TTT2 Super Cop and Co. Combo/Guide Thread

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Iron Fist God
Joined: Aug 2000
Posts: 1236
From: Philippines
PSN: ElDiabloMacho
#341 “Quote” Edit Post
Originally posted by trueganjadoom
Definitely! Moves that link together to a combo if not actively prevented by block/parry etc. - I'd consider a combo. Don't you? Otherwise, the (usually) stupid predefined 10hit comos of each char would not be considered combos?!

I do agree though that setups such as LEI TGR 1+2, ff+3,... are not guaranteed. However, if the opponent does press any other button than holding 'back' during e.g. TGR 1+2 negative frames, one can convert into a combo.

No, I don't. If I can prevent further damage at some point, then it's not a combo.
The tenstrings are not really considered as combos as well.
Joined: Jan 2000
Posts: 2943
From: USA California
#342 “Quote” Edit Post
I came up with this interesting Tag combo at a buddy's house last night:

(close) Lei d/f+4~F, DRU 3,2~5 B!, Xiao f,f+3+4 (layout stomp), Lei f+3,1,2~5, Xiao f,f,f+4 (running slide - strict timing).
Signature "Practice makes improvement - you can never be perfect"

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