It pains me to have to write this because I thought I would already have it down, but somewhere along the way of not practicing it I lost it. And it came back and bit me in the ass last night at Boot Camp (I’ll write an entry on that one later).
The principle of this technique is to use a Super Jump Cancel to cancel the cooldown animation from a Seismo. By combining that with another Seismo motion and pressing punch in the starting frames of the Super Jump, it will then release another Seismo.
The motion for this, when on the left, is 623 + P ~6239 + P. On the right, it is 421 + P ~ 4217 + P. The important part here is the ~, in that if you perform the motion too soon or rush it (As I am prone to in tournaments or important fights) you’ll Super Jump and eat an SRK. The P is also important, because you need to hit that in the startup frames of the SJ or else you’ll go flying too. As such, it requires a dexterity and a synergy between both your left and right hands.
While the video above shows it pretty fast, I’ve found the most success in waiting a split second after she pounds the ground and then inputting it again. The left hand side for me is pretty easy, but the right hand side I end up rushing too often with the motion. I attribute this to my shitty SJC FADC 2P side input conflicting with the timing of plain ol’ Seismo xx Seismo. So I’ll need to revamp the former and refine the latter.
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02/01/2010 12:02 am
…..Oh. So that’s how you do it. I was trying that a couple weeks ago and couldn’t figure it out lol.