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- 0:46 To skip past the intro music (copyright)
- 2:28 To skip directly to the input explanation
- 3:45 - 4:00 Flashing images warning
- Ah, the Kara Capture and Deadly Blow - one of 3rd Strike's most difficult and mysterious techniques.
- I'll show you my simple and consistent method for executing this move!
- Want to know how it's done? It's easier than you think!
- Alright, let's begin!
- This is the input for Kara C&DB
- Hmm, quite complicated. For simplicity's sake, we'll shorten it to this
- That's better!
- So, how does it work? And why does it look so strange?
- Well, it isn't possible to kara C&DB simply by pressing MP.
- This is because the input overlaps with my QCB+P special move
- We'll call this move "Slaps" for short.
- To get around these overlapping inputs, a clever trick is performed.
- The first two directions of Slaps are input to activate the Slaps buffer window.
- The game is now waiting for us to input the final direction to complete the buffer.
- At this point, we intentionally stop, and instead input the command for C&DB.
- We aim to complete the C&DB motion just as the window for Slaps expires.
- You have 10 frames to return the stick to ↙!
- Protip: Pause briefly before inputting the final command to give the input buffer time to expire!
- Holding Down before inputting the command also makes it easier to activate the slaps buffer as soon as possible.
- Now that the Slaps buffer has expired, we are free to use MP to kara the command grab!
- Now comes the fun part - let's learn how to perform the move!
- Here's my simplified method for learning the timing. It's really quite easy once you know.
- Search "online drum machine". I'll link this one in the description below.
- Create this pattern. Set the BPM to 150.
- Input "↙, ↘ , ↙" in time with the kick drums.
- Then, on the snare, press ← +MP and any kick one frame apart.
- You are now an execution god!
- If you get slaps, you were too fast.
- If you get ← +MP, you were too slow
- To practice it without the beat, the input should fit neatly inside a crouching MK.
- Don't worry if you can't get it every time!
- Even when you know the trick, this is still a very difficult technique.
- Now, which strength of grab should you use?
- HK grab provides the best dash punch juggles, does the most damage and has the most range.
- But it can be difficult to press MP and HK one frame apart.
- MK command grab is much easier to kara with, and works just as well in most situations.
- For example, the classic EX dash punch > s.HK combo works on every character!
- For lightweight characters, use LP hook punch
- And that's how it's done!
- Now you too can master one of 3rd Strike's most difficult techniques!
- Thanks for watching the video. I hope you enjoyed the video!
- Check back soon for more videos. See you next time!a
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