- Joined
- Sep 2, 2013
- Messages
- 5,368
- Reaction score
- 14,537
- Points
- 113
- Age
- 43
- Location
- Los Angeles, CA
- Website
- www.labzerogames.com
- Steam
- labzero_mike
- PSN
- MikeZWasTaken
you can convert cymbals into a combo sometimes tho
I can believe that it's easier to do off c.HP since c.HP is special cancellable, you can just go right into the E-Brake. I'm gonna try it out next time I get a chance to do training mode.
Thanks, I just tried this out and it totally does work. It's a little difficult to react right as one of the little lasers fires but it's definitely doable with practice.You have to visually confirm lasers are going to keep them in hitstun the whole time, it is difficult to do consistently, but you basically want to DHC just as Peacock fires a laser or else there might be a gap big enough for them to recover.
I labbed it quite a lot when I was playing a point Peacock team.
Those are probably your best options. c.MP is also still good. Try them out and see which one you like the most :)Hate to bring back the dead but about painwheel assist for big band. I was thinking of using pinion dash or mp nails to cover big bands approach. I don't have any reliable match experience in this game due to lack of internet right now so i was hoping for some suggestions on what to use with painwheel (mostly because it seems this question was never really answered)
I can agree with this. Big Band's character design focuses on patience and punishes, but his ability to poke in the neutral game is a bit limited / risky. He benefits a lot more from neutral zone assists like Napalm Shot / Drag 'n Bite / Lock 'n Load than he does from lockdown / mixup assists.
Oh yeah, I do this all the time with Drag 'n Bite. You can jump and hit assist + j.HK, and tech forward through a blocking opponent. Depending on how deep you perform the j.HK and whether you delay the forward tech, you may or may not cross them up, which is pretty confusing. You can do this with Cerecopter, but it won't reach max-distance j.HK, and since it draws your opponent in, you'll always cross up with a forward tech. M Pinion Dash always connects after j.HK, but only gives you enough advantage to get to the invulnerable tech.
I like M pinion dashHate to bring back the dead but about painwheel assist for big band. I was thinking of using pinion dash or mp nails to cover big bands approach. I don't have any reliable match experience in this game due to lack of internet right now so i was hoping for some suggestions on what to use with painwheel (mostly because it seems this question was never really answered)
Yaya does this to me all the time and it always works because he's a big stupid nerd who's only like the 57th best Squigly
Yep. Pretty risky though, if they don't upback and they're not asleep they're gonna punish the whiff A-Train. I like it as a round opener against Peacocks though. Peacock isn't going to punish a whiff A-Train very hard and Peacocks always do upback j.HK at the start of the round.
It can catch up-forward + block, but round start up-back makes enough distance that a-train does not connect until they stop ascending. Haven't checked if it's different against wider characters, but Peacock can block it for sure.
Hm, really. I guess every Peacock I play just tries to push something.