Ask me something

Sorry, i turned off my PM option a long time ago. One less thing to keep track of, since everyone knows me by my website and my website has an email address where you can reach me if it’s important. I don’t keep game secrets (except when it involves videos in production so it doesn’t ruin anyone’s surprise), but i don’t have (or claim to have) all the answers either.

Whatever problems Ken’s command roll seems to have are shared by all non-invincible moves with the ability to move through characters. I wouldn’t call it laggy hitboxes. It’s just a matter of him having active non-invincible limbs on both sides of the opponent. If you look at the 2hitcombo video, there are two instances of this sort of thing happening. The first one is at 01:47 with Joe doing S-Groove dodge to knee Bison’s Psycho Crusher toes, which immediately puts Bison into air reel and forces the game to pick a side for Bison since air reel does not have that “pass through the opponent” attribute. Then when Joe cancels into tiger knee, he changes orientation in reaction to Bison’s new position. A similar thing happens at 10:11 with the SFA3 universal roll recovery. I hope that answers the question, because honestly i’m totally guessing at what both of your questions were asking.

I enjoy learning everything about a character…it was more of a bitch about certain brain dead characters in CVS2 (cough Cammy cough). What I do wanna know is how you break down your characters. So the second question.

Yo, Buktooth, which of Rolento’s special moves are useful to roll-cancel?

Command hop and his Rekka.

Wouldn’t blocking > RC rolento’s “rekka”?

Blocking > all

Buk, does blocking > all?

Buk what’s your opinion on Hibiki (in general, so refer to what you would believe to be her best groove/s) and why? If that’s to hard (read: too much effort) then I’d settle for A-Hibiki’s pro’s/con’s and generally why she isn’t seen more.

Also why are you the only person who plays Iori (successfully) competitively? Seriously. There has to be a real reason why he’s so slept on.

Hey Buk, how does cr.lp x 3, st.lk for bison work? What should i be doing to get it to combo? the timing seems different than just doing cr.lp x3 or something

Is it possible to get the counter hit message with meaty attacks? I was under the impression that you’re forced into block regardless whether you’re hitting a button or not whenever somebody meaties you and you’re holding down-back as you get up.

hey buk, would you mind if i answered some of these questions? since you’re busier than i am nowadays, i can answer some of the easier/more obvious questions. i know it’s your thread and what not, but i wouldn’t mind helping out and sharing some of my knowledge on certain questions.

peace

Nice. :clap:

if people havent noticed yet, i’m answering questions in the order that they were posted in the thread. so yea, i’ve only ignored one dude’s post so far and i edited his post already to reflect that.

by all means. any help is appreciated. if i want to expand more on people’s answers (or if i think what you answered is dead wrong lol) i’ll chime in eventually.

oh yea, if i dont post any replies tonight you’re prolly not gonna hear from me till at least monday. fr8 this weekend!

Ignored twice!

:sad:

bigpimping2004 aka stillengtr, told me about it, that you did it on him.

[13:27] <iKlEiTlH> was this the combo buktooth told you about?
[13:27] [yqbd] yeah
[13:27] <iKlEiTlH> i dunno how to do it
[13:27] <iKlEiTlH> he came up with it
[13:27] <iKlEiTlH> and showed me this one day
[13:27] <iKlEiTlH> but i have NO idea how he did it
[13:27] <iKlEiTlH> yer better off asking him
[13:27] [yqbd] what are the buttons?
[13:28] <iKlEiTlH> ???

[13:29] <iKlEiTlH> haha just ask him about the “6 hit combo ending in sweep”
[13:29] <iKlEiTlH> he should know from there

Dude unless u just like toying with glitches/odd combos is really not worth it in casual or actually play. :confused:

Maki is hard enough to play as it is. I would spend more time on counter hit sets up/guardbreaks/poking patterns. :karate:

Bucktooth… do you know of/seen personally… any characters that give P groove a hardtime( outside of A groove)… (I only play C groove)

Maby Sim, or RC Todo.?

