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Kuuhaku

[P4A] Teddie Combo Thread

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Introduction

This is a thread for gathering Teddie Combos and Combo Videos. Reconstruction in progress. Feedback is more than welcome.

Medaka Box/To Do List:

Transcribe all videos (In Progress)

Add relevant combos to their sections and include timestamped links.

Add meter gain and damage for all combos.

[table=width: 710, align: center]

General Notations UsedSpecial Notation Used

[table=width: 335, class: grid]

j.Jump

sj.Super Jump

ad.Air Dash

IADInstant Air Dash

sh.Short Hop

dj.Double Jumpjc.Jump Cancel

sjc.Super Jump Canceltk.Tiger Knee

dc.Dash Cancel{ }Whiffed Input

CHCounter HitFCFatal Counter

OMCOne More CancelOMBOne More Burst

AOA-CAll-Out Attack ending with C finish

AOA-DAll-Out Attack ending with D finish

QEQuick EscapeATAir Turn

[X]Hold Input

]X[Release Input[/table]

[table=width: 335, class: grid]

dmgDamage

SPSP gain

(Item)Item Hits

+StatusEnds with Status Effect[/table][/table]

Combo Videos

Combo Videos / Miscellaneous

Persona 4: Arena Moves Video ~ Teddie | Watch Now

Basic Teddie Combo Video | Watch Now

Teddie Corner Cross Up Video | Watch Now

Teddie Fatal Counter Combo Video | Watch Now

Teddie's Barrel FC Combo | Watch Now

Teddie Item Combo Video | Watch Now

Teddie Challenge Mode Combos | Watch Now

Teddie's Beary Impractical 10,000 Damage FC Combo | Watch Now

Teddie Fatal Counter Combo Video #2 | Watch Now

Teddie SMP Combos | Watch Now | Transcript

Teddie 2C Fatal Combos | Watch Now | Transcript

Teddie Combo Video | Watch Now (Nico Nico Douga)

Teddie and Elizabeth Combo Video | Watch Now

Teddie Mario Kart Combo Video | Watch Now

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Mid-screen

Normal Starters
Note: Combos ending with j.B are usually followed up by j.D for item oki. However, this is optional and you may or may not want to do this depending on what item you will throw next.

Meterless

5AA 2B j.A dj.A j.B (1343 dmg, 11 SP)

5AA delay 5B IAD j.A land 2B j.A dj.A j.B (1694 dmg, 14 SP)

5AAA 214A (1307 dmg, 21 SP, +Poison)

5AA delay 5B 236A (1298 dmg, 10 SP)

~Forces the opponent to air tech in a position where they can be air unblockabled by 2B.


5AAA j.C dash j.A j.B (1734 dmg, 25 SP)

5AAA j.C dash 2B j.A dj.A j.236A (2205 dmg, 32 SP)

~Both only work if you hit them with 5A while close. Otherwise, j.C either won't hit or won't wall bounce them.

~Both work on only Yosuke, Aigis, Akihiko, Kanji


AoA-C FC j.A dj.A j.236A (2529 dmg, 26 SP)

CH 2B IAD j.A land 2B j.A dj.A j.B (1633 dmg, 11 SP)

~Only works on air hit CH


5C 5B 236C+D (1852 dmg)

CH 5C dash 2B j.A dj.A j.B (2251 dmg, 13 SP)




Meter

5AA 5B IAD j.A land 2B sj.A j.236236[C] ]C[

5AA 2B j.A j.236A j.236236[C] ]C[ (2400 dmg, 11 SP)


Throw OMC dash 5A delay 5A 2B j.A dj.A j.236A (1900 dmg)

~Input dash before doing the OMC



Fatal Counter


Corner carry 5B dash 5AA loop from 2C FC

  • Midscreen to Corner Version

    FC 2C (walk or dash) 5B dc. 5AA delay 5B dc. 5AA delay 5B sj.C j.B j.A land 5B 5C 2B sj.A (j.B or j.236A for meterless ender) (4439 dmg)

