CVS 2: Combo setup qustion
Posted: Wed Dec 20, 2006 4:06 am
Umm, so I'm trying to do some really crazy setup with rolento don't know if it works or not and I was just wondering if anyone had any suggestions. That and I don't know if I have the idea right anyway.
Okay so basically I have a special ken setup where he cmd rolls and that lets you hit him on the wrong side so basically your facing away from each other for one move much like many of the combos you see in ST after a cross-up where the character punches the wrong way until they hit nuetral again.
So with rolento what I was trying to do was hit ken the wrong way with his mk (basically his most advantageous move, that hits a rolling ken.. cept for cr. jab though I haven't had any success getting that to combo either...) cancel into his roll back move then combo off the hit stun that results. This doesn't seem to be working so then I got an idea of a way to extend hit stun. Rolento's grenade. So the combo would look like this. Grenade, ken rolls, rolento does mk xx qcb+lp this switches sides with ken allowing the grenade to still hit (comboing with the mk) then linking of the grenade into some finishing combo! Man this would look sweet! Only thing is the grenade takes way to long to come out for this to work. But maybe if the method for making rolento recover faster from the grenade could be used it would work better.. the thing is I don't know what this method is. So if anyone could shine some light on how to make rolento recover faster from his grenade that would be great!
PS. ( just thought of jabing him out of the startup and then canceling jab into roll and then doign the combo... hmmmm)
Quick edit: using the above method I'm 90% sure this'll work... but the timing is so fucking strict it makes me want to die. Yay!
Okay so basically I have a special ken setup where he cmd rolls and that lets you hit him on the wrong side so basically your facing away from each other for one move much like many of the combos you see in ST after a cross-up where the character punches the wrong way until they hit nuetral again.
So with rolento what I was trying to do was hit ken the wrong way with his mk (basically his most advantageous move, that hits a rolling ken.. cept for cr. jab though I haven't had any success getting that to combo either...) cancel into his roll back move then combo off the hit stun that results. This doesn't seem to be working so then I got an idea of a way to extend hit stun. Rolento's grenade. So the combo would look like this. Grenade, ken rolls, rolento does mk xx qcb+lp this switches sides with ken allowing the grenade to still hit (comboing with the mk) then linking of the grenade into some finishing combo! Man this would look sweet! Only thing is the grenade takes way to long to come out for this to work. But maybe if the method for making rolento recover faster from the grenade could be used it would work better.. the thing is I don't know what this method is. So if anyone could shine some light on how to make rolento recover faster from his grenade that would be great!
PS. ( just thought of jabing him out of the startup and then canceling jab into roll and then doign the combo... hmmmm)
Quick edit: using the above method I'm 90% sure this'll work... but the timing is so fucking strict it makes me want to die. Yay!