the thing is depending on timing SA2 will just whiff.
talking about remy sa2 btw
you can combo the ‘reset’ normal into the SA2, but that isn’t really a reset then.
to do it like a real reset has tight timing (except jab).
the normal that works most consistently and with the most variation on timing is standing jab.
which has to do with the startup and hitbox and such of SA2 i’m assuming.
because with ryu, jab reset shinkuu hadouken is extremely simple and lenient.
it’s not really a strong reset imho. regardless of how well it turns out, even best case scenario you’ll be getting like 50-60% super damage from the reset which is pretty shitty. definitely a good trick to have in mind to take a round. beyond that though, ehhhhh.
edit: yeah you don’t have to dash always against any of the cast. it all depends on the timing of everything. sometimes you can just land from cbk and immediately flash and catch them. just easier against big guys.
I need some help/direction regarding how to deal with people who mash roll tech on literally everything. I never realized how much of a problem this is until I started playing the game more online. I find that it’s ruining the amount of frames I have to play with on their wakeup post throw or post certain situations and it’s really aggravating me. I find it particularly frustrating to deal with after I whiff punish someone with a sweep, and then dash to try and capitalize;if they tech in this situation, I think they are actually able to stand before I can even get there, which means they have advantage. I hope the answer to this is not “don’t whiff punish with sweep” because that would make me sad.
unlike some other games, there’s rarely a reason to not quickrise. you get meter and you limit the approaching characters options. punishing whiffs for guaranteed damage and a knockdown is good and nobody would tell you otherwise, but you need to be aware of the wakeup speeds of the character you’re facing so that you can know your options in advance. if you want to meaty, sometimes you have to sacrifice some dashes or walking time and do a longer range move instead of doing a close range mixup. or you could just not attack and focus on position. if you’re getting thrown a lot when trying to attack or they’re hitting you first frequently, you probably haven’t thought of a few backup options to cover quickrises in cases like this (usually after certain throws and moves with long recovery like sweeps).
Uggh that’s terrible. Such a huge discrepancy for quick rise wakeup times. I never realized how specialized you need to be to cover their wakeup options. I guess this is just another advantage for Chun and Yun who can just play a neutral game revolving around landing super, although considering that I play Ken I suppose I could just get better at whiff punishing with low forward super rather than sweep but It might still be a grievance when it comes to post throw oki.
No one is saying anything about Ken’s options or relative strenghts, I’m just pointing out a frustration about a mechanic that’s circumventing my particular playstyle with the character. I could do with out the sarcastic mayonnaise.
Yeah, you’re going to want to earn the Jinrai then you will have a real ambiguous one to blow up their wakeup after Hard Knockdown no tech roll allowed, with a Super Jump over, for cross up(no attack) or choose not to with a slight wait or position change before the jump. Gamespeed in footsies and sweep with tech roll isn’t where the Wakeup game lies too much for Ken. Though his sweep is pretty good for whiff punishing. You’ll have to earn your keep and ground advancing without just a sweep and simple jump to give them trouble right after the sweep.
Whiff punish with raw Jinrai, skipping the low Forward can also be advantageous once you get it down and are bold enough, have a good read, and its worth it to you to try that in a situation in footsies also.
Nonono!
Ken’s throws are really good. you get ridiculous corner push in the back throw roll, Neutral one has a mash and plenty of time to think about the next move, while Forward Throw may have slightly less time, its still average for a throw and you’re positioned fine to mixup just fine. Doubly so if they’re cornered.
Just wrote a whole bunch about Ken here, with only 1 move, and the throw options coming thru that one move, again best in the corner where they are forced into a space you control. Of course there’s the Target Combo, Medium Hit? So you go to Fierce after its confirmed and whatever BnB you’d like.
what are you trying to do on their wakeup out of curiosity? Ken has a really good “beat their ass on their wakeup” game especially in the corner, he has tons of options. even if they tech roll he should still be able to do a lot.
s.hk is one of the best meaties in the game. easy to time and blows through anything that doesn’t have invince. it might lose to one hit of a fierce srk but since you’re not at close range, it’s in your favour. between that, c.mk and sweep (proper spacing please) and maybe even an occasional ex fireball, people shouldn’t really be pressing buttons against ken when getting up even if he’s not there yet. once you show that you’ll use these moves from further away, it’ll be easier to keep the person in one place even when they quickrise.
For about two weeks, I’ve been practicing online AND offline on the GGPO rom.
I’ve learned how to charge partition (d/b, dash, d/b while dashing, headbutt), I can’t do it consistently but I can get it up 6 out of 10 times. I’m learning how to charge buffer, I can get 2 m.tackles off of a cr.hp launch consistently (offline). I can do cr.hp, m.tackle, ex tackle, m.tackle consistently (offline). All of this is on GGPO OFFline.
I tried all of that in OE offline and I can’t do any of it. I can get the ex juggle if I remember to charge for about 1 second longer. Everything else? Fuck no.
I can partition 4 out of 10 times and I’ve gotten the double m.tackle juggle twice out of like…50 times.
It didn’t take me long to learn any of it on GGPO but I can’t get the hang of it in OE at all. Again, I’m not trying ANY of this online, all of it is being practiced offline on both versions. Also, I’ve been practicing on Ken in both versions (I’ve tried m.tackle and l.tackle. I can get it consistently in GGPO but not in OE).
Any tips? I’m about to just delete OE because I’m so frustrated, the online is shitty anyway (I’m on PS3, so it’s even worse).
