Master Bigode Report post Posted August 20, 2010 Ah I see. Is it better to always use TK9 then or does it not really matter? Also, is it practical to try and do 8 loops in an actual match? Yes, it's the best tk to use overall. I find it easier if you do 9214D instead of 2149D. And yes, it's practical. Share this post Link to post Share on other sites
SolarMisae Report post Posted August 20, 2010 Why would it not be practical? It's a loop, two moves repeating themselves, nothing impractical about adding some more if you can. Forgive me, I'm still learning and was just wondering cause I personally had not seen a combo in an actual match yet that exceeded six loops...thats all, so figured there may have been a reason or it might not have been practical/possible and wanted to know. I guess not...sorry. Yes, it's the best tk to use overall. I find it easier if you do 9214D instead of 2149D. And yes, it's practical. Thanks for the answers, perhaps I'll start practicing doing the TK9 version as opposed to TK7. ^^ Share this post Link to post Share on other sites
tuka Report post Posted August 20, 2010 Nothing to apologize for Share this post Link to post Share on other sites
SolarMisae Report post Posted August 20, 2010 Nothing to apologize for Hehe, all right then. Always a little paranoid about asking silly questions is all. Anyways, thanks very much for the help, it's appreciated greatly. ^^ Share this post Link to post Share on other sites
Delrian Report post Posted August 29, 2010 Silly question that I can't test out because I still fail at this loop... Would a fatal counter (cresent or super) > RC > loop work? And if it does, would it increase the number of reps? Share this post Link to post Share on other sites
Overheat Report post Posted August 29, 2010 Perhaps it would increase the number of reps. But a normal TK RC loop would work anyways. I'm not sure if it gives any sort of proration bonus or frame data bonus, other than giving some extra frames of untechable time. Share this post Link to post Share on other sites
Master Bigode Report post Posted August 30, 2010 A fatal counter increases the untechable time, so not only you will be able to do more loops, but also the first reps will be easier to do as well. Share this post Link to post Share on other sites
Overheat Report post Posted September 1, 2010 Silly question that I can't test out because I still fail at this loop... Would a fatal counter (cresent or super) > RC > loop work? And if it does, would it increase the number of reps? Silly me. I don't know if anyone else knew this, but I hadn't seen it written anywhere. CH TK > 5A > 6A > TK loop You don't need the RC for CH TK. Builds really good meter, and it does an easy 4.5K+. It's not practical, sadly. I don't think there's any way anyone can hit-confirm a CH TK. Unless there's some move that has huge recovery, and huge CH frames. Share this post Link to post Share on other sites
zaeris Report post Posted September 1, 2010 Silly me. I don't know if anyone else knew this, but I hadn't seen it written anywhere. CH TK > 5A > 6A > TK loop You don't need the RC for CH TK. Builds really good meter, and it does an easy 4.5K+. It's not practical, sadly. I don't think there's any way anyone can hit-confirm a CH TK. Unless there's some move that has huge recovery, and huge CH frames. It works but you will need to be in a corner situation and score a Ch while putting yourself at risk being too close to allow a 6a to hit on landing but yes it works.... If a corner Tk work without Ch people would be more willing to use it. Share this post Link to post Share on other sites
B.P.M. Report post Posted September 14, 2010 As a sugesstion, the combo in lambda's challenge mode mission #9 uses the tk crescent loop. It's a good way to practice this, IMO Share this post Link to post Share on other sites
germanturkey Report post Posted September 14, 2010 man, i got the loop down a few days before i left to go back to school, and now when i go home for thanksgiving, i'll probably be all off again. haha. Share this post Link to post Share on other sites
NewNugget0 Report post Posted September 22, 2010 A question for those who modded their stick. Did you guys find it easier to corner loop with square gate or octagonal gate? I swapped in an octagonal gate yesterday, and generally I can do the 9214 motion a lot faster, but execution overall got worst. Quarter circles motion is harder, and TK attempts resulting in high jumps or spike chaser - basically became harder to hit the diagonal corners that were there with the square gate. Share this post Link to post Share on other sites
L1F3 Report post Posted September 23, 2010 i havent modded my stick but i have played with both square and octagonal gates. i find it VASTLY easier with the square one, but this is mostly due to me learning on a stick that had a square gate lol just practice your inputs lol you'll get used to it Share this post Link to post Share on other sites
SolarMisae Report post Posted September 24, 2010 We have a modded TE in our house with octagonal gates. I could consistently TK7 playing on PS3 pad (though I actually used the analog stick for just about everything) and could get around 2 - 3 loops with that, but nothing more. Switching to a stick that had square gates originally, I found I could no longer TK at all on that thing. After switching to octagonal gates I can sorta get off a TK9 once in awhile but not consistently. So back to learning how to TK...again. OTL But overall, I personally find octagonal gates feel nicer than square ones as far as TK motions go, but I'll just assume any stick with any type of gate takes practice to get used to. So no matter what you choose just keep at it, and you'll get it eventually. Share this post Link to post Share on other sites
Dangle Report post Posted November 19, 2010 A question for those who modded their stick. Did you guys find it easier to corner loop with square gate or octagonal gate? I swapped in an octagonal gate yesterday, and generally I can do the 9214 motion a lot faster, but execution overall got worst. Quarter circles motion is harder, and TK attempts resulting in high jumps or spike chaser - basically became harder to hit the diagonal corners that were there with the square gate. a lot of that is the fact that you're using an entirely different type of gate, i personally find that octagonal gates make tk'ing anything harder because of all the bumps on the gate. Square gates for me definitley make things easier to tk, you're muscle memory just has to get use to not feeling a diagonal area as concretley as you would with an octagonal. generally once you get use to the square gate you wont be hitting the corner for the diagonal on a tk motion. Share this post Link to post Share on other sites
RaveSage Report post Posted November 19, 2010 When I had an octo, I found it way easier to TK things because the gate just naturally rolled to each position. Square gate made me feel like I was doing far more work to get past corners. Really, it's all a matter of preference when you get down to it. I'd suggest sticking with a square if you want to play it safe and save the $5. Share this post Link to post Share on other sites