ticks have been in the game since…the original SF2, and since i always keep an uppercut character handy against gief, i just reversal DP on it. don’t know about jumps since i don’t remember jump delay frames being in other SFs
Sorry I am just a little unsure what you mean… are you saying that once you have blocked the crouching jp/lk immediately do a dp to stop the SPD?
yep. since the lk->spd is not actually a true "combo’ you can dp in between the lk and SPD. just like if someone didn’t hit you deep enough with a jump-in, you can hit them with a reversal move before they landed
I would like start learning a new character, and there are only a few contenders who excite me to learn (besides Gen of course):
Chun Li A-ISM
Sagat ?-ISM
Charlie V-ISM
Cody V-ISM
I am trying to learn Chun Li, but she seems to be a fairly boring character to learn, is she? I mean… all I do is jump MK, c.HK, and super. Not that much fun… or am I missing some important cool stuff?
Somehow, I am horrible at Dhalsim no matter how often I learn him (and I tried him a lot!!). Now, Sagat got also long arms and legs, 2 fireballs, and 2 kind of uppercuts. So why is he not that much used in tournement? I also need to know what ISM to pick for Sagat.
I am also trying again for the n times Charlie. I always have problems playing against that character. His custom combos doesn’t look too bad, but I am a complete newbie to custom combos… so that’s kind of a plus. However I have a lot of problem to deal with happy fireball characters like Ryu.
Now Cody is a fun character to learn (like Guy and Gen), but he seems to have no range whatsoever. All his moves are so short… it is so hard to hit anything, even a brainless computer.
V-Sagat is the one to use, powerful customs, good priority on his Fierce still, kick ass DP. I believe his custom is VC2/3 Jab DP, [s.Fierce, RH Tiger Crush] xN, when you get to the corner just do s.Fierce, whiff low FB, end with Fierce DP.
Heck, I can’t find the z3 gief thread…
Despite tons of practice, I can’t get Zangief’s glitchdriver with 100% accuracy. Heck I’d settle for 50%. In a game I’d probably get 1 to 4 attempts to actually glitch (that is, the opponent bounces right beside Zangief instead of bouncing away). So I swallowed my pride and tried to see what the proper timing was using macros in Kawaks.
And it turns out that I can’t even get 50% accuracy even there, despite allowing for a frame-by-frame input of commands. From what I can see, despite exact circumstances (guaranteed by Kawak’s save-load-state macros, and pause-advance-1-frame options) the glitchdriver will only come out approximately in 1 in 3 attempts. Is this a problem of the emulation itself? Or are those players who can do glitchdrivers accurately simply better than what macros can do?
I mean, if it’s true that glitchdriver is actually not something that would appear 100% of the time despite perfect execution, then I’d stop trying to perfect the damn thing.
As a trivial side note, I found out that it’s possible to do a pile driver just by touching four points (U,F,D,B). And that Karin’s triple rakuma-inashi VC has mad, mad, mad, timing (about 2 frames worth of error).
Yes4me:
As Geekboy said, V-sagat is the way to go. Why isn’t he in tourneys ? Well, his priority isn’t so hot. Compared to the shotos, his DP is harder to use. Also, 2 fireballs doesn’t make him a better character. Auto loss to Dhalsim. I’d imagine Vega would give him a lot of trouble, as well as the rest of the speedier cast (Chun, Rolento, even Balrog).
An easy way to fight fireball happy characters (like Ryu) is to jump right at em then use the Vc to blow through a DP. Not the best strat, but it get your foot door.
Off topic:
I am expecting a lot of flames for saying that, but in my opinion, Kawak is far from being good as Nebula. I have both, and I can’t even pull an uppercut consistenly like in Nebula without macro. Even with macro enabled, macros that do “joystick” movement don’t seem to work well. I tried it today to input a fireball and usually nothing works out with Kawak. I am really not sure why people stick to Kawak anymore.
I heard it was because Kawak has network gameplay… but so does Nebula. The only valid reason I could guess was that kawak is easier (than Nebula) hacking to play new neogeo games…
Back on topic:
Yeah I had that feeling on Sagat that something was weird when I was playing him against the computer. So I am left with Cody and Charlie… I go for Cody, because he is more fun… but he is also hell hard to play!! I hate characters that NO reach!! It takes so much mind guessing… Hate that feeling of losing or winning based on luck rather than skills. I am sure there must be something I can do to avoid that bad feeling.
Did you happen to get any numbers down on how many frames after activation you had before ending the 360? I’ll try to hack something into mame and see if I can produce similiar results. Personally, I’d attribute the ‘1 out of 3’ thing to the load state / advance frame capabilities of Kawaks. I bet we can get some concrete numbers on a window where it will always connect.
As far as doing it in Real Life ™ I find watching Zangief’s face helps for no apparent reason.
what exactly is the glitchdriver…? and how is it performed…
edit:
crap. triple siberiean suplex VC right? couldn’t find “glitchdriver” via search function.
Kawak’s key detection licks balls. i refuse to use anything but mame online. since only like 1% of the population uses FBA or nebula, its down to either mame or kawaks. in mame i can get spd’s like 90% of the time. on kawaks, i’ll be lucky if i do it 10%.
speaking of sagat, his b+strong is a semi-useful long range cancellable poke. his low forward leaves a lot to be desired since it doesn’t have a long enough stun time for combos outside tiger knee combos which are gimmicky on the range
Cody isn’t exactly used traditional the same way as Ken or Ryu, I dance outside poke range, st. RK jump-ins and use fk as anti poke, occasionally you try a crack kick to force the person into the corner, then follow up with throw, cr.sk criminal upper, or guardcrush VC.