Edit:
Alright, I calmed down and tried different things with timing. I’m starting to get it now. The issue was I wasn’t snapping the stick back quick enough. But I’m scared to push it forward too much because I’ve read in a lot of guides that you shouldn’t “slam” the stick forward when charge buffering. However, I did notice I’ve read that mostly in TTH guides and I’m not trying to do TTH. All I’m trying to do is a simple m.tackle, l/m. tackle for meter building purposes.
Glad I’m getting the hang of it, though. That shit was annoying.
try slowing it down. FBA (and GGPO by extension) run 3s a lot faster than OE or arcade version. just stretch out the time of everything you’re doing.
OE is closer to arcade than FBA is so it probably wouldn’t be best to delete OE. if you can do it in OE, you’re probably closer to doing it on real hardware than being able to do it on FBA. for me personally after playing for a while on FBA or GGPO it takes a few games before I get the timing correct going back to OE.
i thought shinryu’s videos concluded that PS2, OE, and FBA were the same speed in gameplay (everything minus the timer). aside from the fact that many of us (including me) initially thought OE was between arcade and PS2, there’s no evidence that i know of showing it’s any slower than PS2 or FBA.
i think my tth consistency dropped in OE too but it’s probably because i’m just worse now. remember, uncancelled blocked tackles are unsafe. i’m not sure what you mean by meter building purposes.
they say not to slam the stick probably because when you slam it you’re not as quick and precise.
i just sort of flick it real quick and never have problems. i remember when i was learning it i would be pushing way too hard and that makes you a lot more prone to error.
don’t quit man. just practice it for like 10 minutes a day. the primary way to attain good technique and muscle memory is consistency. the amount of time you practice each day is a lot less important than just making sure you get in there for a few minutes and try it out. some days you may miss constantly. happens to EVERYONE. don’t let that make you think you’ve somehow lost everything you learned. just means you’re a bit off.
trust me some days i miss stuff and cant seem to get it quite right over and over and over. then the next day im not thinking about it and practice a little and make 0 mistakes. often when you start to get the ‘feel’ for the timing and stuff, thinking about it will mess you up. when i dont pay attention i usually nail combos 99% of the time. when i try to focus too hard i mess up because im being too deliberate and not letting my hands do what they know works.
Heh, you think OE’s bad offline, try it on, and watch those long combos fall apart :annoy:
To the Remy player asking about resets - Sean has a funky one with :f::hk: into super1. OK, maybe not a tournament defining moment, but for sure, on Xbox Live, you can land this :pleased:
I have to agree about the long length of Remy’s super2 bar :sad: I slid into the top 50 with him on the leader-boards earlier, and have now come to the conclusion, that if he actually had super to play with much earlier, like most of the other chars, he would effectively move up the tiers. Not easy having to bust ex flashes with all the pressure people apply on there. I find his dash to be amazing. Dash up, :d::lk: xx super has won me plenty of rounds, especially against Akuma where it really hurts him lol
Usually I have patience with fighting games, especially shit like charge buffering. It’s difficult and I go into training mode with that in mind, not expecting to get it within the first hour. But shit, when I have something down in one version of the game and can’t do it in another version of it? So frustrating. I don’t know much about each version of 3S, I just know they’re different. I didn’t expect something like that to happen. If I did, I wouldn’t have wasted my time playing on GGPO at all.
I should learn how to stop embarrassing myself by whining like a bitch, though. Obviously, I didn’t quit and I figured out the timing for it (even though I can’t hit it consistently like I can on GGPO).
Also, picked up Ibuki because my friends suck and I can do anything I want with her. I *am *actually learning how she plays, though. Very, very fun character.
She was actually my main before Urien, but I kept playing her like SF4 Ibuki and couldn’t get the timing for her TCs (I know, I know).
Okay, this is somewhat embarassing, but I could use a tip on how to execute Ken’s Target Combo - Fireball - SA3.
Yeah, you’re allowed to laugh as hard as you want now, but I’m struggling with Ken BnBs. I’ve managed to do the mentioned combo from time to time, but I cannot for the love of god manage to do it reliably. It works maybe 5% of the time for me, so I’m obviously doing something fundamentally wrong.
Now, if you’ve managed to catch your breath again after the laughing, I’d like to ask if anyone could give me a tip on how to time the combo correctly. I’m getting TC - Fireball without issues, so I’d guess my problem is missing the timing of when to start buffering the super motion, and/or when to press the kick to cancel the fireball into the super. Any hints for this?
Oh, and if possible, I’d like to hear if there’s anything for c.LK - c.LP - c.LK - SA3 as well, although I suspect that’s just my execution of it being bad, as that one actually works from time to time.
for the target combo - fireball - sa3 try to do it slow, thats the only thing I can say, 1 slow fireball punch and 1 slow fireball kick.
For the c.lk-c.lp-c.lk its not that you have to do it fast, but you have to learn when you can buffer it imo, but if you input it fast that also helps. I prefer do c.lk c.lk super, feels easier to me and its enough time for me to hit confirm
Do :mp: :hp:, :d: :df: :f: :p:, :d: :df: :f: :k:
The two qcf must be done without any pause, you don’t have more time than a raw super, just do a super motion with a punch button in the middle.
(edit) Also, you can try to do fireball xx SA3 without the target before.
That said, i prefer to not add the fireball at all as i find this a pretty useless addition (very small damage gain, “harder” motion)…