Hmm…I remember your name:)
I’m planning to held zero3 tournament before Xmas:)
Hey does anyone think its possible to do with Bison anti-air Lvl 1 Kneepress, cr. SP Lvl 1 Kneepress, cr. SP lvl 1 Kneepress?
I’m fine with combos and all, but the thing is I’m too jumpy, anyone got any advice to take care of that?
Too much jumping is often a hallmark of too much playing against the CPU. It kinda develops bad habits.
Stop playing against the computer and fight against a human who would severely punish you if you jumped in blind. The problem with the SF AIs is that they usually allow jump-ins and will, at most, punish you with a single anti-air move and never something that will shave off half of your life (except Ken).
If you can’t find a human player willing to oblige, then start playing against the CPU by “handicapping” yourself. For example, don’t jump. At all. Do all your combos from the ground. Don’t “bait” the computer AI. For example, it’s quite easy to bait CPU Zangief into jumping. Simply don’t do it.
I get real people to play against, it’s just that a majority of them suck. I do get a few good people to play against. For Charlie I try dashing in and Akuma I use his short warp. Certain characters like Gief and Ryu are hard not to jump with. Most Ryu combos I use start with an air attack. Any other suggestions?
Ryu’s almost always had a pretty good shut-out game, so it’s not even necessary to jump or use combos to win with old style A-Ryu. “hadoken if they don’t jump, dp if they do”; that’s not as easy as it sounds. playing ST or HF should improve this.
as for options getting in, learn how to do walkup c.FK xx BLUE hadoken, hitting w just the tip of the c.FK (not getting a dp or red hadoken is a skill in itself). the hopkick is also really good, so learn the timing to combo off of it; hopkick xx hadoken is a great poke that goes over footsies, hopkick xx dp is a nice chunk of damage, and hopkick xx short tatsumaki helps to crossup sometimes for the inevitable short short super / VC. in V, Ryu’s axe kick is a great poke too.
if you’re playing noobs, you could try to see how easily you can push them into the corner without jumping, and locking them in ye olde SF2 fireball trap.
Thanks, Ryu’s a side character of mine I’m slowly working on. I’ll try your advice.
Muskau: yes I believe it is possible. You’d have to be midscreen though… maybe even with your back to the corner… and they’d be able to flip of course…
to make it easier I guess you could s.LKs instead of d.MPs… probably even start the whole thing with an AA d.MP… and I guess you could end it with s.LK > headstomp once you’ve used all your meter.
Man… that would be a crazy ass looking combo.
Does anyone have any info on using guys run cancel? Pressure tactics using it and what cancels etc?
Thanks,
Kitch
Uhh can someone tell me guy’s longest ground string, and what is his final fight string? I’m really interested in learning guy, but the longest thing I got is, jab, jab, strong, fierce, roundhouse, Punch super. ;(
Assuming your opponent auto-tech’s, it’s most likely going to be something that either Guy or Gen does, for obvious reasons.
Without meter:
Guy: Jab, Short, Jab, Strong, Fierce, Roundhouse, Strong, QCF+Forward -> Slide
(8)
With meter, no proximity:
Guy (corner): Strong, Fierce, QCF,QCF+Roundhouse (level 3 kick super), Jab, Strong, Fierce, Roundhouse, Jab, Strong, Fierce, Roundhouse
(11)
With meter, proximity:
Guy (corner): Jab, Short, Jab, Strong, Fierce, (proximity RK) QCF,QCF+Roundhouse, Jab, Strong, Fierce, Roundhouse, Jab, Strong, Fierce, Roundhouse
(14)
Depending on the opponent, the combo can go on for even longer, due to dizzies.
Yah, I got some questions about A3.
1.) What is the difference between the Arcade version and the Console versions?
2.) Why is Blanka so low on the tier listing?
Thanks. :tup:
Question: How/Where do you all people play with others ? kaillera / arcade / friends?
what is kattobi?
any strats on guy vs shell character?
and I play kaillera and arcade.
@corsair: I can only answer for the PS version. There are numerous differences, from the relatively minor ones, such as changes in screen:character size ratios, to major ones, such as missing or changed attacks (X-Dhalsim, for example, loses his sk and is generally slower overall) to “fixed bugs” (Karin’s reversed moves after an OTG, no kattobi cancels)
Blanka, in my opinion, lacks several options that the other characters have. Let’s say you pair him up against Sim. On the ground, sim’s slide beats many of his moves cleanly. Blanka jumps, he get’s anti-aired. He balls, its a free hit. I can’t even recall him having a decent VC, so baiting and blowing through attacks is out of the question. Or face him with Sakura, who can zone him out because his horizontal speed is slow.
