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• His DP+PP super can stop in the middle of itself if you're doing it on Roll or some other characters due to the spacing of you and the other character. | • His DP+PP super can stop in the middle of itself if you're doing it on Roll or some other characters due to the spacing of you and the other character. | ||
• His jumping roundhouse can be used as a instant overhead against larger characters. Due to the glitch Sabretooth has with his jumping kick attacks it is possible to block on the way down or to call a assist after the initial roundhouse and then hit another roundhouse on the way down (the assist helps provide extra hit stun so the second roundhouse can combo) which will then lead to the player's combo of their choice. |
Revision as of 01:15, 13 June 2006
Introduction
Moves List
Normal Moves
Special Moves
Beserker Claw QCF + P
Wild Fang HCB + P
Birdie HCB + K
Super Moves
Hyper Berserker Claw D, DF, F + 2P
Berserker Claw X F, D, DF + 2P
Hyper Birdie Call F, DF, D, DB, B + 2K
Assist Moves
Type | Assist | Counter | Team Hyper Combo |
---|---|---|---|
A | HP Beserker Claw | HP Beserker Claw | Hyper Beserker Claw |
B | Birdie | Birdie | Hyper Birdie |
Y | D + HP Launch Attack | D + HP Launch Attack | Hyper Beserker Claw |
His B assist is commonly consider his best assist because of its blockstun and it's usefulness in traps. Also because of the fast recovery time (which is balanced out by it's ample start out time) B assist can usually be called back out immediately after the last bullet has reached the opponent (usually if the opponent is full screen distance away).
His A assist is also useful because it causes dead weight hit stun much like Psylocke AAA assist. (although the attack itself is relatively low priority) It can also be useful to punish attacks with poor recovery on the opposite side of the screen due to the ammount of distance it covers in a short period of time. If the counter connects it is common for it to be cancelled into the Beserker Claw X hyper combo.
The Basics
Advanced Strategy
Misc. Things
• His normal jump kick attacks are glitched; If you do a kick attack while normal jumping you get a additional action.
• His infinite (although he could have more than one) is in the corner [CR.LK, CR.MK, HCB+LP]
• When he is the last character on your team and you have him on projectile assist you can do THC followed by a HCB+HK/LK then another THC until you run out of meter.
• When you tag out his sprite stays on screen longer than usual making it look very strange.
• His DP+PP super can stop in the middle of itself if you're doing it on Roll or some other characters due to the spacing of you and the other character.
• His jumping roundhouse can be used as a instant overhead against larger characters. Due to the glitch Sabretooth has with his jumping kick attacks it is possible to block on the way down or to call a assist after the initial roundhouse and then hit another roundhouse on the way down (the assist helps provide extra hit stun so the second roundhouse can combo) which will then lead to the player's combo of their choice.