Ask me something

Is the second hit of kyo’s fierce aragami chain safe on block? I think it says it leaves you at +1 in the guide book but I suck at reading that thing.

Also the first hit of the chain says it leaves -8, but you are generally safe right? because if you chain into it you are too far away for someone to punish? Except for maybe a perfect reversal super by Bison or Guile?

I’m trying to learn P-kyo and am using this in guard strings so any help would be awesome.

+1 on hit, but -8 on block. The first number is for advantage on hit, the 2nd for advantage on block. If there’s symbols in there, instead of hit +/-, it means they get knockdowned. For Kyo, you can look up stuff at FinestKO.com, easier since it’s english. 1st hit is -11.

couple of questions for you roll cancelling experts here:

  1. i can pretty must roll cancel most moves except the following, i know how to do them in theory, i just cant seem to get it out. like with QCF type motions i can get them out like nearly 90% of the time, but with DP and RDP motions i cant seem to do squat all, any tips?

  2. how do you roll cancel ryos bfb, and blankas kkk hop?

  3. how do you choose which strength of a move to use, often i wanna use a fiere burn knucnle for example, and a jab one comes out, or vice versa

  4. (might be related to above), how do i avoid negative edge?

  5. somemoves are similar to each other, ie. burn knuckle and crack shoot, sometimes i get one instead of the other, any times on the excution so i can get the move i want out? many thanks in advance.

Thanks alot Wraith Co,

New question plus something weird.

           I like to play K-Iori, and I was wondering what should I do to get that first knockdown so I can start Iori's pressure game?  Especially against turtlers, I seem to have problems getting in sans, random low jumps or trying to punish whiffs with run in sweep, I also sometimes do random rekka when they are in range but since it's not RC'd it seems alot riskier. So any tips for helping me get in since I don't have roll, or RC or anything like that?

So since one of my ways of knocking people down is to punish whiffs with sweep I thought to myself, well how does Iori punish tech rollers? I couldn’t find anything consistnent outside of lvl 3 maiden masher which seems to be able to punish tech rollers in all situations, including after a throw. But, the wierd thing is, if I throw someone near the edge of the screen so that the screen has to scroll over, you can’t punish a tech roll after a throw with the super. I know I’m doing it at the right time because when the super freeze happens I catch the opponent in the same frame of animation as when the super works to punish the tech roll. WTF, is that about?

Also speaking of tech roll punishment, buktooth why isn’t there a tech roll punishment section in the iori guide? hmmmm?

basis

Ryo’s f,b,f is kinda easy. You can press roll in ‘b’ and quickly moe foward+punch ou press between ‘b’ and ‘f+P’

Blanka’s KKK is the easiest RC. Moves like hop and Rolento’s jumpins come out with only 2 buttons. So you press Roll, then KK. Similar to a kara throw in 3s

i remember reading something about RCed moves doesn’t actually leave you with invincibility during the recovery of the move?(i.e. like honda whiff rc 360).

was this true? can anyone expand more on this? it’s kind of hard to use search function to find this.

RC leaves you with like 20 frames and thats it…if I remember rite?

All specials have recovery. The invincibility on a RC is only at the start of the special. I could be wrong but I think its less than 20 frames of invincibility, thought it was like 14 or so.

Quick example, Sak does RC rh Hurricane kick right in front of you. You can’t hit her out of it from the start, but most characters can duck the second hit of it and dp/super.

Honda’s RC grab is really hard to punish. He can do RC grab, and block most supers even if he’s in his whiff animation at the super flash. As far as I know, only Ken’s Shinryuken can punish it.

why would only ken’s shinryuken be able to punish it? that doesn’t make any sense, it’s not like that super is particularly fast or anything I mean. I am pretty sure anyone can punish honda with anymove if he rc 360s it’s just hard to time as he has very few vulenerable frames at the end of his rc.

What are some of my options against K-Cammy and Sagat using C-Honda, Guile, and Sagat-R2?

k sagat too? thats a tough team to play against k groove, because it pretty much is naturally countered by k groove, specifically guile and honda.

I’m just going off what I remember. I’ve seen a Rock Raising Storm a Honda RC 360 and recover in time to block, so … do what you will.

hey buk i just watched your match against otaku and it was great! did you hit confirm super off of that hibiki running slash? How long did it take you to hit confirm off that shit?

Random question: How do you pronounce BAS? i heard my friend say “Boss” but i believe it is pronounced “Bass” like sea bass.

i’d assume it’s an abbreviation, since japanese words can’t end with with a lone S.

most people i’ve met say “boss”. just call him d44 if you’re confused.

Hold down the rolls instead of releasing it.

boss

Boss sounds fat.

how do i do bison’s AA CC?

i hear its: activate-st.mp-lp dp-then xxx into corner-PTF

well,i cant get the st.mp to connect into the lp dp when they jump at me. what am i doing wrong. also what about his trip gaurd CC. can i get a full detailed explanation on scenarios and shit. im still new here,quick to learn,but takes a second to get familiar with the lingo

u have to land the s.mp really deep, and i do mp dp.