First question is are you using a stick?
Yes.
Ok. Is it getting the timing of the links down or getting the DP to come out?
Both. If I get the link down, I’m too slow/don’t recognize it linked fast enough to input RJ in time. If I don’t get the link down it comes out as a broken, 1…1…RJ. Which sometimes catches people off guard, but it isn’t what I need to become better.
For getting the links down, you can try one of 2 things:
You could just do it over and over in training mode and just getting the timing down via muscle memory, which is what I would recommend. In online, you absolutely WILL drop links because of online play, but don’t get too discouraged if you’re able to do it in local play. Or, you could watch the animation and know when the recovery is done. Some people have a really keen eye for this, so if you feel you do, try that as well.
For the DP, there is a really, really, really, and I mean, REALLY simple trick involving input shortcuts:
Due to input leniency in the game, a DP can come out by simply pressing :df: :df: So when you’re putting together a combo, hold :df: while throwing out jabs and then quickly flick one more :df: and the DP will come out. If you don’t have this prepared, simply keep pumping :df: and the stored input will have it ready for when you hit any kick.
Thanks for the advice Green! I’ll get on this as soon as Arcade Edition finishes re-downloading on my PS3.
i’m an old sf2 player.
back in the day…i thought DP motion was 636+P. if you are unfamiliar with GG numeric notion for joystick motions…that translates to forward, downforward, forward+punch.
now…thats actually not the correct motion for doing dragon punches.
never has been even in SF1.
its actually, as you already know…623…which is forward, down, downforward.
that said…it may be you are overdoing the dp motion by just overthinking it.
meaning,…you are doing the 623 motion with such a faithfullness to the command listing…that its causing you needless input delay.
its like when beginners try to do full circle motion for certain character’s command grabs…when all they really have to do is:
632147+p
which translates to forward, downforward, down, downback, back, upback+ punch.
the command grabs execute 100% of the time.
so…instead of doing forward, down, downforward.
try this instead.
you know how to do ryu fireballs right?
nuetral, down, downforward, forward+punch.
ok.
hold forward very briefly, then imagine doing a hadouken quarter circle motion but a really teeny tiny quarter circle motion+punch.
its hard to describe in words and to not show you visually…
but try to imagine doing a teeny tiny hadouken quarter circle motion after very briefly holding forward.
the game registers forward, downforward, forward+punch just like it would if you did forward, down, downforward + punch.
just like the way i mentioned command grabs not actually being a full complete 360 degree joystick motion…but 225 degrees.
i’ve never ever tried to relearn dp motions after learning that it wasn’t forward, downforward, forward+ punch but forward, down, downforward + punch.
why would i anyway when it works just the same anyway.
i’ve never had a problem doing dp punches. ever.
if i fuck up a dragon punch its not the joystick motion i’m fucking up…lol, but that i’m mashing buttons trying to compensate for bs lag.
I see… Well I guess I have to get on this practice of the motions.
Um I knwo 2 people have tried to help but im gonna throw in my own views.
With the links its important to know the gaps and what techniques you can do to make them easier, obviously plinking is out with the majority of Adons combos, but you could always double tap? I believe people have mentioned this before.
I never got on with it but I have heard it said the timing is similar to double tapping Bisons lk’s?
Adons light punch and light kick links are actually quite weird according to my friend, he said the gap feels huge between them, though he plays Ken and Dudley usually.
At the end of the day though its all practice, I have adopted what seems a standard training technique for combos. Perform the combo 10-30 times (I assume the number depends on how good you are at it or how much patience, I usually go for 20 in a row) in a row. If you drop the combo start again. Can take a while but I feel it definitely helps. I managed to land the j.mk, cr.lk, cr.lp xx mk.rj every game yesterday if the j.mk landed!
I do [1]LP~LK (Plinking LP to LK)x2 then hit confirm into 3 1 3 MK
This is slightly incorrect.
Input leniency will allow for DP from either :df::d::df: , :df::db::d::df: OR :df::db::df: but NOT :df::df: (which would really be :df:neutral:df:
So doing the motion like a a VF crouchdash will get you to miss.
What you want is closer to :db:+:lp:, :d::df:+:lp::d::df:+:k:
only reason i never got SFxT was coz Adon is not in it. if he was i woulda gotten the game…and made the ultimate god team.
Adon+Juri for the win.
just imagine that team. a team where both characters are complete opposites in every way. that team where each character can cover for the other character’s weaknesses.
also…
ponder this.
Adon’s ex jaguar tooth into juri’s kaisen.(corner only)
just found this out…in air ex j. kick beats guile’s ex flash kick.
Is this if you did EX.iAJK** first**, or are you beating EX flashkick after it’s active?
Because I really need a tool to do damage to turtling Guile.
I am considering Gouken (unwinnable for Guile, according to our Guile expert).
Why not use his overhead? Or bait out the flash kick?
Guile players will turtle sometimes. Sucks, but that’s the way it goes. You have to make them fear your approach and have them hit buttons to the point where turtling isn’t really an option for them.
The other thing you could do is back off and punish sonic booms with a m. JK or EX JK. Either way, the matchup is at least 5-5 if not in Adon’s favor. But at the same time, this isn’t the kind of match you go all crazy on the offensive either… unless they get so scared they refuse to hit a button and not even tech a throw.
Overhead is too slow (reaction flashkicked). Can’t bait this guy to do random flashkicks.
Sometimes? That’s how they win =/, you only really see them walk forward with a boom in front of them too if they ever DO decide to do that. Adon’s st. HK is a poke guile player’s fear, and from my experience doing a ex JK(ground) to go around a boom will most of the time earn you nothing but chip cause of the recovery, but it DOES get you in. I feel like this match-up is won off of Guile’s wakeup and Adon’s ambigious j.mk crossups IMO, which can lead to RJ combos and/or JK pressure on block. I also “highly” recommend U2>U1 cause i’ve seen some online Adon’s trying to punish a boom with U1 and the only way it’s ever going to hit is if it’s done with yomi really. Oh another thing as just a general thing any char can do it, if a Guile hits you with cr. HK and you block the 1st hit, deffinately go to punish before the 2nd hit, that move SUCKS.
if i remember correctly, ex air j. kick has to come out before he executes ex flash kick.
i expected him to ex flash kick…since he had no life left. so i ex’ed before he did.
cross up lk stops his flash kick
For the Guile matchup, I’ve found that if they don’t know it, you can feint lk jaguar tooths to bait out flashkicks. For those that know it, the only thing that has worked is to get the early life lead and lame it before they can do the same agaisnt you. A Guile that has to go on offense is much easier to punish/open up than one who is playing defend the lead.