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= The Basics = | = The Basics = | ||
Master 360 motion buffering and standing 360's. Tick grabs are good, but running LP Spinning Pile Drivers are better! (Obviously in SNK groove. I prefer K. | Master 360 motion buffering and standing 360's. Tick grabs are good, but running LP Spinning Pile Drivers are better! (Obviously in SNK groove. I prefer K.) | ||
If you have trouble with standing 360's, you can do the Hooligan Combination motion (hcf,u/f + P). Also, hcf,u + P or hcf,u/b + P tends to work more consistently for me. | If you have trouble with standing 360's, you can do the Hooligan Combination motion (hcf,u/f + P). Also, hcf,u + P or hcf,u/b + P tends to work more consistently for me. |
Revision as of 20:51, 16 January 2007
Introduction
Moves List
Normal Moves
Special Moves
Super Moves
The Basics
Master 360 motion buffering and standing 360's. Tick grabs are good, but running LP Spinning Pile Drivers are better! (Obviously in SNK groove. I prefer K.)
If you have trouble with standing 360's, you can do the Hooligan Combination motion (hcf,u/f + P). Also, hcf,u + P or hcf,u/b + P tends to work more consistently for me.
The up motion has to be done VERY quickly, though I think it's easier to execute with the small-jumping grooves (P S N K) since the startup frames for jumping in these grooves are about 2 frames greater. Basically, you have more time to do a 360 special before jumping.