guys use the buttons pressed instead of moon speak? I want to try some combos not learn how to read music
Not sure what you’re talking about but A, B, and C all correlate to strength of hit with A being weakest and C being strongest. Those are the three attack buttons. The numbers indicate directional inputs needed before the move. So this isn’t moon speak and literally the most simplest and visually easiest way of translating the inputs.
@@asleftdown You totally know what I mean. ↓+△ - △ - ↑+△ is understandable for someone not familiar with fgc language. Having to learn what names are used to substitute the inputs makes it way more time consuming as now I have to concentrate on associating these new terms and translating them on the fly while trying to learn the input combinations. it feels like being asked to read Hiragana to write it in Roman script.
It’s not really time consuming and more of putting effort to actually learn a fighting game. If a few numbers are that hard to learn and memorize I don’t know how you’d be able to learn and memorize any of the essential things characters have. Fighting game communities use the numerical system as it’s easier to type out and use, which is why it has such heavy usage already.
While I understand that it’s a bit hard to memorize and translate into actual action it’s one of the many things you need to get past in order to get better at this genre of video game. Don’t let a few small numbers hold you back from getting better.
@@asleftdown if you understand that it's harder then you should understand that it's time consuming.
I don’t think it being difficult really translates into it being time consuming and personally for me its as simple as memorizing the rows
789
456
123
It’s not too hard to actually learn the directions and their numerical versions if you memorize them in the general layout like this. If you aren’t willing to put the effort into learning this then I’m sure it’ll be hard to learn the more “time-consuming” aspects of a fighting game.
im so lost wtf is a 6c 5c like sfv is so easier to understand
I hope that answered your question have fun playing under night
lol
I can only link the 2C after the j2B if I only do 2/5A>2C>214BA>... but if I add 2/5B before the 2C I can't do it. Am I doing something wrong?
1:40