Fucking Yang, the simplicity of that character is what makes him ball scary for me too, hate hit more than GJ Yun
agree 100%. GJ is free damage. w/o it yun might as well be a yang that cant do stun damage
I really disagree. Yun dive kicks would make a lot of like Yang if he didn’t such a strong link system. He can counter poke really well with his cr. strong without much risk to him if he manages to keep the pokes at a max distance which is really easy since most if not every 3s player relies heavily on low forward for any kind of damage and at max distance Yun’s cr. strong will stuff a low forward.
That’s 3s in a nutshell outside of extremely high level play (USA 1% and Japanese 100%)
yes but remy can dash through his far fierce. therefore, f tier crap character without geneijin.
Okay, he can counterpoke well. But smart players will know better than to play that game and just rush him down. In fact, that’s what Chun players learned and that’s why she’s god-tier now, and this is against Yun WITH Geneijin. The reasons may be different, but they know that Yun on the defensive isn’t going to be as scary.
I’m not saying Yun is a crappy character by any means. He’s definitely no F-tier crap, but I will say that Geneijin is the biggest reason that he’s ranked up so high. I’m not talking about just the Super itself, but rather almost all of Yun’s options get beefed up so well from it, even without a stocked bar. Everything boils down to whether or not Yun can get that bar in, and while the opponent gets afraid of that, Yun can build meter either from just running away or even getting a few hits in.
See, I thought we were talking about our play, not Japanese play. Between that and here, sure Yun isn’t so great without meter against a similarly leveled chun, but besides that he’s still a close second and he still takes more effort and skill than any Chun does. On top of that Yun can teach anything Ken can teach without making it too easy, if you choose to ignore geneii jin’s metagame destroying capabilities. The only characters one probably won’t be able to learn well after playing Yun is a charge character like Urien or Remy and Twelve but I don’t see any parallels that exist like that for Twelve period.
Learn the game, then focus on your character. You aren’t going to be winning tournament between now and then but you’ll be even more ready for other games that aren’t 3s which is ultimate.
Somebody like this post or a fish will get eaten by a bear.
Remember he’s trying to decide what character to use in learning 3s based on that character’s inherent strengths. Not Nuki’s insane talent or Rikimaru’s might in mix up.
To beginners like me: Don’t take losses hard at all. I get beat all the time especially on LIVE (as opposed to PSN). But every beatdown teaches me the rhythm of the game. I think in a game like this, knowing the rhythm is crucial.
EDIT: I liked VF and Tekken since I was a kid. Honestly I always liked VF more for some reasons. I lost interest in 3D but then VF5 for 360 looked like the coolest game ever so I bought a 360 and the game. I played almost 1000 matches and ended up with about 33.3% win rate. And then I gave it up. Of course when Final Showdown came out I got it. Now I dodge foos left and right (actually I dodge “up” 99% of the time lol). It also helps that my character got buffed like crazy. Anyways, I hope this helps you. (Imma switch characters in VF btw).
Wrong thread, but VF5 is good so I’m gonna let this slide.
this probably belongs here I think. seems pretty beginner ish
how do jump ins work? I’ve just kind of felt my way around them for the last year but I spent like 45 minutes messing with it today and wanna make sure I understand it all.
so when someone jumps in and you parry while you’re still on the ground, sometimes it seems like you get a free cr mk super or whatever equivalent, and sometimes you don’t. my perception is that the later they time the attack, the more safe it is and more likely that they can block when they hit the ground. is that accurate?
if so, can they time it late enough that it will always be safe against parry then low punish? I was watching Nica KO’s video on the Akuma-Chun matchup recently and he talked about how if you aim at her knees with divekicks there’s nothing really she can do about it. so I assume jumps ins work similar. are there some jump in buttons that can’t be punished hard if timed right?
also I’m curious how the situation changes (if at all) when you dash under their jump in. say they time the move late and you walk or dash under them, not always a free punish?
basically I spent my training mode time having Ryu jump in with roundhouse or fierce, and punishing with Ken. cr mk xx sa3 mostly, and cr fierce sa3. also played with dash under the jump in, then cr fierce sa3 on the other side. cr fierce seems to be a lot more strict on when you can hit with it but it still seems to work. at least, I couldn’t find a jump in button timing with Ryu that prevented him from being punished, only timings that made it a lot harder and the punish window smaller.
I guess there’s several questions mixed in there and it’s kind of a ramble. if you guys can point me in the right direction or give a brief explanation of how it works or something I’d be grateful.
cool thanks, good stuff.
yeah that’s a situation I’m still a litle vague on, when they jump, you dash under, and they don’t hit a button. they can still parry any anti-air you hit, right? and since they never hit a button and they land, there is no trip guard, they’re safe on landing. at this point the majority of the time you’re standing right next to each other.
so here’s a hypothetical about that, then: other guy empty jumps in. I dash under, he parries my anti air, then lands. he immediately hits throw on his landing. is there anything I can do except tech the throw? actually I’ll probably run this in training mode next and figure out how exactly it works anyway but I feel like this has happened a couple times to me in game recently.
Depends what you use as an anti air, if you used like st.lp as an anti air, you can do more of them, or if its a cancelable normal you can just cancel it into something.
