I’m trying so hard to get into this game, this game is technical af, your inputs have to be so crisp. I brought this game for Enkidu and I wanna learn him so here I am lol.
Back after 5 months. I have gotten GOOD with this character!!!! I wish they’d give him an input (meterless) that allowed him to zip across the screen (not 22). I believe this character’s only issue is crossing large distances quickly.
You gotta delay the JB on the first jump before jumping instantly as soon as you land again to land the J.A, it sounds stupid, but then you can practice the timing on missions, there's one on expert that has that gimmick. The combo string on missions was something like. 2AA2B5C3C jc (delay)JBC (instantjump after landing) j.ACC 236AAA (Right after the J.ACC just wait for him to land and the 236AAA will hit the enemy while he is flying away.) It is a very good and cool looking confirm but I don't like using it for netplay because delayed hit combos can be stupid to land with lag. Instead I use another route that is quite similar and deals around the same damage. 2AA2B5C3C jc j.B.C236B 2B236AAA
JalisR I play tekken, SFV and kof most of the time and these games don't have air recovery...I always had trouble with these kinda games like marvel and guilty gear, and no it's not harsh at all, I just need much more time with the game.
Do you have any tips on the link from jC to 66B? No matter how much I do or don't delay the various aerial moves, the dummy always techs out. EDIT: Also, in your corner 5B/2B starter combo; you have 4C listed in the notation, but I don't see it in the combo itself.
The 4C is mistakenly there, it will cause 236[B] to not hit if used. There's no trick to linking 66B from air string, it's just... weird. You have to make your j.C as low to the ground as possible and them as high up in the air as possible, so you land from j.C as soon as possible with enough room before they fall to the ground for 66B.
I’m trying so hard to get into this game, this game is technical af, your inputs have to be so crisp. I brought this game for Enkidu and I wanna learn him so here I am lol.
Back after 5 months. I have gotten GOOD with this character!!!! I wish they’d give him an input (meterless) that allowed him to zip across the screen (not 22).
I believe this character’s only issue is crossing large distances quickly.
my favorite character in any fighting game ever besides ken
OKAY Enkidu, I see you! Had me clutching my invisible pearls for a little bit.
ZeriocTheTank lovelyti?
Ok but who is getting hit by a 5C
thanks good enkidu combo video
Put this fool in bbtag
i dont know why but i'm having trouble at combos with land j.a j.cc
am i doing something wrong?
You gotta delay the JB on the first jump before jumping instantly as soon as you land again to land the J.A, it sounds stupid, but then you can practice the timing on missions, there's one on expert that has that gimmick.
The combo string on missions was something like.
2AA2B5C3C jc (delay)JBC (instantjump after landing) j.ACC 236AAA (Right after the J.ACC just wait for him to land and the 236AAA will hit the enemy while he is flying away.)
It is a very good and cool looking confirm but I don't like using it for netplay because delayed hit combos can be stupid to land with lag. Instead I use another route that is quite similar and deals around the same damage.
2AA2B5C3C jc j.B.C236B 2B236AAA
just bought the game and in training i cant do long combos because the AI recover so quickly, i have a feeling that im doing something wrong!
I can't really help you aside from confirming that, yes, you are doing it wrong. Sorry if that comes off as harsh.
JalisR I play tekken, SFV and kof most of the time and these games don't have air recovery...I always had trouble with these kinda games like marvel and guilty gear, and no it's not harsh at all, I just need much more time with the game.
Good guide, showing a lot of possible openers but, is there any reason why you didn't add any Cross cast veil off combos?
I don't remember, I probably just didn't think such resource intensive combos should go in the video.
Do you have any tips on the link from jC to 66B? No matter how much I do or don't delay the various aerial moves, the dummy always techs out.
EDIT: Also, in your corner 5B/2B starter combo; you have 4C listed in the notation, but I don't see it in the combo itself.
The 4C is mistakenly there, it will cause 236[B] to not hit if used. There's no trick to linking 66B from air string, it's just... weird. You have to make your j.C as low to the ground as possible and them as high up in the air as possible, so you land from j.C as soon as possible with enough room before they fall to the ground for 66B.
JalisR Thanks. I started to land it once I started hitting jA at about the apex of the jump.
@@mattsandvig7868 I know it's been a while but do you have any other tips about the combo im having trouble with it