    ~(with 50 meter) j.236A j.236236[D] delay j.214B delay ]D[ (5304 dmg, 38 SP, +Fear)
  • 3/4ths Screen to Corner Version

    FC 2C (walk or dash) 5B dc. 5AA delay 5B dc. 5AA delay 5B dc. 5AA dc. 5B sj.C j.B j.A land 2B sj.A (j.B or j.236A for meterless ender) (4156 dmg)

    ~(with 50 meter) j.236A j.236236[D] delay j.214B delay ]D[ (5028 dmg, 37 SP, +Fear)
  • Corner to Corner Version

    FC 2C 5B dc. 5AA delay 5B dc. 5AA delay 5B dc. 5AA delay 5B dc. 5A 2B sj.A j.236A (3759 damage, 31 meter)



FC 2C 5B dc. 5AA IAD j.A j.C land 2B j.A j.214A

FC 2C 5B dc. 5AA 5B 236D 236236D 236D 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A

FC 2C 5B dc. 5AA (slight delay) tk.236B (delay) 5AA (slight delay) tk.236B (delay) 5AA (slight delay) tk.236B (delay) 5A 2B sj.A j.236A j.236236C

~with additional 50 meter can combo into 214214D if C Tomahawk is held.

~You do not need to actually tk.236B since late into 5AA puts Teddie into an airborn state. That's why a slight delay is needed. No delay gives normal 236B.

~You can adjust the spacing of the combo depending on the timing of your 5AAs.

~Near the end of the combo, you may need to microdash 5A if the last tk.236B puts you too far away




Skill Starters

CH 236A 5AA 2B j.A dj.A j.B (2279 dmg, 14 SP)

CH 236A 5AAA j.C dash j.A dj.A j.236A (3016 dmg, 34 SP)

~Works on only Yosuke, Aigis, Akihiko, Kanji



SP Skill Starters

236A+B 5A 2B j.A jd.A j.B (1584 dmg, 26 SP)

~j.A j.236A j.236236C (2687 dmg, 1 SP)

FC 236C+D 236C j.A j.C dash j.A dj.A j.236A (2544 dmg, 26 SP)

~j.236236C if meter available (3601 dmg, 1 SP)

~if close to the corner, j.236236[D] ]D[ 5B 5C 2B j.A j.B




Near-corner

*note- For combos of 236D 236236D 236D, you must hold D so that the missile will hit your opponent but not explode on them

Normal Starters

5AA 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 2B j.A dj.A j.236A

~Note, this can only be done if you hit them with 5A while fairly close

~If you hit them with 5A while far- 5A 5B 236D 236236[D] ... will work at most distances.

5AA 5B 236D 236236[D] 66 5B sj.C j.B j.A land 5B 5C 2B j.A dj.A j.B

~This route is available if you're close enough to the corner where D Teddie Warp is not needed

2B j.A dj.A j.236A j.236236[D] land 5B j.C j.B j.A 5B 5C 2B j.A j.B

CH 5B dc. 5B sj.C j.B j.A land 5B 5C 2B j.A j.B

CH 5B 5C 5B sj.C j.B j.A land 2A+B


Throw OMC dash 5A delay 5A 2B j.A dj.A j.236A j.236236D 214B (2900 dmg, +Fear)

~Input dash before the OMC



Skill Starters

FC 236C+D 236C j.B j.A j.C land 2B sj.A j.236A j.236236[D] ]D[ j.236B



Corner

Normal Starters

(2A) 5AAA j.C land 5B 5C 2B j.A (j.A j.B) (2443 dmg, 34 meter)

~Can do j.236A j.236236[D] ]D[ sj.Air Turn j.D falling j.A for an ambiguous corner cross up

(2A) 5AA 5B sj.C j.B j.A land 5B 5C 2B j.A dj.A j.B (2715 dmg, 26 meter)

