Game:tekken 2
character:Paul
Combo: power punch which sends them across screen then diving headbutt
Note: finishes them in two moves. Not hard to learn combo but difficult to time
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Game:tekken 2
character:Paul
Combo: power punch which sends them across screen then diving headbutt
Note: finishes them in two moves. Not hard to learn combo but difficult to time
I have a question about Capcom vs SNK 2 and basically all Street Fighters.
OK 2 questions
1. I can do all the moves except those moves which have letters in frount of.
I dont get it. Like it says L kick M punch L kick ?????????????
How do I do these moves????
2. Moves that say Charge up down then a move.
Dont get that either. People like M. Bison and Guile have these moves and I dont get them.
Im very new to 2D fighters and I really like them so far.
Purchased Guilty Gear X2 today. Great game!!!
First, most of the L P K Moves are lvl 3s only.
Second, if its a Raging Demon move Lp, Lp, =>, Hp Lk
You press lp lp quickly but two times rapidly..then press forward and hp and lk SIMULTANEOUSLY to activate it...try to get the timing right and it would be deadly.
Thirdly, if its Neo Deadly Rave type moves where theres a TON of buttons to be pressed after the initial move, you first do the move:
Half Circle Backward + Forward and Lk
After the animation, and once you hit your enemy once, proceed the press the buttons in order..the timing is a little different per person...and its practically after that to find the rythem to do the move. Its sorta like a dance that ends with a jump to the hurricane kick move (wherever direction you are facing). Like START! ....*whack!*(initial hit) => 1 2 3...4..5.. 6 7 8 9! *jump!* Oo or something like that.
All charge moves require you to hold down two seconds before releasing.
So <= (Charge) , => + P
That means you hold <= for about two seconds before pressing => and punch for the Sonic Boom. Same for Up and Down moves. Holding down the Charge is critical for people like Guile and Bison.
If you are talkinga bout the supers, just hold down <= for two secs, then quickly => <= => + P real fast. The super will come out. Ready. Set. ZOOM ! O_O
I made up this one last night
Ky on Guilty Gear X2 #Reload
P+P+P+F+S+F+HS+Stun dipper. Eight hits of terror they can't hope to deflect.
Game: Tekken 5
Character: Baek Doo San
Combo: 4, 3, 4, 3, 3, 3, 3, 3, 4, 3
Comment: Quite possibly the easiest 10 hit combo to learn in the entire game. xD It only hits low twice though, so it probably won't do much damage.
Game: Tekken 5
Character: Baek Doo San
Combo: 3, 4, 3 or d3, 3, N3 -> 1, 2, 3~f -> 1, 2, 3~f. Repeat until enemy slams against a wall or something and then 10 hit combo them or something.
Comment: I've only just started using Baek so I haven't really tried this out yet. But to my knowledge (only because I've seen other people do it) the punch rush should carry them across the air.
OK so basically I press Square, Square, Forward, Triangle, X really quick to activate a sequence then put in the move. Sorry im really confused. Im more confused bout the charge thing. I hold then down but nothing Happens. I walk up then down and punch. Dont think thats how it works???Quote:
Originally Posted by lionx
Sorry could you explain it a little simplier cause im only 14
Type out an example of one of the moves that are confusing you.
The only things I can think off are as follows.
1. The only move that dosn't require some sort of D-Pad imput before the move in Street Fighter is Akuma's Level 3 shadow move, Death Touch, which is done by pressing, Light Punch, Light Punch, Forward, Light Kick, Heavy Punch. The move Lionx refered is basically a shadow move were you have to input a button sequence in order to land all the hit's, which, I don't belive anyone has anything similar. However i'm not an expert on SNK characters so someone else will have to clear that up.
2. Some move's require you to press all 3 punch or kick buttons to pull them off. For example Akuma, or Bison's telport. Which is done by pressing, Forward, Down, Down Forward and then pressing all 3 punch or kick buttons at the same time. However all Street Fighter games since Street Fighter Alpha, have had the option to set a button to 3 x Kick or 3 x Punch which means you just press the one button and it does the same as you pressing the 3 seperate buttons. If you're on a PlayStation2, by default the L2 and R2 buttons will be set as 3 x Punch and 3 x Kick.
3. The only other thing's I can think off are the defensive moves in Capcom Vs SNK2. Which are Light Punch + Light Kick, will peform a defensive roll and Medium Punch + Medium Kick + Fowards, after blocking an attack, which will perform a counter move.
As for the charging moves. These require you to hold either, Back or Down on the D-Pad for a couple of seconds and then press, Forward or Up, (depending on the move) and either a Pucnh or Kick button at the same time. Example. Guile's Sonic Boom. Hold Back on the D-Pad for 2 seconds then press Forward + any Punch Button.
Hope that all make's some sense, but it isn't the easiest thing to put into words.
1. Morrigans Darkness Illusion is also Raging Demon input.The button sequence is only the double lp taps, then you press the => lk and hp at the same time to activate.
SNK Characters require a D-pad/Joystick input, once on impact of the special requires the pressing of a specified combination of button commands in where you can stop at any time not completing the entire Super.
Explained it a little better, yes do that ^^ if you still need help ask something more specific.Quote:
As for the charging moves. These require you to hold either, Back or Down on the D-Pad for a couple of seconds and then press, Forward or Up, (depending on the move) and either a Pucnh or Kick button at the same time. Example. Guile's Sonic Boom. Hold Back on the D-Pad for 2 seconds then press Forward + any Punch Button.
