Posted: Apr 20th, 2012 08:26
#359
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Wow, ok, didn't expect the thread to blow up, but awesome
Originally posted by Keeper of the CRANE
...also wanna say big thx for your great work on Drag in general, your FAQs helped me greatly getting into the character. Consider your work apprechiated.
Thanks, I appreciate people actually reading my stuff
I have a ton of theorycrafting tech stored away for September that I haven't talked about yet.
Originally posted by [~DTC~]
Also ff+2~1+2 and 1,3,2~1+2 jf grabs??? Is it still the same hit cancel to grab? Or theres something different? Was that in DR only or was it in 6 as well...
Also how do you tech after Drag's 3+4, been mashing 1,2 and doesn't tech. Is it because of my button press timing or you tech with the u,d,l,r?
Trying to put that move into use with my drag
When Ki charged, f,f+2~1+2 and (1,3),2~1+2 have JF sprites and are inescapable. It was there in DR and actually did bonus damage back then. What's nice about 1,3,2~1+2 is that you remain charged as long as your attacks are blocked, so best case scenario 1,3 does chip damage and the 2~1+2 is an inescapable throw.
To tech 3+4, and get a full combo, you tech
left (1 on 1p side, 3 on 2p side) right as you touch the ground. If you tech right, all you get is WS+4, d+4,1,3 or something, instead of a full combo.