CH 5B 5B sj.C j.B j.A land 5B 5C 2B j.B

2A+B OMC 5B sj.C j.B j.A land 5B 5C 2B j.A dj.A j.236A

(2A) 5A 5B 2369B j.236236D 5B sj.C j.B j.A 5B 5C 2B j.B j.D


Corner Escape while Putting Opponent in the Corner

(2A) 5A 5B 236A j.236236[C] ]C[ 6 5C 2B sj.B

(2A) 5A 5B 236A j.236236[C] land 5B sj.C j.B j.A land 5B 5C 2B sj.B



Throw Starters

Throw 5B sj.C j.B j.A land 5B 5C 2B j.A j.B (2739 dmg, 24 meter)

~If you do just j.B and hold forward, you can airdash behind your opponent and do falling j.A for a corner cross up

Throw 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236D j.214B (+Fear)

Throw 2A+B 2A 236A OMB 5B sj.C j.A j.B j.A land 2B j.A j.236B

Air Throw OMB 5B sj.C j.B j.A land 5B 5C 2B j.A j.B j.D

Air Throw j.A land 2B sj.A j.236A j.236236[D] ]D[ j.214B (2044 dmg, +Fear)



Fatal Counter Combos

FC 2C FC 5B IAD j.A j.C 2B j.A dj.A j.236B

FC 2C FC 5B IAD j.A j.C 236D 236236D 5B 5C 2B j.A j.236A j.236236D

FC 2C FC 5B 236D 236236D 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236D

FC 2C 5AA 5C 5B sj.C j.B j.A land 5B 22A 5AA 5B 22A 5AAA 214A+B (+Rage)

FC 5B 5AA 5C 5B sj.C j.B j.A land 5B 22A 5AAA 214B

FC 2C FC delay 2A+B OMB dash 5B dash 5A delay A 236B 5A delay A 236B 5A delay A 236B 5A 2B j.A dj.A j.236A j.236236C (6725 dmg) [
]

FC 2C delay 2A+B OMB tk.236B delay 5A delay A 236B 5A delay A 236B 5A delay A 236B 5A 2B j.A dj.A j.236A j.236236C (7280 dmg) [
]

FC 2C delay 2A+B OMB tk.236B 5A delay A 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C j.A dj.A j.236A j.236236C j.214B (7955 dmg, +Fear) [
]

FC 2C delay 2A+B OMB tk.236B 5A delay A 236B 5A delay A 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C 2B j.A dj.A j.236A j.236236C j.214B (8116 dmg, +Fear) [
]

FC 2C 5B dc. 5AA (slight delay) tk.236B (delay) 5AA (slight delay) tk.236B (delay) 5AA 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236[C] j.214B ]C[ (+Fear)

~You do not need to actually tk.236B since late into 5AA puts Teddie into an airborn state. That's why a slight delay is needed. No delay gives normal 236B.

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Item Combos

  • MF-06S Brahman

    5AA 5B 5C 5D 5A 2A+B (Brahman) 2B j.A dj.A j.236A j.236236D 214B (+Fear)


  • Dry Ice

    Midscreen

    CH 5C 5C 2C 5D dash 5AA 5B 236D 236236[D] 236D 5B 2B j.A dj.A j.236A

    Corner

    Throw (Dry Ice) 5AA 5B sj.C j.B j.A 5C 2C 5D 214A+B (+Rage)


  • Smart Bomb

    Corner

    5AA 5B sj.C j.B j.A 5B 5C 5D 2B j.A j.236236D 214A (Smart Bomb) 214B (+Poison, +Fear)

    5AA 5B sj.C j.B j.A 5B 5C 5D 2B j.A j.236236D 214B (Smart Bomb) 214A+B (+Fear, +Rage)

    FC AoA 5B sj.B j.A 5B 5C 5D 2B j.A j.236A j.236236[D] 214214C ]D[ (Smart Bomb) j.236236D

    FC 2C 5D 5B 236B 2A 214A OMB delay 2A+B (Smart Bomb) 236C 236236[D] 5B sj.C j.B j.A land 5B sj.C j.B j.A land 5B sj.C j.236A j.236236[C] land 236236D ]C[ [
    ]