It really depends, if you used something slow as an anti air and late (like lets say shoto crouching fierce) you’ll probably get punished for max damage if they want and have meter. If they parry like a st.lp that you did very late in their jump, they will not hit you with an air attack since the startup will be too long and they will fall before the jumpin normal comes out, in similiar situations you could just do a st.jab as an anti air, and then duck, they wont hit and you maybe be able to do what you want (like getting out of throw range, jump, whatever) this tactic is especially good with characters like chun and the twins, because of theyr small hitbox
Most of the time it depends on how deep the jump in is, because if it’s timed at the latest moment possible, depending on the character, they may or may not be able to punish since their start up normals aren’t fast enough to connect, that taken into account with the fact that we’re all human, the basic gist of it is, it won’t be punished severely or at all with the basic punishments that all the characters have
so for example if you look at the akuma/chun vid i made, i did everything from back feirce to st. roundhouse, and the ONLY thing that she had to punish with was low jab but even then if it’s mis timed it’ll get blocked
so the same can be said about ken’s jump in roundhouse, you’ll notice if you time it and position it in the same manner, it won’t get punished with too much since he recovers right there from the parry as he lands, that coupled with the startup frames for normals, as i said before, the chances of it getting punished are unlikely, so the only option you’re left with is either grab/tech or a quick 2 frame normal, so if you watch a match video where a ken does a late jump in roundhouse, you’ll notice that as they land the most they can and will most likely do is tech if the jump in gets parried, if it get’s blocked that’s a different story, it just resets the situation in general into a ground game mix up
Spoiler
[media=youtube]iftriMs0KTU[/media]
@7:30 by a similar concept you’ll see KO jump in with neutral roundhouse, Daigo parries then techs
Spoiler
[media=youtube]rxD3BMpdJyc[/media]
@1:30 you’ll see an example of the same setup but then Chris G tries to press a button but it gets blocked
I have a bunch of dumb questions.
[LIST]
[]This is from a few pages back, but can you explain this? How useful is it? Are there things only punishable with kara’d SA2?
[]Is there any trick to getting Remy’s j.hp, CBK, flash kick juggle to work midscreen? I know it’s typically corner only, but I swear I’ve landed it a few times midscreen. Character specific?
[]Is there are specific meter management I should be worrying about as Remy? SA2 has a big ass bar and I’ve been using cr.mp xx EX LOV to punish a lot of stuff midscreen.
[]How many air reset super setups are there and how viable are they? e.g. Akuma jabs you out of the air and does SA1. I’m aware you can parry out of it but it seems like a neat trick nonetheless.
[*]Is HK CBK a safe option for runaway/escaping the corner? When I’m cornered, I’ll try to get some breathing room with c.lk xx LOV and then fly outta there and it’s gone unpunished thus far.
[/LIST]
Weird thing: Having played Cammy in AE, muscle memory leaked over and I kept trying to anti-air with cl.MP, but it turns out Remy’s cl.MP has a really goofy hitbox that hits behind him for some reason. Eat it, crossups.
I just got GGPO working and I’m trying to seriously level up my Remy, so if anyone is in Europe and would like a game, my name is the same as here. Thanks!
Yeah a kara’d SA2 can reach from basically anything at all. SA2 already has crazy range and I think nearly instant startup. So you can hit confirm and link even from virtually everything you can think of. the kara bit gives you more wiggle room since in some cases if you don’t kara you’ll get the funky 3 hits and then they can block the rest sort of thing.
to do the full air combo you need to partition and dash. after the cbk (short cbk unless you know it will push them to the corner, then forward will work too), during cbk you want to be charging. you hit them, land, dash, then do flashkick (short flashkick and if you kara it, again you give yourself more wiggle room).
SA2 is pretty important. I save meter for ex flash or SA2. I use EX lov only if i’m looking to catch someone (fast, covers a large area vertically).
reset setups…you mean like they’re in the air and then you super them? can’t do it with SA2. only works with SA1. and i’m not actually that sure because I don’t really use SA1 much.
and none of those are dumb questions. i can go into more specifics if you’re having trouble at any point. just pm me.
edit: oh yeah with the air combo. you’re going to want the cbk to hit deep and late. as in, you want them to be intersecting like his shins, not his toes. and late as in near the end of the cbk. if you can get either of those things to happen then you should be able to connect the flash kick. if you’re seeing neither of those happen when you do it, your timing is off (probably due to where you’re hitting j.fierce).
SA2 reaches far, but without kara’ing it what can happen is that the first one or two hits of the super connect, but a few after that whiffs and your opponent can block the rest. Can be character depended, but I’ve personally had it happen against even Hugo.
Ah! After wrestling with it for an hour, I’ve finally managed to hit it a few times. I was overcharging during the CBK instead of splitting it into the dash. Thanks fellas!
As it happens, I played a set with a Hugo earlier and it turns out you can do w/o the dash on him. (and after testing, works on Q too) Probably hit him about 20 times with it.
As for the air reset supers, try it yourself. Using Remy as an example, he can jab you out of the air (reset) and then SA2 to juggle you as you flip out. Optionally, you can dash forward to switch sides for extra sauciness. It’s escapable by air parry, however. My question was what other supers have these quasi-inescapable resets and how viable are they? I know Akuma’s SA1 and KKZ can do the same, as can Q SA2. I believe I’ve seen Makoto jab reset, dash under, SA1 also. Sorry if this is really obtuse, it’s a weird concept to convey.
This game rules. It feels like it takes all my concentration just to play, but it’s so satisfying to land literally anything. Hit confirming supers, kara throws, normals that just look and feel meaty as fuck, mad juggles, charge partitions. It feels broken in just the right ways.
Reset KKZ is 100% guaranteed, that’s the only one in the game afaik.
Q SA2? What’s the setup you’re talking about?
Your Remy example can be parried pretty easily as long as opponent is attentive enough.
Probably jab reset to SA2…which isn’t as great as one would think considering if it gets parried, Q is wide open for a counter attack either before or after the double axehandle.