Quarter circle inputs...

Ormiss

New Member
Okay, call me a dumbass but I hope you can clear up something for me... When you're inputting combo strings for throws and holds like the izuna variants, if the input is listed as 41236T, how strict are these inputs? Does it have to be specifically 41236, or is any half-circle input acceptable? Does it have to go clockwise/counter clockwise or is any direction okay? Could I do 69874 instead?

E.g., 67H, 21478H, 698741236H

The main reason I ask is because some of Ryu's advanced holds spin the screen when he performs them, which confuses me. And through practice I can't quite figure out the answer to this. It SEEMS like it accepts alternate half-circle inputs, but I'm not sure if I'm just not doing it right. :p
 

Juan The Man

Active Member
Okay, call me a dumbass but I hope you can clear up something for me... When you're inputting combo strings for throws and holds like the izuna variants, if the input is listed as 41236T, how strict are these inputs? Does it have to be specifically 41236, or is any half-circle input acceptable? Does it have to go clockwise/counter clockwise or is any direction okay? Could I do 69874 instead?

E.g., 67H, 21478H, 698741236H

The main reason I ask is because some of Ryu's advanced holds spin the screen when he performs them, which confuses me. And through practice I can't quite figure out the answer to this. It SEEMS like it accepts alternate half-circle inputs, but I'm not sure if I'm just not doing it right. :p
Okay, call me a dumbass but I hope you can clear up something for me... When you're inputting combo strings for throws and holds like the izuna variants, if the input is listed as 41236T, how strict are these inputs? Does it have to be specifically 41236, or is any half-circle input acceptable? Does it have to go clockwise/counter clockwise or is any direction okay? Could I do 69874 instead?

E.g., 67H, 21478H, 698741236H

The main reason I ask is because some of Ryu's advanced holds spin the screen when he performs them, which confuses me. And through practice I can't quite figure out the answer to this. It SEEMS like it accepts alternate half-circle inputs, but I'm not sure if I'm just not doing it right. :p
Okay, call me a dumbass but I hope you can clear up something for me... When you're inputting combo strings for throws and holds like the izuna variants, if the input is listed as 41236T, how strict are these inputs? Does it have to be specifically 41236, or is any half-circle input acceptable? Does it have to go clockwise/counter clockwise or is any direction okay? Could I do 69874 instead?

E.g., 67H, 21478H, 698741236H

The main reason I ask is because some of Ryu's advanced holds spin the screen when he performs them, which confuses me. And through practice I can't quite figure out the answer to this. It SEEMS like it accepts alternate half-circle inputs, but I'm not sure if I'm just not doing it right. :p

Well you can go to the setting and change the camera settings from action to classic
 

Juan The Man

Active Member
My bad, I meant Ryu switches sides when he lands the hold (like 67H). Not the camera.
The throw input is the only part thats strict if u swirl the controller n a complete circle n press throw when the screen lights up combo throw you will get it everytime...
 

cip

Member
Ok. Thanks man! Any tips for how to pull off the timing of 236P+K PP fcT?
It's really strict timing, but getting the circle right is even more of a problem for me. You need to start the circle as late as you can and do it fast.
As for the timing, press the throw button exactly when the second punch in the combo connects. Use the audio effects as your helper: It goes "launch, punch, punch". So input the launcher and the punches, wait until right before the first punch can be heard, then do the circle (I always to a bit more than 360 degrees) and press throw exactly when the second punch can be heard.
 
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