  • Oil Drum

    Corner

    FC 2C 5B 66 5AA IAD j.A j.C land 5C 236B OMB 5D 2B j.B j.B j.B j.B land j.B j.B 236A j.236236C 214214D

    FC 2C 5D (Drum 1 hit) 2A+B (Drum 1 hit) 5B (Drum 6 hits) dash 236B OMB tk.236B 5A delay A 236B 5A delay 5A 236B 5A delay A 2B j.A dj.A j.236A j.236236C (8174 dmg) [
    ]

    FC 2C 5D (Drum 1 hit) 2A+B (Drum 2 hit) 5B (Drum 5 hits) dash 236B OMB tk.236B 5AA 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236[D] 214B ]D[ (8343 dmg, +Fear) [
    ]

    2C FC 5D (Drum 1 hit) 2A+B (Drum 2 hit) 5B (Drum 6 hits) dash 236B OMB 236C 236236D 236D 5AA 5B sj.C j.B j.A land 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236[C] 236236D ]C[ (10035 dmg) [
    ]


  • Lightning Ball

    Corner

    5AAA j.236236C 5D 5AA j.A j.B j.214A

    5AAA j.236236C 5D 5AA 236A 214A

    5AAA j.236236C 5D 5B 236B 214B

    FC 2C 5D 2B 2A+B (Ball Lightning) j.236A OMB 236C 236236[D] 236D 5AA 5B sj.C j.B j.A land 5B sj.C j.B j.A land 5B sj.C j.B j.A land 5B sj.C j.236A j.236236[C] land 236236D ]C[ (10017 dmg) [
    ]

    FC 2C 5D j.A j.236B (Ball Lightning) tk.236B 5AA 236B 5AA 236B 5A 2B j.A dj.A j.236A j.236236C (6755 dmg) [
    ]

    FC 2C 5D j.A j.236B (Ball Lightning) 236B 5A delay A 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C 2B j.A j.c j.A j.236A j.236236C j.214B (7605 dmg, +Fear) [
    ]

    FC 2C 5D 2B 2A+B (Ball Lightning) 236B 5A delay A 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C 2B j.A jc j.A j.236A j.236236C j.214B (7745 dmg, +Fear) [
    ]

    FC 2C 5D j.A j.236B (Ball Lightning) dash 2A+B OMB delay 236B 5A delay A 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236[D] 214B ]D[ (8571 dmg, +Fear) [
    ]


  • Amagiya Bucket

    Corner

    5AA 5B sj.C j.B j.A 5B 5C 5D 2B j.A j.236A j.236236D



Blockstrings

*note- These are ambiguous corner cross ups taken from the Teddie Corner Cross Up video
Also, a lot of these setups are meant to create unblockable opportunities by pushing someone into the Muscle Drink

5AA jc AT air backdash j.A j.[D] 22A+B 6

~Can move infront of them or behind them or do both to make it beary confusing for your opponent to figure out which way to block

5AA jc AT air backdash j.A j.C j.[D] 22

~This version is so Kintoki-Doji will pull them out of the corner and you won't need to use 22A+B. Like the other setup, depending on when you let go of 22B, Teddie can be on either side of the opponent.

5AA jc AT air backdash j.A j.C j.[D] AoA

~AoA will cross them up. If you push them into the Muscle Drink, you can do an unblockable reset. This reset can also push the opponent back into the corner.

~The reset combo is AoA, wait for it to uncombo, AoA Follow Up-C FC j.A dj.A j.B j.A 236A

~Teddie cannot gatling j.A j.B j.A. You must link j.A j.B to get this combo path to work.

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22A, 22B, and 22A+B have really specific uses. Mostly if you make a really lucky guess, you can go under other character's moves. But in a more practical use, they're generally for ambiguous crossunders (for example D Teddie Warp then 22A or 22B as you come out and you'll cross under) or as a way to cancel certain moves (IE- 5B 22A 5B). It's not really a move that's used much because outside of specific uses, it's pretty bad.

You can go look at the Teddie Cross Under video in the video section to have some idea of it's general use.

