View Full Version : QUICK, Monkey turn around!!!! (in da errr)
Thomas Tipman
07-04-2005, 05:23 PM
ive been messin around with the nuetral B to turn in the air lately but a few weeks ago i noticed you could cancel out of it reletivly early before DK even swings his arm once. i havent got the timing down on it well but on occasion i could SH nuetral B turn into a bair (without hitting that is...still in training) and i havent seen to many DKs...actually no DKs do that quick cancel. imagine how much more responsive DK could be if the timing was learned? though it be something people would like to talk about.
oh and a fun trick to do is full jump/DJ and keep turning left-right-left with the nuetral B and see how many times you can turn (i got 4 biatches).
Ah I guess I don't have too many recent vids out because that is huge in my game now. Thank you CJ!
And I figured you could probably do a short hop turn backair, but I haven't tried it. It's kind of overkill I think. When you play DK you don't need crazy tech stuff to worry about.
Thomas Tipman
07-04-2005, 06:17 PM
i never seen cj do what im talkin about. if i didnt make myself clear i was talking about using the nuetral B to turn around BUT i was more concerned with the canceling of it. if timed right you could cancel the nuetral B before he even starts charing. if you were talking about this then oops, i feel like a ****. :nerd:
King Kong
07-04-2005, 09:26 PM
I've been mucking around with that a bit lately its actually pretty useful for running onto projectile spamming *******s and b-airing them. I also use it for my edge recovery since you can drop, jump/turn with b then use the up b to hit your opponent.
What i've also been trying is invincible charging, where you grab the ledge, drop, charge, cancel, then grab the edge all while still in the invincible frames, its pretty hard to do. I think you need to do it somewhere between eight and ten times before you get the fully charged punch. Its a bit risky to be practical but it looks too cool.
Brahma
07-07-2005, 11:20 AM
I use the ledge drop hop and charge cancel myself. Usually if I'm trying to edgehog and I have a second or two until they get within range.
I use the B to turn around a lot, but I don't like to cancel it before at least one swing comes out, every little bit helps!
Thomas Tipman
07-07-2005, 01:34 PM
the point of canceling before he swings is to get:
1. better air control and distance (DI)
2. faster reaction in the air (geting in an opponents face with less lag is an A+ in my book)
3. the ladies love it
cant argue with the benefits it has.
Yeah I really haven't messed much with trying to cancel before he swings because it seems tough. You don't want to have too many tricky technical things, they can distract you.
Thomas Tipman
07-07-2005, 02:43 PM
You don't want to have too many tricky technical things, they can distract you.
yeah, i just see it as l-canceling the nuetral B turn around. less lag with no side effects. just takes a little practice to get down.
King Kong
07-08-2005, 12:22 PM
yeah, i just see it as l-canceling the nuetral B turn around. less lag with no side effects. just takes a little practice to get down.
I see how it could be very useful, but I wonder If AOB is right, I mean it dosn't leave a big margin for error and a little mistake might cost you, after all DK isn't exactly a technical character (or is he?).
But then again TT you have all sorts of tech skills so it probably isn't a problem for you, i'm gona try this out for a while and see what it does for me.
Thomas Tipman
07-08-2005, 03:04 PM
well as far as technicals go i dont abuse them (often :laugh: ) so aslong as im not trying to do three air turns to bair the move might have some use. either way to cancel before the swing is helpful and the worst that can happen is you cancel after the swing (which is still good).
King Kong
07-12-2005, 02:53 AM
Well after about a weeks trying this out i'm gonna have to say that it has improved my game, it really helps me set up my WOP and it generally makes DK a lot more mobile plus gives you more options since you can pull b-airs out of nowhere using this. I cant believe I didn't use it before.
I tried to do it fast like that this weekend, didn't work out. Either I'm not quick enough or I'm too used to letting it charge up a bit.
eh...
King Kong
07-15-2005, 12:55 AM
Does anybody else use this to quickly break into a roll? Say if your about to hit the ground you can quickly press b and then tilt the control stick to roll away before DK even swings his arm, it seems useful but i havn't been doing it long.
I P Freely
07-15-2005, 11:51 PM
how exactly do you turn around in mid air with the punch? i dont exactly get it.
i dont see how it could help your game much besides just a quick turn-around. can you recommend any vids where this is done a lot so i can look them up on DC++?
King Kong
07-16-2005, 12:05 AM
Okay, step by step
1: Jump
2: Press the opposite direction to which DK is facing
3: Now press B
4: DK will turn around in midair
5: If you press L or R you will cancel the swing
Uses
1: When Captain Jack knocks someone off the stage he runs and jumps off the stage then turns midair, cancells the wind with the L then B-airs them to their doom.
2: I like to use it to set up my wall of pain in situations where you couldnt because of facing the wrong way.
3: If the punch is fully charged you can B-air them from a jump (or if you are insane, a shorthop) then turn and punch while still in the air. The punch naturally follows B-airs this way, your also gonna need this sometimes when using the punch out of a Cargo, Jump, U-throw, double jump, punch combo if your opponent DI's.
There are lots of ways to use it, be creative!
Look for vids of CJ, Mike and AOB, you'll find one of them using it eventualy
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