Yes-sir. My PSN is TheDamDocta. ForbiddenTechnique is the group I represent. I just post on the account. My handle is also TheDamDocta. So when I find the time to start playing at next level battle circuit (even though its two hours away >_>) you can catch me there with either TheDamDocta handle or D.A.M. whatever I feel like putting down. I’m not on much though as I hate online with a flaming passion lol. I have to just struggle through it anyway and just test stuff out.
Don’t have this DLC yet, just curious about how the changes have affected certain characters. What’s the word on Akuma’s oki? If you, say, do a DF dive kick but your opponent DWU’s, are you suddenly open to a punish? Thanks.
You are not open to a punish for Demon flip kick or palm but throw will get punished.
Also guys I may have lied about Elena. I just got on twitter and people have been retweeting their is a glitch with elena where her hurtbox is actually lower when crouching than it is if you set the CPU to block. You have to record elena crouching blocking. So I’m gonna go to my friend’s house after work and test stuff out with them.
Elena is strange. There’s ranges where far stand fierce will hit but it can still be fickle. In order for fierce to hit most consistently his fist cannot go past the top of her head.
Love the new damage/stun off the mid range. I went into the lab and grabbed some numbers of E.Ryus mid-range BnBs to see how we compared. These are sample numbers on both crouching and stand opponents reflected as damage/stun.
E.Ryu
408/670 391/595 407/615
Akuma
380/685 401/705 373/635 361/585 373/685
The damage is lower but the stun shows what’s really good. Range on cr.mkxxtatsu is godlike too.
What are your favorite frame traps to go to after cr.mp is blocked up close? Keeping offensive pressure is definitely one of my weaker aspects and I want to improve to become a better overall player.
Hit confirming with cr.mp into cl. mk is definitely amazing. Now I just need advice for something nasty to keep it going if they block other than kara throw or staggering another cr.mp to try and catch counter.
Getting some mileage out of c.mp, wait briefly, far fierce x hadou.
I don’t know what you’re suggesting here. I know the timing of doing a fierce into a shoryu (teleport). That’s not the problem.
Really not sure what you’re saying here. I don’t use PPP for the teleport, I use KKK since that’s what you have to hit for the ultra anyway. Hitting up at any point during the shoryu motion results in nothing coming out, even though the inputs show all of the necessary directions. I have to always do a shoryu motion first, hit KKK and then hit up twice and KKK again. Shortcuts don’t seem to be working correctly when trying to sneak an up or two into the shoryu before hitting KKK. I watched a Youtube video of this as well, and the guy is just hitting KKK twice through the entire process and getting it almost every time.
Not sure if this is the reason, but I’m using a modified Madcatz TE that has the Toodles “Kitty” kit inside and a Hitbox style cover plate, not an official Hitbox, because they didn’t have dual modded versions out yet when I made mine. I can combo into the U2, but only reliably off of cr.fierce and cs.forward. And by reliably I mean I have to mash the shit out of the buttons and hope the teleport > U2 cancel actually happens.
You sound a lot like Edward Norton. Oh, and good video.
The EX Shaku abuse on block is almost exactly like what Akuma’s fierce Shaku was in SSF2T. Although in that game it seemed even stronger on block, and you basically just spammed them alone since the opponent would still be in block stun after you recovered. I think only a few characters could escape chip death in the corner from that too.
Nevermore, you never played Zangief a bit ? his bnb to far lk xx GH is better done if you master the srk motion f,df,uf because of weird nature of gief far lk canceling on startup (at least seems, try yourself to buffer a GH in a far lk on whiff) Gief players usually end the confirm with f, df, uf, lk~MP-HP to get it consistently (and I do too ).
You should be able to do that on any controller. So for the ultra it’s the same shortcut call.
Having to hit buttons, especially two at a time for diagonals is not the same as using a pad or joystick. I also don’t have issues doing the instant air fireballs, but the timing on those is a lot more lenient than trying to cram a shyoru + buttons + up twice + buttons again in almost the same window that is needed just to execute the shoryu using four fingers instead of just a stick or your thumb. It’s essentially having to piano directions like how you would piano moves that require rapid presses, except it’s nowhere near as linear.
It might just be an issue with my controller, because as I said, hitting up at any point (even ending) of the shoryu results in nothing coming out. That doesn’t make a whole lot of sense either considering you have to hit up forward or up back to jump, and I have no issues with that.
Thanks for your help Versatile but I thought you need 2 df or db for the teleport? The one on the right is the one I use now. It only requires one down input (in fact it can be straight down).
I thought the teleport required the short cut DP? I’m confused. Really would love to understand how this works.