Paranormal_Oreo
[12] Conqueror
JF CE: 23236:bA+B+K. Can anyone do this consistently? I have only gotten it 5 out of about 60 tries. Also do is have any kind of advantage over the normal CE that isn't just blinding the opponent with awesomeness?
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Neither of these are mine, but its proof:Until there's video proof it doesn't exist, same as Hilde's "infinite".
It is possible to do with an A+B+K bind but you obviously have to do B and A+B+K separately. Also, it isn't 236:B that gives the flash. Its the 236236B. I mean it isn't the 236236B that gives it that but say you were to try the JF CE but you didn't press the A+B+K. Just the B, you would have to get DNS B. If you don't then you wouldn't have gotten the JF CE. Hope that made atleast a little bit of sense.Try to find if it's possible using an A+B+K button bind, or if you have to use separate buttons.
If you have to use separate buttons, it's probably 236:B being 'kara-cancelled' into CE. The game will give you input leniency so that your CE comes out even if you press B before A and/or K, but of course the first frame(s) will still come out as 236:B.
If the green JF 'flash' is a separate animation from the 236:B animation, then the flash could still continue even after the move has changed into CE.
Pyrrha has one too. Just tested . Looks flashy as fuck!wow good find! ... I wonder if pyrrha has the same.
it would be awesome if the "jf" ce did the whole hit-throw animation even on airborne opponents
it doesn't appear to do any more damage than normal ... I guess it's just for "flash", no pun intended hah.
So from what has been said, it's basically just a visual glitch caused by cancelling iNS B into CE and has no added difference in properties?
Yes.So from what has been said, it's basically just a visual glitch caused by cancelling iNS B into CE and has no added difference in properties?
No.I don't use an A+B+K bind and it happens all the time. I believe you can do it with just 236236A+B+K as long as you hit B first without pressing the JF bA+B+K.
What Age_Of_Truth describes is what happens in other games, but not SC. What it looks like is that the game reviews the input buffer even after an input is triggered. So rather than being kara-cancelled it appears to execute both the 236B and the CE with the CE taking priority. In contrast, other games would only execute one or clearly execute one before the other with moves taking certain priorities.
ie:
236B236A+B+K -> should do 236B, but you can get a CE from it and the JF CE. 236B starts but gets overridden.
6236P (in KoF13) will get you a dragon punch, but not a fireball animation with a dragonpunch at the end.
62369P (in KoF13) will get you a fireball. But not a dragon punch startup with a fireball at the end.
SCVs inputs are screwed up. Like seriously screwed up.