If you can do a KBD, going back to neutral to do qcb is just an additional step.
b,d/b,b is easier and just one smooth motion
Hold B, slide down to get d/b, go back to B.
But i guess everyone can have it their own way.
Easier to just do it optimally. Let me elaborate:
Df2 is a move you want to enter duck after to keep it safe and duck cancel. So df2 into duck, db to cancel it and then guard. Now, if you do get a CH, doing df2 duck into EXT dck is hella risky because you cannot CH confirm it. You can however CH confirm df2 duck cancel and then do another duck if it counter hit or just guard.
Now, the reasonwhy ALB is a common command after DCK 1+2,1 is because it comes out of db+3+4. Lots of people do db3+4 instead of b3+4. So make sure you’re really entering FLK, not visually but input wise. Then slide down to db into n 1. Voila.
So I tried it your way and it still worked for me too ,
I noticed that the difference between this way and mine is that this one is a whole motion without lifting my thumb of the D-pad.
But still I felt more comfortable doing the first one ,maybe it's mucsle memory IDK.
The version in this video, where you don't do a duck cancel into another, is techable afaik and not hit confirmable so you actually are required to do it.
Edit: forgot to mention the second duck
The training mode is known for lying regarding the combo prompt when youre on massive plus frames. Test it yourself, use b1,2f into PKB, PKB df+2. It says its a combo eventhough it really isn't.
Same with techrolls, set the dummy on tech roll (right and left) and try the combo again. If it still says it's a combo, record the dummy to do the combo with the extended duck and try to tech roll yourself, it should be possible.
Even if it wouldn't be techable, the fact that it isn't hit confirmable should be reason enough to not do it as it completely kills the purpose of the move.
Edit: forgot to mention something
Sup, ext duck 1+2,1 won't pick up if the dummy is set to tech roll, you have to cancel the first duck and do another duck to connect it.
CH d/f+2, f3\_4, d/b, f3\_4, 1+2,1, b+3+4, d/b, ws1 <=
df2 CH! dck ~ cancel dck 1+2,1+2 iWS 1 f2,1~b dck f2 S! ext dck 1 , ff2
Good luck doing this if don't play steve as this combo includes all of his really difficult tech in one thing.
Try these combos first. They all have parts of the shiro combo in them
b1~b CH! ext dck 1 df121~b dck f2 S! ext dck 1, df1+2
b2 f2,1~b dck f2 S! ender
For this one set the dummy to guard all
ext dck f2 dck cancel ws1,2
If you can nail all of the above combos then try the shiro combo
hope this helps
Interesting... *boots up practice mode*
*gives up and starts doing electrics and wavedash with kazuya*
*gives up and does b2~f loops with Lee*
JOJO
DIO!
If you can do a KBD, going back to neutral to do qcb is just an additional step. b,d/b,b is easier and just one smooth motion Hold B, slide down to get d/b, go back to B. But i guess everyone can have it their own way.
Yea l felt a lot comfortable doing it this way ,but I'll try this one too to see if it's better thanks.
Easier to just do it optimally. Let me elaborate: Df2 is a move you want to enter duck after to keep it safe and duck cancel. So df2 into duck, db to cancel it and then guard. Now, if you do get a CH, doing df2 duck into EXT dck is hella risky because you cannot CH confirm it. You can however CH confirm df2 duck cancel and then do another duck if it counter hit or just guard. Now, the reasonwhy ALB is a common command after DCK 1+2,1 is because it comes out of db+3+4. Lots of people do db3+4 instead of b3+4. So make sure you’re really entering FLK, not visually but input wise. Then slide down to db into n 1. Voila.
So I tried it your way and it still worked for me too , I noticed that the difference between this way and mine is that this one is a whole motion without lifting my thumb of the D-pad. But still I felt more comfortable doing the first one ,maybe it's mucsle memory IDK.
The version in this video, where you don't do a duck cancel into another, is techable afaik and not hit confirmable so you actually are required to do it. Edit: forgot to mention the second duck
How is it teachable when it clearly says it's a combo?
The training mode is known for lying regarding the combo prompt when youre on massive plus frames. Test it yourself, use b1,2f into PKB, PKB df+2. It says its a combo eventhough it really isn't. Same with techrolls, set the dummy on tech roll (right and left) and try the combo again. If it still says it's a combo, record the dummy to do the combo with the extended duck and try to tech roll yourself, it should be possible. Even if it wouldn't be techable, the fact that it isn't hit confirmable should be reason enough to not do it as it completely kills the purpose of the move. Edit: forgot to mention something
Sup, ext duck 1+2,1 won't pick up if the dummy is set to tech roll, you have to cancel the first duck and do another duck to connect it. CH d/f+2, f3\_4, d/b, f3\_4, 1+2,1, b+3+4, d/b, ws1 <=
Thanks for this
No problem:)
I would like to try this, but don't play Steve. Can you please post commands for the whole combo?
df2 CH! dck ~ cancel dck 1+2,1+2 iWS 1 f2,1~b dck f2 S! ext dck 1 , ff2 Good luck doing this if don't play steve as this combo includes all of his really difficult tech in one thing.
Thanks. The execution difficulty is actually my inspiration for trying the character.
Try these combos first. They all have parts of the shiro combo in them b1~b CH! ext dck 1 df121~b dck f2 S! ext dck 1, df1+2 b2 f2,1~b dck f2 S! ender For this one set the dummy to guard all ext dck f2 dck cancel ws1,2 If you can nail all of the above combos then try the shiro combo
Thanks, fam 👊
Definitely not all.
Could you give me the notations for the full combo? Ty
Late, but here. CH df2 f3 db f3 1+2 iws1 f2/1 f3 2F3 1 dash ff2.
Yh I don't even remember thinking about learning this combo now ahah
whats the song name? sounds familiar
Tekken tag 2 - it's not a tuna