Its not to bad if you need to do something to bait a person DP. It misses most characters DP, I'm not sure on labrys though, kanji beats it but when you're pressure on someone not those, a nice teddie deflate is a good answer then punish :3.

edit: hell if you do tick throws a lot you can evade people throws with it and punish that also.

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In the corner Throw Starter section, what does the O in "OB" from the air throw combo stand for?

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Thanks, that didn't even come to mind. I was confused as to what that meant for a while now lol.

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For consistency, I'll change that to OMB. :psyduck: I thought I changed all of them, but I guess I missed. On that subject, would you want the Teddie SMP stuff put in here even though Teddie's SMP is kind of expensive to do?

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Sure, why not. Practical or not, anything combo related should be posted i'd assume.

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All right. I'll work on transcribing that after I update the video thread... which should either be done tonight or tomorrow depending on how many videos I have to backtrack through.

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Done. Note- There were some situations where it was hard to tell if he was doing A or B Bearscrew, so I might have written down the wrong one. :psyduck: I'll go check later today. Also, experimenting with possibly a new format for the combo thread.

Requires Smart Bomb

2C FC 2A+B OMB tk.236B 5A 5B tk.236B 5A 5B tk.236B OMB 5B sj.C j.B j.A land 5B 5C 5D 2B j.A j.236A j.236236[D] 214214C ]D[ (Smart Bomb) j.236236D j.236A

[Click]

~Not practical because requires 2 OMBs

2C FC 5D 5B 236B 2A 214A OMB delay 2A+B (Smart Bomb) 236C 236236[D] 5B sj.C j.B j.A land 5B sj.C j.B j.A land 5B sj.C j.236A j.236236[C] land 236236D ]C[

[Click]

No Item Needed

2C FC delay 2A+B OMB dash 5B dash 5A delay A 236B 5A delay A 236B 5A delay A 236B 5A 2B j.A jc j.A j.236A j.236236C (6725 dmg)

[Click]

2C FC delay 2A+B OMB tk.236B delay 5A delay A 236B 5A delay A 236B 5A delay A 236B 5A 2B j.A jc j.A j.236A j.236236C (7280 dmg)

[Click]

2C FC delay 2A+B OMB tk.236B 5A delay A 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C j.A jc j.A j.236A j.236236C j.214B (7955 dmg, +Fear)

[Click]

2C FC delay 2A+B OMB tk.236B 5A delay A 236B 5A delay A 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C 2B j.A jc j.A j.236A j.236236C j.214B (8116 dmg, +Fear)

[Click]

Requires Ball Lightning

2C FC 5D 2B 2A+B (Ball Lightning) j.236A OMB 236C 236236[D] 236D 5AA 5B sj.C j.B j.A land 5B sj.C j.B j.A land 5B sj.C j.B j.A land 5B sj.C j.236A j.236236[C] land 236236D ]C[ (10017 dmg)

[Click]

2C FC 5D j.A j.236B (Ball Lightning) tk.236B 5AA 236B 5AA 236B 5A 2B j.A jc j.A j.236A j.236236C (6755 dmg)

[Click]

2C FC 5D j.A j.236B (Ball Lightning) 236B 5A delay A 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C 2B j.A j.c j.A j.236A j.236236C j.214B (7605 dmg, +Fear)

[Click]

2C FC 5D 2B 2A+B (Ball Lightning) 236B 5A delay A 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C 2B j.A jc j.A j.236A j.236236C j.214B (7745 dmg, +Fear)

[Click]

2C FC 5D j.A j.236B (Ball Lightning) dash 2A+B OMB delay 236B 5A delay A 5B 236D 236236[D] 236D 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236[D] 214B ]D[ (8571 dmg, +Fear)

[Click]

Requires Barrel

2C FC 5D (Barrel 1 hit) 2A+B (Barrel 1 hit) 5B (Barrel 6 hits) dash 236B OMB tk.236B 5A delay A 236B 5A delay 5A 236B 5A delay A 2B j.A jc j.A j.236A j.236236C (8174 dmg)

