У нас вы можете посмотреть бесплатно [20/12/2015] Muggshotter (Condor / Karas) vs. mmKALLL (Zero / Ryu) [6 matches] или скачать в максимальном доступном качестве, видео которое было загружено на ютуб. Для загрузки выберите вариант из формы ниже:
Если кнопки скачивания не
загрузились
НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием видео, пожалуйста напишите в поддержку по адресу внизу
страницы.
Спасибо за использование сервиса ClipSaver.ru
I can see the future and it's dirty. Check more TvC here! • Tatsunoko vs Capcom Ultimate All-Stars mmKALLL: / mmkalll M2: 03:07 M3: 05:19 M4: 07:55 M5: 11:08 M6: 14:03 Crossover Counter. During a block stun, use a meter and tag your character in with a combo starter that is punishable on block. Sounds cool, right. This severely tampers with blockstrings and a good enough pair (e.g. Condor / Karas) can actually get a free meter during the combo as well as switch the secondary character back to the first one, essentially giving you damage for free from a fairly safe position. There are five characters who can land a Crossover Counter that is invincible from the start of the move to the point where the first active frame for the move starts. Karas, Ryu and Zero are three of those, Morrigan and somehow Yatterman-1 are the other two. This means if you do a meaty enough move (Tekkaman's Voltekka, for example), they will always trade with the move at the very least. In most situations though this is a mechanic that you cannot just stuff through as you have ending lag and whatnot, but the options the attacker DOES have requires resources and hard reads. You can try your luck with the assist, if the opponent switches before the assist comes out they can potentially hit the opponent during their endlag (otherwise the assist just gets beaten). Baroque is another one in similiar veins to "Mega Crash baiting". And this is where mmKALLL has to make a decision. If he gets knocked down, wakeup Shoryuken into Baroque guarantees him a safe return to the neutral. But then he loses a good tool to make his blockstrings safer in fear of Crossover Counters. The other way around he has to deal with Condor's dash-air heavy + Karas assist hot dog shenanigans and then if he gets hit, he has to Mega Crash... which in theory costs even more now because we would always want to have at least one meter in the neutral to do Crossover Counters, Variable Air Raids or even supers (mmKALLL's air Hadoken - Shinku Hado is a good example). This is why these matches have become longer and defensive, because we can no longer simply apply pressure with normals (Karas vs. Ryu is still dumb though...). We evidently shortened our blockstrings or at least became much more careful about them. Miniscule blockstun often meant accidental assist calls instead of Crossover Counters, which in turn gave the one on the offensive a chance to go to town. You can see this over the course of these six matches and it moreso punishes a player for losing their character first. mmKALLL eventually handled baiting Crossover Counters better than I did, I found myself getting hit more often albeit he seldom scored too much from those hits. Zero's Hiyenkyaku is an interesting tool in countering it when otherwise it serves little to no purpose without a good assist. Karas crossunders took me by a surprise a bit too often, really should research those soon... So anyone without a good Crossover Counter, combo synergy and / or pokes is going to get screwed big time. It remains to be seen where our three-man meta (yes, there's one other player) goes from here. Hopefully it won't end in Joe the Condor's death.