@Blazn:Kattobi would be to do a move, then cancel it into a VC activation. This results in some weird things. For example, cancelling Gief’s hopkick into a VC causes him to jump way across the screen invulnerable for the most part, too.
Should be up soon:
Yeah, wtf. Anyway, images are somewhat large, and somewhat upside-down. But not fully! Yeah, only 6 for now, as I don’t have a scanner handy, or an image editing program (thus the angle).
I’m having a rough time getting search results on what is sometimes called “walk cancel” or “QCF cancel” (as those are very, VERY common words…).
I understand that it can be used to perform unflippable juggles that seem to violate the normal rules (e.g. your character has started walking, meaning he has clearly gone past neutral state), and that it is not Ism specific.
Don’t tell me it’s as simple as landing and immediately doing a QCF and holding forward…
Correct. It is not ism specific, though it is more commonly used with V-ism.
Any-ism Chun-Li and Guy also tend to take advantage of it, though it’s less common.
Most people will tell you that the easiest way to perform it is to do a QCF motion, and hold toward as soon as you land. However, I find it easier to hold down+toward while jumping/falling, then immediately hold toward as soon as you land (and see yourself go into a crouch animation).
The concept is very similar to crouch cancelling, which is performed by doing a “superjump” motion (down, up+twoard), right before landing. The downward command makes the player crouch, which avoids neutral, and the up+toward command makes the player cancel their crouch into a jump, which again avoids neutral.
When landing, you normally go into a neutral state, so you can’t simply walk forward, because walking doesn’t cancel this state. However, crouching does cancel this state, and walking cancels the crouching animation.
Thus, to perform a “walk cancel” or “qcf cancel”, it can be done much the same as a crouch cancel, just input the toward direction, rather than inputting up+toward.
On a side note, you can also cancel the walk animation with a jump without hitting neutral, even though there is a delay before the jump.
You can also perform the motions in reverse, back+down, then back, to walk backwards instead of forward. If you do a backward walk, then the only way to cancel it would be to attack, jump backward, or crouch again and cancel the crouch into a toward jump (which is rather complicated).
It’s best uses out-side of V-ism are when your character doesn’t have a particularly strong follow-up to an air-to-air counter hit. Most characters can only follow one up with a simple jumping attack or air throw. But with walk cancelling, you can usually connect a ground move + special move or super.
And for V-ism, it really depends on the situation.
Thanks a lot.
This walk cancel sounds like it could allow you to do some things that are… well, stupid.
For instance, couldn’t Akuma now launch opponent with QCB+K or counterhit, and then do repeated unflippable QCB+K until opponent hits corner?
Me and my pals would sometimes do repeated Sakura strong DPs, even though it is flippable, against those with poor air attacks/ppl that don’t know what beats it since the DP might beat them and relaunch them, and if they decide to airblock (if they can), then the grounded part of the DP hits them anyway. But that such a dumb trick can now be made into unflippable damage sounds wrong.
Do you need to crouch because going from back to up+forward would involve the joystick crossing the neutral position? And would it be done more or less like a super jump?
I dont think you got the point.
Crouch cancels (and walk cancels) require a transition frame to evade neutral (the 4 frame when you land From A jumP) to go into crouch which aren’t neutral, but the crouch animation is like 3-4 frames also before reaching a neutral state and during that time the jump is inputed.
air(not neutral) --> land recovery(not neutral) xx crouch animation(not neutral) xx jump animation(not neutral) to air(which is not neutral)
However walking is not registered as a neutral state. Therefore, the following sequence:
air --> land recovery xx crouch xx walk
does work, but, for going to jump animation without reaching neutral you need a special trick, an input trick.
As you can see, when you input 6 (forward) you do not reach a neutral state, however when you also input 8(up, for a total of up-forward), you reach the jump animation InstantlY(because you still input forward but only add up).
When you finish a 214k with akuma, you reach a neutral state by default when reaching the ground, therefore even if you input down you still have a 1 frame neutral state, which is more than enough to flip (you can flip from neutral state to hit and can’t flip until next neutral state). Same thing with sakura sho’oken or any other special(correct me if I’m wrong).
Hope I covered it so Xenozip doesn’t have to redo his explanation he did again and again…