For some reason Cody doesnt perform too well offensively in mid screen, perhaps due to the lower mobility and lack of long reaching powerful pokes that are safe. Its better when he just tries to nullify everything the opponent throws out, then they make a mistake and bam, they are in the corner and you are in control.
The glitch driver works easier on certain character compared to others… for example its much easier to land on cody than say Zangief.
I have a question about V-Akuma…
When you are at about 3 quarter screen and you activate his VC, then do the Light Dragon Punch, then the Fierce Fireball, then the Fierce Demon Flip, Fierce Fireball, Fierce Demon Flip, Fierce Fireball, Fierce Demon Flip (you have to do it 3 times till you get to the corner)… once I am in the corner and then whiff the fierce fireball, I find that about 50-60% of the time the strong dragon punch misses, because the opponent lands behind me.
Another example… you are at about half screen and you activate his VC, then do the Light Dragon Punch, then the fierce fireball, fierce demon flip, then the fierce fireball and fierce demon flip again (you do it twice till you are in the corner), I whiff the fierce fireball and once again the strong Dragon Punch misses, because the opponent lands behind me.
This inconsistency is driving me crazy… sometimes I can land the deep strong Dragon Punch and sometimes it will miss because the opponent land behind me… Does anyone know a way that you can land the deep strong Dragon Punch all the time once you are in the corner? I hope this makes sense
doesn’t multiple strong DPs do less than multiple FP xx hadoken (whiff)?
Yeah, I mentioned it briefly. But I don’t know if pressing buttons or a direction increases the chances of it happening, or if it just happens sort of randomly. And it usually works according to stregth…weak attacks will always lose to mediums, which will always lose to hard attacks, which will always lose to weak specials, which will always lose to medium specials…etc. Basically, you can hypothetically be red flashed on and your attack will lose to any class above it. I think I HAVE seen a red flash happen for one jab to beat another though.
The inconsistency is going on for 1 of 2 reasons: #1, the combo is side specific, and if you’re on a certain side of the console/cabinet, you will switch sides. #2, which is easier to control, you’re doing the flip with too heavy of a punch button. Don’t go so deep into the corner.
BTW, try this VC instead, works better: VC2 Strong DP, b+Roundhouse, [Fierce demon flip with kick, standing neutral roundhouse] until you get to the corner. At least that’s how I think it goes.
glass- pretty much always.
u have to grab them the instant u come out of the vc activation frames
if he doesnt land next to you its because u were to slow
shutup queeny. long time no see.
you have to have 100% meter, on the left side of the opponent and you have to land the 360 suplex within the first frame after vc activation.
On gltichdriver on Kawaks:
Here’s the macro:
14,F,D,B,U4
Basically, this means JP+SK activation, wait for 32 frames, then execute SPD motion (which will take 7 frames), for a total of 39 frames after activation. Anything less (such as waiting for 31 frames) means that the SPD simply won’t come out – this is the absolute minimum number of frames after activation that the CPU will accept commands. The SPD motion used is also the absolute minimum required to do an SPD (4 points plus button press–I also tried the full motion F,DF,D,DB,B,BU,U,UF4 and it makes no difference other than having to decrease the wait frames by several frames). The macro was performed was performed with the two characters touching each other,
On testing with the shotos (Z-ism Ryu, Ken, Akuma), this macro will pull off 50% (5 out of 10 attempts) accuracy (success defined as Zangief’s opponent bouncing right beside him instead of far away) on the glitchdriver. Increasing the wait frames to 34 (total 41 frames after activation) makes no increase or decrease in accuracy (remember than decreasing the wait frames results in the SPD not coming out). However, increasing the wait frames to 35 (total 42) results in 10-20% accuracy (around 1 to 2 per 10 attempts). Increasing the wait frames to 36 (total 43 frames) results in total failure to glitchdriver.
Note that the glitchdriver has a window of, what, 3 frames? Also, the macros were performed on Normal speed. Putting the CPU on Turbo 1 and 2 has an effect on the amount of wait frames involved, but otherwise the odds of glitch are pretty much the same. (I’ll try to get exact frames later).
Cody glitches funny! I posted this a while back in the missing Z3 Gief thread but no one replied. Anyway, now with the emulator, I can see that Cody indeed glitches funny. He has 3 results from a glitch driver attempt (using the same macro as above).
#1 Failure – Cody bounces too far away Gief to do anything
#2 Success – Cody bounces away right at Gief’s feet
#2 Partial Success – Cody bounces far away (like #1), but can still be OTGd (running grab only though, not siberian suplex nor JP SPD)
I haven’t tried the other characters. I was planning to test only on the shotos. I tested Cody only because Temujin reminded me of my previous experiences in the arcades.
I might try to get my hands on Nebula. But unless there’s a newer, friendlier version out, I won’t be testing on it. Nebula also tends to skip/slowdown on my computer, no matter how I tweak it.
i like to do
vc2: lp.dp->s.fp->rh.demon flip w/ kick->mk.demon flip kick->s.fp->rh demon flip kick->(corner)s.fp->hadoken->s.fp->demon flip kick->b+hp->demon flip kick->j.mk->c.mp->demon flip grab.
anyone know an easy way of connecting sak’s corner crouch cancel combo in the corner after vc?
Counter moves… what do they actually do?
How much more damage than the original damage?
Anything else?