Excuse if this isn’t bothering but could u possibly make a guide on how to delay dp a cuz I’m having a little trouble and my execution is getting better thanks to the video
I have actually contemplated with the idea. There isn't really any kind of deep tech involved in it, it's just about finding the right timing. But i could do a short video about the subject. Maybe i can even make one later today.
I'm glad that you found this video helpful. Don't worry about the 5Bdc>2366B route too much, i'm sure that if you keep at it, you will get it to be more consistent. (Even then, you can play Naoto perfectly fine without it)
What do you mean by 2366? Like quarter circle and then forward a/b/c? Also how quick do you have to be to dash cancel cuz I'm just inconsistent when it comes to it
2366 is exactly what you described, quarter circle and then forward A/B/C. You can check out the input in the video clip itself, as it has virtual stick at the center and input history at the left corner. You can also slow down the clip itself to get a better grasp as to how i do the input. As for the speed... While you need to be somewhat fast with your dash cancel inputs, it's much more important to know how to effectively buffer your inputs as well as making sure that your input sequence is clean. By learning your buffer windows, you get more time to input your dash cancels making them easier to do, as well as giving you time to make your input sequence not messy. I have made 3 videos showcasing the major dash cancels (214A, 5Bdc and 5BBdc) and their buffering windows. They also contain the 2366 input in slow motion, if you wanna take a closer look.
Combination of all 3 things (Speed, Buffering and clean inputs). You have to buffer your moves so that you can have enough time to input your dash cancel sequence cleanly.
@@uprising7416 Buffering means entering the command/commands for one move while a character is still in the animation of another move, so by the game's design the second move comes out as soon as the animation ends.
There is slight timing, yes. You can't do 2366 too fast after 214A or else you will get something called "Dash cancel lockout". I have made a video showcasing the timing for that dc route, so check it out if you haven't already.
Naoto seems cool in both BBCF and BBTAG but tbh, I would like to play him, even without being able to do combos (his execution gap looks HARD). But both games are ass to play online here in the south
Yeah, Naoto is really cool and fun character to play (both in CF and TAG). While Naoto isn't a "Pick-and-play" type of character, his difficulty is sliiiightly exaggerated in my honest opinion. Sure. Naoto's execution is slightly above average, but there are myriad of other characters that are harder to play then Naoto (in CF mainly, but even in TAG there are harder characters). If you really want to play Naoto, go ahead and try him out. You don't need to do the harder stuff that he has right away. Just stick to the easier stuff and slowly improve yourself so that one day you can maybe start doing the more optimal combos. And yes, both CF and TAG online can be horrendous... Cursed delay based netcode, but maaaybe we can get rollback netcode in the future? the signs are there, but we can only hope.
Hardly lmao. While you do need maybe slightly higher then average execution, it's not anything unsurmountable. Relaxing and buffering are the key here.
"Microdash out of the window"
©Ragna the "bloodedge".
Thx this has been a helpful guide for me. I can do it once then fail again n comeback 2 ur video to learn it again lol
Excuse if this isn’t bothering but could u possibly make a guide on how to delay dp a cuz I’m having a little trouble and my execution is getting better thanks to the video
I have actually contemplated with the idea. There isn't really any kind of deep tech involved in it, it's just about finding the right timing.
But i could do a short video about the subject. Maybe i can even make one later today.
Thank you for helpful guide again! (I hope i could use 5bdc 2366b well...)
I'm glad that you found this video helpful.
Don't worry about the 5Bdc>2366B route too much, i'm sure that if you keep at it, you will get it to be more consistent.
(Even then, you can play Naoto perfectly fine without it)
0:33 dash danceling?
Yeah "Dash Danceling", lmao.
Funny typo is funny.
@@Soulinfe I almost though naoto had a dancing tech 😳
@@NissanArmada08 I wish, lol.
What do you mean by 2366? Like quarter circle and then forward a/b/c? Also how quick do you have to be to dash cancel cuz I'm just inconsistent when it comes to it
2366 is exactly what you described, quarter circle and then forward A/B/C. You can check out the input in the video clip itself, as it has virtual stick at the center and input history at the left corner. You can also slow down the clip itself to get a better grasp as to how i do the input.
As for the speed...
While you need to be somewhat fast with your dash cancel inputs, it's much more important to know how to effectively buffer your inputs as well as making sure that your input sequence is clean.
By learning your buffer windows, you get more time to input your dash cancels making them easier to do, as well as giving you time to make your input sequence not messy.
I have made 3 videos showcasing the major dash cancels (214A, 5Bdc and 5BBdc) and their buffering windows.
They also contain the 2366 input in slow motion, if you wanna take a closer look.
@@Soulinfe Sounds like accuracy is key here
Combination of all 3 things (Speed, Buffering and clean inputs).
You have to buffer your moves so that you can have enough time to input your dash cancel sequence cleanly.
@@Soulinfe What you mean by buffer?
@@uprising7416 Buffering means entering the command/commands for one move while a character is still in the animation of another move, so by the game's design the second move comes out as soon as the animation ends.
Is there a timing for 214a into 2366a?
There is slight timing, yes. You can't do 2366 too fast after 214A or else you will get something called "Dash cancel lockout". I have made a video showcasing the timing for that dc route, so check it out if you haven't already.
Naoto seems cool in both BBCF and BBTAG but tbh, I would like to play him, even without being able to do combos (his execution gap looks HARD). But both games are ass to play online here in the south
Yeah, Naoto is really cool and fun character to play (both in CF and TAG). While Naoto isn't a "Pick-and-play" type of character, his difficulty is sliiiightly exaggerated in my honest opinion.
Sure. Naoto's execution is slightly above average, but there are myriad of other characters that are harder to play then Naoto (in CF mainly, but even in TAG there are harder characters).
If you really want to play Naoto, go ahead and try him out. You don't need to do the harder stuff that he has right away. Just stick to the easier stuff and slowly improve yourself so that one day you can maybe start doing the more optimal combos.
And yes, both CF and TAG online can be horrendous... Cursed delay based netcode, but maaaybe we can get rollback netcode in the future? the signs are there, but we can only hope.
@@Soulinfe if BBCF gets rollback I might play it, even with bullshit anime tropes BB looks OD
@@rsotuyo15 BB is OD, but the anime tropes CAN be a bit tiresome ngl.
I am gonna keep my fingers crossed for the rollback.
@@Soulinfe I mean it has cool character Naoto and Hakumen seem crazy fun. But then I look at Makoto... And she reminds of a bad marvel character.
Yo the song is a bop what is it
The music's from "Street Fighter 3rd Strike" - Dudley's theme (You Blow my Mind)
(ua-cam.com/video/jUs-ITmi_u4/v-deo.html)
@@Soulinfe Thanks!
finger breaker
Hardly lmao. While you do need maybe slightly higher then average execution, it's not anything unsurmountable.
Relaxing and buffering are the key here.
Are you playing on switch
I have BBTAG on Pc and on Switch, but i am also from EU.
@@Soulinfe oh okay