Chaos
Well-Known Member
Because the buffer system is trash.Honestly, I could not do this on a pad. Stick, on the other hand, made it relatively easy.
Because the buffer system is trash.Honestly, I could not do this on a pad. Stick, on the other hand, made it relatively easy.
I notice this even more with the Rekko. You'd think you'd have to buffer it faster online, if anything, but noooope.I've been trying to do it on constant via the lab. I'm slightly getting better at it. However I realize that Senko in general does vary in online where you have to input it on a slightly slower pace. And due to my habit doing it offline I kept messing it up via online.
Izuna Otoshi: 41236T (against standing opponent)Is this one the one where you scoop up and do the izuna?
Izuna Otoshi: 41236T (against standing opponent)
Yoko Izuna: 33T (against crouching opponent)
Shoho Izuna: 236P+K or ongyoin P+K then PP 360T
Senko Izuna: 67H (against high punch)
Rekko Izuna: 64H (against mid punch)
Yoko Izuna 61H (against low punch)
I find that if I know what I'm doing (ie: at match start), it's not much of an issue. But if I'm trying to catch a punch in a flurry of attacks (like, say, a jab string), since I can't pin down the exact moment it is going to connect, if at all, it can be hard to jump back into it once you realize you were successful.oh the high counter izuna hm, for me its just like the regular izuna but you just got to input faster
basically OP to get good at it you just have to keep practising and then it will just become muscle memory and you will be pulling it off without even thinking of it
As far as the shoho goes,
1) Online connection really determines it's validity
Offline, you want to hit T right as you hear the second punch SFX. Online, I tend to hit it slightly before that. I mean, it's still online, and bad connections are still gonna be bad connections. But that does seem to help a bit.This. How in the world are players able to do this via online? It does vary quite a bit. There's like this short delay that ruins my inputs. And If I do manage to get it, it turns out to be the weaker version where he doesn't spin.
But I will not give up. This is one of the stepping stones that I need to bypass. I'm not dropping Hayabusa.
Offline, you want to hit T right as you hear the second punch SFX. Online, I tend to hit it slightly before that. I mean, it's still online, and bad connections are still gonna be bad connections. But that does seem to help a bit.
Its different, that requires more of your own personal timing. for me when i execute any izuna, i rotate the analog stick at a certain paste, so that when i press the buttons, its perfect timing. You should try to come up with your own timing method, or u can try out any known methods. Hope this helps!I honestly can't do the Izunas now. I had no trouble in the previous games and even vanilla but something changed in Ultimate. I just can't get them right.
The problems seems to lie on the timing of the T button instead of the directional ones. I'm used to watchign the "combo throw" message and press it there. It works with Tina's multi-part throws, Hele's 2T and Fu's 6T but I just can't with Busa. For example with the Otoshi, the first part is alright but the second where he grabs the opponent in the air, the "combo throw" message stays there for a while and no matter when I press it, the fucking move won't execute.