Originally posted by Morninglord
Why? I don't see where you got this idea from. It's not supported or presented in the trailer.
the way the opponent flies in the air makes it seem like that when ws23 is done at a wall, the opponent will immediately regular power splat, rather than high splat
ws23 high wall was retarded in terms of damage anyway
I'm basing this on the fact that the 3 hits as if the opponent was airborne. So they'll just start sliding down the wall straight away and Lee will recover too slow to follow up with anything.
Originally posted by Tofma
Actually I believe we wont get a W! combo at all.
I'm basing this on the fact that the 3 hits as if the opponent was airborne. So they'll just start sliding down the wall straight away and Lee will recover too slow to follow up with anything.
Damn. It does look that way. the 2 hits like a df+2 on a crouching guy. W! will only be at a certain distance from the wall.
the part where wr34 is already whiffing, not only on asuka but most characters as well, the combo is already making the opponent too far for an ender with wr34
anyone know of a good generic combo that can land TA properly?
The key is to not do too many hits. I use max 8 hits after launcher to end with WR+3,4. 9 hits u have to be very good at dashing. 10 hits would be very hard.
eg. Lee uf+4, 4, b+2 f, f+4,3 TA Law 3,4 Lee WR 3,4
Originally posted by Murakumo
It all depends--momentum rules apply the same as before. It's just up to how to creatively put things together with another character. More hits still = more momentum. 11 aerial hits is still the longest juggle I've created without a wall. That's only 1 more than was possible solo.
just like what murakumo said its not about lessening the hits but to be creative on how to put things together with your tag partner
So apparently we're gonna have another changes list as TTT2U comes out. It looks like there's a lot of balancing going on, a lot with frames and properties. Unsure of new moves. From the loc test so far people have been saying Lee is better, Ogre is further nerfed (waning moon tag is only +13 now), and Lars is getting nerfed a good chunk.
I haven't heard many specifics about Lee from the loc test, but WS+2,3 is turning into more of a punish.
The good: WS+2,3 will lead to solo combo (f+4,3 B! or something like that)
The bad: In exchange for the WS+2,3 giving combo without partner assist, it's -16
Due to the above, WS+2,3 is going to be bad to throw out in trying to make them guess since nearly all characters will be able to launch it on block.
I don't know about other details yet. There's apparently gonna be another loc test. I'll let you guys know if I hear anything more. I went to the arcade yesterday for only the 2nd time in the last 3 months, got some footage for a combo vid, went up a couple ranks... will try and get in for a bit more combo footage later in the week. Basically, by the time TTT2 hits consoles in the form of TTT2U, it's gonna be different than the TTT2 that's out now, anyway. It's basically like the console T6 being BR rather than 6.0. I think I'm just gonna start calling our current version TTT2.0
Will up match vids and combo vid once finished collecting. My recording time is limited by my phone's battery. =[
Definitely not gonna be HC. Basically you're either taking a huge chance or you're punishing with it.
The mix will still be slide_FC,d/f,d,d/f~f,f+3 at range or DD,cc,u/f+4_DD,N,f+2 HC or 3HC up close (could always throw out WS+4 I guess).
George, I'm not sure if they'll be BT in the combo or not. I am also not sure what will fit in, but I heard at least WS+2,3, f+4,3 B! is supposed to work. If they're BT, at least with Jack as a partner we would be able to...
Lee: WS+2,3, f+4,3,5...
Jack: \o/...
Lee: FF, turn, b+2~f,N, b+2~f,N, b+2~f,N,b,N+2,3
... If they're closer, that might mean they're closer to us, allowing for partners to catch where they can't currently. The above would be a carry to a wall behind us, but a wall in front of us might well give...
Lee: WS+2,3,5...
Jack: 2, ff+1,5...
Lee: u/b+3... (recorrects)
Jack: U/F,N+4, b+3,2,2 (wall...)
I really don't know exactly the range or flip and how it's changed--all I really know is that it's -16 but gives combo by self or with partners that can't really make use of it now. Anything past that (like the sample possible combos above) are really just guesses.
is silver tail, without transition to hms, also -13 on block? i really miss t5 silver tail which was hella faster to execute. i figured i could use it again now since it's safer.
regarding unlimited, i really hope they don't make running 3,4 jab punishable or even worse on block. i mean what's the use of his other new moves f,f+1+2 and f+1+2,3? effin ass if they do nerf it.
is silver tail, without transition to hms, also -13 on block? i really miss t5 silver tail which was hella faster to execute. i figured i could use it again now since it's safer.
regarding unlimited, i really hope they don't make running 3,4 jab punishable or even worse on block. i mean what's the use of his other new moves f,f+1+2 and f+1+2,3? effin ass if they do nerf it.