Them's Fightin' Herds

Them's Fightin' Herds

View Stats:
犬太 May 20, 2021 @ 1:30pm
Velvet back jump cancel ?
i was doing the velvet's combo challenges and got stuck on the master 02 combo, i think that the forth input is some kind of cancel, but can somebody help me understand how to do it ?? ;;
< >
Showing 1-2 of 2 comments
Stichez May 20, 2021 @ 2:01pm 
Turn on stick/input history display and watch the combo. You can also use the combo steps option on the second tab in combo training to have it start at the place you're having trouble with to practice that specifically.
FiveByFive May 21, 2021 @ 2:09am 
(NOTE: The following answer relies upon an understanding of "universal FGC notation." It's really just as simple as assuming you're on 1P side and looking at your numpad, so as to translate directions into numbers. 2 is down, 4 is back, 6 is forward, 8 is up, 1 is down-back, 3 is down-forward, 7 is up-back, and 9 is up-forward.)
-----

The fourth input is what's referred to as a "jump-cancel." It's what allows a lot of the zanier things in fighting games, for moves that have jump-cancellable properties on hit or block (in TFH's case it's only on hit across the cast, IIRC). You actually already do jump-cancels normally in most combos using launchers/3C, as they and 6A are both universally jump-cancellable moves.

In the case of Velvet Master 02, the goal is to buffer a jump command (it can be 7, 8, or 9 to get the same outcome but the trial wants 7) right around the time of the hitstop (the pause just before hitstun begins) of the 3C, then execute a Shatter B/214B before Velvet leaves her grounded frames for a jump. Normally, Shatter B is a combo ender for Velvet that's hard for her to combo after without super, but in this case the combined juggle height/JD value/corner proximity allows her to get either a 5A or 2A and continue the combo.

One way of getting this command to come out smoothly is to do what's called a "longcut," where you add an extra direction or two to maintain a smooth "rotation" through the necessary directions. In my case, I often tend to do either 876214B or 76214B as it feels more natural on a d-pad. Longcuts are practically required for certain difficult combos in order to establish what's known as "input priority," preventing rapidly-inputted directions from clashing into incorrect specials (such as during Velvet's notoriously-hard icicle loop combos).

You can also get the same result by performing what's known as a "TK" ("Tiger Knee") Shatter B by executing 2147B rather than 7214B/8/214B, though I find this to be more cumbersome executionally as the jump is buffered later rather than earlier. TKs (usually referring to a 2367 directional input along with a button) are EXTREMELY critical for Velvet's advanced icicle gameplay, however.
Last edited by FiveByFive; May 21, 2021 @ 2:23am
< >
Showing 1-2 of 2 comments
Per page: 1530 50