I don't understand what's a neutral jump jk. And what about the new numbers on the main screen, what are the 10/20 thing? Anyone knows? My rank is now like 32th but I know I'm not that good, is it like 32th of the level 31? I'm confused now...
Neutral Jk means jumping straight up and down with a kick. The numbers are dates. It's showing your wins/rank for that time period.
I don't know why I haven't played around with him as a secondary. I keep meaning to but haven't gotten around to it. You know you want to give in to the dark side and re-download. Yeah, but so far it's only unlockable at level 44 and only allows for one round matches. The article about the update made it seem as if that's being changed with the update, which should hit very soon.
I'm at level 15, I won 20 match in a row but level remain the same, only in case of revenge level up more! It's the only way to level up?
Lose on purpose and get those revenge points. Sadly, the best option if you're focused on leveling up is lose 1, win 3, lose 1, win 3, rinse repeat.
Neutral jump is money. Have you ever faced a Ryu who jumped straight up and kicked on the way down? They will hit you if you're crouching, and if you're blocking while standing, they'll walk up and throw you. There are a lot of variations of this, and neutral jumps are useful for a lot of other reasons as well (e.g., they avoid many wakeup attacks and put you in a great position to punish.
You can do anything except changing chars. Of course you can only use 3 bars. Wow, 512 with Hwo?! I think I need to begin using Flamingo. I never use it because my game doesn't register it while playing online. About tired chars, I've found that if you don't change between your two chars, the char you're using will get tired, which means that he will deal less damage.
Your confused, damage scale is not the same as getting tired. When opponent has less than 50 percent hp the damage scale makes you combos do less damage. This happens in volt too.
Chun-Li holding a charge before the combo 550 damage Nina holding a charge before the combo 585 damage
Originally Posted by fffan7777 View Post 511 with Hwo: (corner) j.hk, flamingo, p, p, flamingo, p, p, super Oh, and what is tired character? Kaz can do 570 max with just hp and electrics into super. 633 with Paul: lv2 charge, ch lv2 sp, df+k, p, p, db+sp, qcf+sp, d+sp, super. There's enough time if you do a launcher with your anchor when going against their anchor and start charging when you get tagged in. Now, if any of the lv5 dmg set atk gem gets activated, it's a one touch death. sorry to be annoying but for paul what's db+sp? is it down back plus sp? and what about qcf+sp? this one i have no idea. thanks and sorry again for my newbieness.
I have to say, for me the one who'll become the more scary is once a couple of people master her is nina, today again I played a guy who managed to cancel my super and my cross-art by the arm breaker stuff. It's the only one I konw that can do that as far as I know. Also once she throw you in the air, you bounce for ages!! it doesn't do that much damage but as I don't know her combo i loose every single time against a good nina.
Really? I'm sure I tried this in Training and I always wait till the enemy's health bar replenishes, so IDK. I will try it again to see what happens. Anyway, if that's true, Hugo is even more deadly than before. I HATE HUGOOOOOOOOOOO!!!!!!!!!!!!!!!!!! EDIT: I just tried it, and yes, it seems that I deal less damage with each hit if the opponent's health is below 50%, but I deal max damage if the enemy is "death" (empty health bar).
Nina is sooo deadly once people learn how to use her. Of the few times ive lost was in nina mirrors. She has low stamina (hp) though and her combos for max damage need very good timing an meter if you dont have time for a charge, but practice makes perfect.
Annoying Hugo Met an annoying Hugo and would want to ask how you would beat this. When he got frustrated and got near, he continuously use dp -> f+sp. I saw this coming, but due to lag my jump input do not register before he caught me (quite close, around 0.7 character width), even I tried immediately after blocking the dp. I got into this 5 times in 2 matches without way to jump. Is it possible to hit him when he start to run? I remember he cannot be hit in this state. I use Paul and Hugo and the low kicks are too slow.