I was just wondering cuz LTB is randomally gonna game with me my homeboys.
I though It would be fun to try and cheese him a few rounds… :sad:

I hope Iam not to vage…

Tell LTB that I said we need to play. He talked about coming down here to NY at some point. :tup:

I think the reason is pretty obvious…

For the record, I have NO IDEA what that combo is. I thought Buk had told you to ask ME about it at first so I just played along with it and told you to ask him back.

So yeah… I dunno how to do the combo. Buk doesn’t know how to do the combo. JESUS HIMSELF doesn’t know how to do the combo. Yer better off filing that combo under the “doesn’t exist” category. :frowning:

okay, here goes nothing…

boxer briefs are top tier.

http://www.shoryuken.com/forums/showthread.php?t=29373

it’s already an old thread, remember to search for threads “since the beginning.” long story short, RC the scouter jump and off the wall move to runaway, and RC the patriot circles to go through fireballs if you anticipate them big time, but it’s still pretty risky.

RC todo is not necessarily too hot against P-groove because the waves are an auto-parry, so tap forward once and you take care of waves. dhalsim? eh, he does have a bunch of AA options, but his normals and specials simply don’t do a bunch of damage.

i play VDO’s P-groove nearly everytime i go to a tournament around here, and here’s the characters that work well against P-groove. the general formula is some stupid RC move to spam for chip damage and to build meter, a good selection of AA moves, and a solid set of normals that can be mixed up and aren’t dependent upon patterns.

-RC blanka- RC electricity is always nice. and if they jump you can either a) AA then with the charge down, up + K move as soon as they reach the peak of their jump, b) jump fierce, c) deep RC ball, d) whiff crouching short, then RC electricity and mash til they stop parrying. KKK hop back if you see a parry.

-rolento- work the counter hit standing jab stuff, jumping mp to get in, KKK hop back if you see a parry happen.

-vega- RC rolling claw is a nuisance, air throw, just jiggle and poke and play a turtle vega.

-chun li- since chun li will hit a bunch of level 1 supers, then she’ll simply do too much damage for a P-groover to contend with. air throw is nice, and super jump forward fierce, fierce is a nice air to air AA.

these are just off the top of my head, but use the general guidelines to think of more.

PEACE

No D: I think Vice in C-groove does pretty decent against P-groove. P groovers usually try to parry a little too often which opens up setups for Vice’s super-grabs/regular command throw. Dash into super, jumping lk into super etc. Her sleeve throws are also long distance and difficult to parry, but even if they do parry them, she’s relatively safe. Also her qcb+kick special move is pretty annoying to p-groovers as well both on the ground (RC) and in the air.

I would like to answer this…

When you start out learning a new character, you need to know what kind of damage they can do and ways to setup that damage.

Secondly, you need to know what kind of things your character can do in certain situations. Doesn’t have to be anything fancy, just has to get the job done while avoiding taking big damage.
This includes:
Anti-airs : Above AA, forward AA, reverse AA.
Ways out of the corner
Ways to get out of a rushdown situation.

After that it gets kind of specific.

Character vs. Character situations…

Another way to say this is matchup(duh!). To learn matchups for a character, you need to break down what your character can do vs. another character.
But it’s not some lame stuff like, "Blanka’s cr. fierce gotz mad range, so it must be good yo."
No…
A characters attack does a certain damage but what can the opponent do to counter that, and, does it do more damage than the attack that you do?

After that, you break it down to keep away, ranging, turtling.
Some matchups are just in your favor all the way that you don’t need to know keepaway.

A decent example of this is A Blanka vs. K Hibiki…

Both characters don’t have meter at the start. Blanka has a really damaging cc of about 9000? I think. Hibiki can do about 5500 damage from her qcb>hcf+p super. So you build meter with Elec. and Hibiki can’t build meter cause your not attacking her.
When you get about 3/4 of the meter filled, you can start going after her. Get a knockdown and RC Elec. The reason why you do this is all Hibiki can do without meter is command grab and do a jump attack or slash. But if you land one RC elec, you activate and that gives you 9000+ damage compared to Hibiki’s counter into jump attack or slash. Just don’t start attacking her when she has meter.
When she gets meter you runaway and build some meter until her K meter runs out. If you have to jump over, then do it, i’d rather take a fierce AA than a super.

In that example, I broke it down into damage, then situation.

You can do that for any character.