2. What you described on number 3 is dependant on the Groove you choose. (Long stuff about Grooves) :x
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C Groove:
Roll - Lp and lk, during a roll you are invincible everything but throws. At the end of the roll you are COMPLETELY VULNERABLE. Different distances of rolls depend on the character. If the character has too big a roll, dont use it unless you need to. Good to clear fireball abusers...you can also roll arond the guy over and over, but dont abuse :)
Counter Attack: THIS WILL NOT KILL SOMEONE EVER SO NO ALPHA COUNTER KILLS EVER. Press MK and MP and against the attacker while blocking to counter attack. Great vs customs. Eats up one lvl of your bar.
Air Block - Duh..block in air.
Tatical Recovery - Pressing 3 punch buttons at the same time before you fall while in the fall motion nets you the power to stay on they ground a fraction of a second longer. Not incredibly useful but its not worthless either.
Dash - Tab forwards two times to hop a little or slide a little forward. During the Dash you are COMPLETELY VULNERABLE. Good to go on the offensive a little, but depending on your character's dash, it can change battle plans.
Lvl 2 Super Cancel - During a Lvl 2 Super Combo, anytime during it you can cancel into a super lvl 1 or a special move by just inputting the command. It has the potential to do MORE dmg than a lvl 3 sometimes though not always. Some of them cannot be canceled at certain points of the move like Iori's Maiden Masher, it cannot be canceled until the person explodes from the purple flames.
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A Groove
Roll & Dash & Counter Attack - See C Groove
Safe Fall - By pressing Three Punch buttons JUST before you hit the ground, you will bounce back up immediately, great for comeback. However the bounce itself is not invincible. So be careful to what you are safe falling to less you bounce right into a Hadouken :X *smack*
Custom Combo -
To activate a CC, press HP + HK. Your character is briefly invulnerable after activation, which you can use to "blow through" attacks, walk through fireballs, and perform other death-defying tricks. While your CC is active, the following rules apply:
* Custom Combo Rules You cannot block.
* Any non-whiffed move can be canceled into anything, at any point.
* Everything will juggle while your victim is in the air.
* You can execute a super, which will end the CC.
This, obviously, lets you do combos that are otherwise impossible. The CC lasts until either the meter runs down, you are hit, or you execute a super combo. Note that you can execute the super at any point in the CC, even if you only have 1% meter left.
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P Groove
Dash & Tatical Recovery - See C Groove
Small Jump - A small jump is activated by tapping the joystick or pad up in a certain direction. You will jump a little bit, and then will land with more recovery time. During the Small Jump you cannot do anything but normal moves. Small Jumps are great for offensive manuvers and defensive hop backs. But be aware if you land it takes more time to recover and if someone Supers..you will eat it because you are vulnerable to anything.
Parry - By tapping forward at the last minute for high and mid attacks, and tapping down at the last minute for low attacks, you will be able to parry. You will gain more recovery frames before the other guy can recover from his move and you can counter right back. ANYTHING CAN BE PARRIED (except Throws). Cleanly parrying Supers or multi hit attacks can be deadly and incredibly strong. Its all about predicting.You can do it on the air and the ground as well.
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S Groove -
Counter Attack, Tatical Recovery - see C Groove
Small Jump - see P Groove
*Note: The Counter Attack requires a fully charged bar to do.
Run - By taping twice and holding the pad or stick down, you can run. The run is really fast and you can cancel into a move at any time. Should just stop you will face a little delay. Great Rushdowns
Dodge - In place of roll, you can Dodge. You go back into the background for a brief second and you are invincible to everything but throws. You can cancel the Dodge into another Dodge, therefore if you execute right, you can Dodge FOREVER. The problem is that throws can take you out, and you dont move anywhere when you Dodge.
Charge - Pressing HP and HK in S Groove at the same time makes you Charge your bar. It wont go up besides you getting hit otherwise. When its full you can do a lvl 1 super and you get a power bonus in dmg. When in Desperation Mode(low life) the charge bar goes up slower and you can do a lvl 3 super if charged up and you can additionally do unlimited lvl 1 supers when it is not.
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N Groove-
Run - see S Groove
Roll, Counter Attack - See C Groove
Safe Fall - See A Groove
Small Jump - See P Groove
Counter Movement - By pressing Lp and Lk and towards or backwards the enemy at the same time while you are being attacked(blocking) you will do a Counter Movement. This allows you to go forward or backward depending on the direction you pressed while being attacked. During long moves like Blanka's roll special move, you can gain the advantage over him and be able to strike a little faster if done correctly.
Break Stock - When you get max meter, its stored in a little ball. As long as you have a ball, pressing hp and hk together will break stock and give you a 20% attk and bonus for a limited time. During Break Stock, if you have another Stock, you can do a lvl 3 super. Break stock is only 1 frame and not instant.
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K Groove
Run - See S Groove
Safe Fall - See A Groove
Small Jump - See P Groove
Just Defend - If you block at the last second, you will do a Just Defend. During that time, you will:
-Gain a little life back
-Gain a little Super Bar
-Get a frame advantage and not be block stunned
Once raged, you get a 35% dmg bonus on normal moves and a 30% bonus on special moves. You can also during any of that time, execute a lvl 3 super. It is best to just defend my wiggling the stick from neutral to block since otherwise you will consume more recovery frames. So just tapping is best. This is essentially, backwards Parry. But in terms of recovery frames and countering, Parry is better.
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I hope you get it :x
Game: Raw vs SmackDown!
Character: Randy Orton
Combo: RKO and pin
Comment: works always.
ok I get it now.
Thanks guys