[Click]

2C FC 5D (Barrel 1 hit) 2A+B (Barrel 2 hit) 5B (Barrel 5 hits) dash 236B OMB tk.236B 5AA 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236[D] 214B ]D[ (8343 dmg, +Fear)

[Click]

2C FC 5D (Barrel 1 hit) 2A+B (Barrel 2 hit) 5B (Barrel 6 hits) dash 236B OMB 236C 236236D 236D 5AA 5B sj.C j.B j.A land 5B sj.C j.B j.A land 5B 5C 2B j.A j.236A j.236236[C] 236236D ]C[ (10035 dmg)

[Click]

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i haven't tested all the combos yet, but i do know that he's doing tk 236b after the OMB, so that's one revision. idk if you should put j.236b or tk236b in a transcription

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The first two 236Bs have to be tk'd after OMB, not just the one directly after.

Should be noted that the combos with two OMBs aren't practical.

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i'm pretty sure none of the combos used two OMB's

second, you don't need to tk twice, because teddie is mid-air after his second 5a

lastly, polka, after lightning, all of those 236b's are tk'd as well. and you need to add tk's for the 236b's after OMB in the barrel section

for the lightning ball combos, again, i'm still haven't tested all of them, but the second lightning ball combo should read:

FC 2c 5d j.a j.236b [lightning hits] tk.236b 5aa 236b 5aa 236b 5a 2b j.a j.a j.236a j.236236c (there's just a couple differences)

alright the first lightning ball combo should read:

FC 2c 5d 2b 2a+b [lightning hits] j.236a OMB 236c 236236[D] 236d 5aa 5b sj.C j.b j.a 5b sj.C j.b j.a 5b sj.C j.b j.a 5b sj.C j.236a j.236236[C] 214214d

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i'm pretty sure none of the combos used two OMB's

second, you don't need to tk twice, because teddie is mid-air after his second 5a

Read the first smart-bomb combo and look at the vid...it clearly uses two OMBs.

Also, in the first combo with the two OMBs you do have to TK twice, there's only one 5A. (5A>5B>tk236B).

Guess I should've clarified I was talking about the first combo...

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ok yea i didn't even look at those bc they were not part of the main vid....not to mention can we even be sure that 2c was the starter of the first combo??? i think that was actually just a sweep combo.

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It probably doesn't even matter at this point because that combo uses two bursts which is practically impossible.

Edit: Another thing I noticed about the other smart bomb combo in the opening is that it's C missile at the end, not D. This is the combo without the two bursts.

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No problem. And Herbal, the first combo in the video does start off with 2C FC. Just for some reason they don't show it. Right before the sweep hits, if you pause it says 1 hit and Fatal Counter. I'll try to transcribe the SMP stuff too.

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The first two 236Bs have to be tk'd after OMB, not just the one directly after.

Should be noted that the combos with two OMBs aren't practical.

what does the tk stand for, looked at the first page but i dont see a description of what it means, thanks

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Ah. I should add that description to the front page. Thank you for informing me. tk. means Tiger Knee. Basically, you do an air special as low to the ground as possible. This is generally accomplished by doing the special motion, holding up, and then hitting the button. So to do a tk.236B, the input is actually 2369B. You want to make sure you hit the button after your character has left the ground.

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Ah. I should add that description to the front page. Thank you for informing me. tk. means Tiger Knee. Basically, you do an air special as low to the ground as possible. This is generally accomplished by doing the special motion, holding up, and then hitting the button. So to do a tk.236B, the input is actually 2369B. You want to make sure you hit the button after your character has left the ground.

thats what i thought, but i wasn't sure. thanks for the clarification

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Can someone give me an idea on the timing for those FC 2C D sweep barrel combos? So the barrel only hits once after this sweep then you 5B then wait till the barrel hits 6 more times? Still though, getting the sweep to leave the person on the barrel is an odd timing. Apparently you don't want to run after 5b either cause it moves the screen and makes the barrel not juggle.. I guess. Idk, still not sure how this combo works.

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