b+1,(1),1,(1),1 means u will perform 5 spin b+1's, but second and fourth will miss during the juggle. However, to complete the juggle, it's necessary to have those "missed correctly."
question: I can't get this flash combo consistently:
flash, FLE, FLE 1+2, f+1, f+3+4
I know I've seen it and have pulled it off a couple times, but I don't know what I'm doing wrong for it to miss. I get to the FLE 1+2 part, and then whiff the jab. If this is not 100% consistent, which one is the best one? (or, I should say, which one should I keep as staple while I learn Yoshi?)
Originally posted by NoodleHead
Btw, if I recall correctly, 4~3 can lead to the usual d/f+2 juggle:
4~3 f,f b+1,(1),1 b+1,1,(1),1 b+1 f+3+4 for the max damage.
I never really used it because the f+3+4 combo is much easier and more consistent.
The most damaging juggle from 4~3 is f+3+4, 1, b+1,1,1, f+3+4 which is I think 83 damage. However doing that juggle you mentioned is way easier to time and makes it easier to wall splat in case there is a wall nearby. Even if you mistime the b+1's you can adjust the b+1's so they hit properly, which is a big plus.
Originally posted by NoodleHead
BT flash goes into f~u/b+1+2 flee combo
late bad breath close-in attack goes into jab, then the rest are the same as u/f+3 combo
Door knocker. what do u mean about whiff? like... opp ducking?
Cool, thanks! I think I've only hit bad breath once, so it's nice that the follow up is easy (jab) in case it happens.
The door knocker thing is that I sometimes hit it, but then the d/f+1,1,1 follow-up whiffs for no apparent reason. I sometimes try to align myself to see if it'll hit, but no. So I was wondering if there's a special way or something to get it to combo consistently (like maybe holding a specific direction or whatever). Maybe I'm just really bad with it still, lol. but in any case, let's say I hit door knocker and I *know* the d/f+1,1,1 won't hit - what is the next best thing to do?
Fc d/f+1_b+1 into d/f+1,1,1 sometimes whiff if opp is off axis on your right. If opponent is tripped straight on or on ur left, then d/f+1,1,1 will not whiff. I am not exactly sure which side though since I rather play more setup from Fc d/f+1 option. If you are interested, here's what I do after Fc d/f+1:
u/f+3+4 b+1,4. From there, you can either commit suicide if opponent stands straight, Bt 4 if opponent rolls back late (and gets hit by the 4), bt d+4 if opponent side roll, bt d/b+2's if opponent rolls back early for the BT bait.
u+3+4. Chance is, opponent will move (roll back), and f+3+4 will hit them like whoa for more okizeme, lol.
Originally posted by NoodleHead
(stop riding on Frodo's cock)
i don't get it
Originally posted by NoodleHead
Fc d/f+1_b+1 into d/f+1,1,1 sometimes whiff if opp is off axis on your right. If opponent is tripped straight on or on ur left, then d/f+1,1,1 will not whiff. I am not exactly sure which side though since I rather play more setup from Fc d/f+1 option. If you are interested, here's what I do after Fc d/f+1:
u/f+3+4 b+1,4. From there, you can either commit suicide if opponent stands straight, Bt 4 if opponent rolls back late (and gets hit by the 4), bt d+4 if opponent side roll, bt d/b+2's if opponent rolls back early for the BT bait.
u+3+4. Chance is, opponent will move (roll back), and f+3+4 will hit them like whoa for more okizeme, lol.
cool, sounds good. I get it now with the sword sweep - I'll try it out tonight on practice mode. Good stuff on the u/f+3+4 stuff, sounds sick. I'll check it out as well.
cool, sounds good. I get it now with the sword sweep - I'll try it out tonight on practice mode. Good stuff on the u/f+3+4 stuff, sounds sick. I'll check it out as well.
good luck trying them out. Btw, if opp stands up straight, they will block the "4," allowing you to either immediately BT throw, or BT d+1+4~b+1 for more rewarding (and of course, if they will be killed) play.
Another great move to use after the "4" is BT d/b+1+2 for the BT bad breath backflip. It can catch your opponent off-guard.