Ask me something

Yo campbell! MY NIGGA! Why do us black fools always pick k groove? And why do we always play K Bison?

Becuase of the U.N.R

kkk hop for the most part. wake up rc kkk hop is really hard to counter even if you know itā€™s coming. patriot circles are handy in very specific situations, but for the most part youā€™re better off not doing it.

nah. iori > all :tup:

seriously though. beginning to intermediate players need to block about 500% more when they play. not wake up rc. not mash on jab when opponents are close. block.

iā€™ve stated on my opinion on a-hibiki many times beforeā€¦ but imo, a-hibiki should be on a-are. i think a-blanka is overhyped (but is ranked highly because heā€™s the key character in a-are vs a-are matches) and should be replaced with hibiki.

it does, but the character has to be pretty fat (blanka, rolento, etc) for it to work consistently.

itā€™s possible for a meaty move to be a counter hit. the waking up person just has to be mashing some move on the first frame of their wakeup.

vega mostly (rc rolling claw, air throws), morrigan is good too (chains, anti-air DI, 3 hit drill jumping in, chains from standing mediums), rolento (3 hit jump strong, links from s.strong, runaway madness), blanka (buffer moves into hop back, rc elec shenanigans)

BUK,

  • how do you beat justin wong?

Why you gotta call me a masher?

youre not a masher, you just miss so many wakeup roll cancels that it seems like it.

use n morrigan, knock him down, then win.

1 Like

Go play tekken you bitch.

yeah ok i asked BUK not some know-nothing like you who knows nothing. just kidding.

iā€™ll beat anybody in tekken just like i beat everybody in cvs2. youre just upset because everywhere you go you cant make it out of the qualifying pool. you might also have a small penis.

i suck at cvs2 :frowning:

yet you lose to canadians just like me. and that 2nd part was pretty homo. im going to spot messing up this thread bye

YOUR A BUM!!!

mashing ass mexican

Obviously justin had problems with campbellā€™s morrigan. Ive never seen jwong handled like that, even by the japanese. When i played buk, his iori was good, but i got past him. It was Morrigan that turned me into her bitch. I think some of it has to do with the fact that like NO ONE except buk plays her, not to mention shes tricky as hell in the right hands. Just IMO. Anyways back on track, once jwong got past Morrigan, he did well. It was just getting past that bitch that got him killed, especially with big and slow characters like changā€¦( yes he used chang)ā€¦

morrigan sucks, his iori is waaay too good

RC mash moves

Buk, you seem to like the technical minutae as much as I do, so maybe you can help me clear up some things about RC mash moves (Electricity, lightning legs, hundred hand slap). If Iā€™m misunderstanding anything here, please point it out. Iā€™m just gonna focus on electricity so itā€™ll be easier.

I understand when everyone says the move is to drum the three punches and release, hit roll then the final fierce. From a standstill (neutral frame), this would cause a normal punch to come out from the first button press. I know some of those normals can be canceled into electricity, but I donā€™t believe any of those can be canceled into a roll.

  1. Am I correct believing you have to wait for the first normal to complete and fully recover, and only then hit roll->fierce, to get a RC electricity?
  2. Does the punch input for that whiffed normal stay in the buffer for the five punches need for electricity? (If I wanted to whiff jab -> RC electricity, would I need to hit jab-strong-fierce, wait for the jab animation to finish, roll-fierce? Or jab-jab-strong-fierce, wait for jab animation to finish, then roll-fierce?)
  3. Any idea how long the buffer for the 5 punches is, time or frame wise?

No doubt his iori is awesome. But his morrigan is what beat justin last weekend.

  1. yes
  2. I believe so. If I want to RC thru a fireball, Iā€™ll drum jab-strong-fierce and have the jab just barely whiff(any later and you get hit), recover, roll-strong-fierce. But Iā€™m pretty sure I donā€™t need the last strong or fierce.
  3. Somewhere around 1 second. My guess is that itā€™s the same as charge moves. So if you do a frame count on blankaā€™s hop forward, super, that should give you the ā€˜bufferā€™ length. It turns out that his hop forward is listed as 30 frames.

edit: I just thought of something. If you hop forward and mash while the hop is animating, you probably wonā€™t get electricity until you hit punch after recovering. You need 4 buffered punches, and another to activate the electricity. So you can potentially drum jab-strong-fierce many times while doing a move, and as long as you stop before recovering, nothing will come out.

i c, that would make the most sense IMO. it would be a shame for you to spend that much time on those guides, then not release them because a few things are missing. if you DO get the time, then you could just as easily go in and edit them, then release a more updated version. my $.02

and concerning switching A-hibiki in for A-blanka on A-are, where would you place her? first or second would make the most sense, because having bison as R2 for the comeback factor is huge.

peace

Since you say Rolento goes even with everybody in the game, please help with C-Rolento versus A-Sakura matchup. Whatā€™s the basic gameplan in Rolentoā€™s favor? Sakuraā€™s game seems to be set-up a crossup attempt whenever possible, when in doubt press roundhouse and more roundhouse.

RC hop j.LP is the counter I use to any up close jump Sakura tries. I match her roundhouses on the ground by using my Rolento far s.MK. Some more notes I have are that Rolento canā€™t meaty Sakura with s.MP at point blank range, so take a step back always; whiffed RC fireballs can be punished by a d.HP or a slide; and Rolento needs to be far away in order for his s.MP to cleanly anti-air Sakuraā€™s dive kick.

Sakura early j.HK is giving me problems.

It is possible to escape Sakuraā€™s tick throw attempts by using RC hop right? Like if Sakura attempts d.LP (blocked), walk up throw. I get thrown sometimes when I try to escape. I want to make sure my RC timing might be off so thatā€™s why I ask. I donā€™t always get the reversal message coming right out of the block stun from the Sak d.LP.

It IS hard for Sakura to get out of my s.LP patterns right? I donā€™t like getting hit by random RCs, but it happens to me time to time.

The LTB trick against A-Sakura is to do f+MK on reaction against random activates. To be honest, Iā€™m not sure if that is guaranteed against the good Sakura players who time their CC, d.LK/close s.HP right though. Canā€™t do anything, nevermind f+MK on reaction, against properly timed CCs. Canā€™t block unless already blocking etcā€¦

What is the correct method to TK in a small jump groove? I cant bring it out every time, but since it can be done there must be a way to get it down 100%, right?

andā€¦

How do you combo a normal from a small jump? Does it come down to frames, or what height you hit the opponent at with the SJ?

Thanks :karate: