DMoogle
A$
There isn't really a clear definitive sign besides in training mode. I suppose the sound each character makes from jumping might suffice though (but I'm not 100% sure; I *think* that there isn't any sound lag or starting jump lag for mid-air jumps, but I'm not positive).Okay so my friend and I are starting to work on team combos... and my question is what is(is there even) the clear definitive sign that it is no longer a combo and your opponent can use a move...
I'm not sure what you mean by "no combo counter for more than 1 vs cpu." You mean more than 1 player? Like I said, I *think* mid-air jumps (or anything that makes a noise and comes out on the first frame) are the most reliable way to tell if it's an actual combo, but you really need frame-by-frame analysis to be sure. I know that for stuff that the combo counter can't keep track of, Isai consults with ant-d to ensure that it's a true combo. Perhaps you can PM him (ant-d) and ask for his help as well.since there is no combo counter for more than 1 vs cpu in 64 I was wondering how do you know if its an official combo?
Again, not sure, but I think so.Can you jump the instant you are out of hitstun?
Check them out here: http://spreadsheets.google.com/pub?key=p2VcZS6YDXFZBqNHNze3oUw&gid=2. Look for things that come out in 1 frame.What moves can you use first i.e. b moves like pikachu/mario up b...
In actual gameplay (60fps), it's extremely difficult to tell. Frame-by-frame data is the way to go to see if a combo is a true combo.And is there a way to tell like oh the character flinched (or any visual clue) that means they are out of hitstun...
Oor should we just get a third person to input upb at like all times lol.... help... thanks
Also, as you can see from that chart, down-Bs are the way to go.