alright i’m a little confused on this.
what’s the true definition for “proximity cancelling” i always thought it was basically kara-canceling but doing it right after a super/cc freeze(inputs during freeze).
alright i’m a little confused on this.
what’s the true definition for “proximity cancelling” i always thought it was basically kara-canceling but doing it right after a super/cc freeze(inputs during freeze).
no. im pretty sure there’s no way to kara cancel geese’s s.:hk:
who knows, there could be other exceptions.
good stuff. wouldnt the hibiki example just be kara cancelling…?
anyway yea. we should probably start making english terminology for these things so that the words are more intuitive
check my answer a few pages back: you weren’t specific enough
afaik, yes unless they put you in the air, like guile’s standing roundhouse. you can kattobi cancel (kara cancel it directly into a CC activation for wild effects) that one though. also, pretty much every command normal (a normal move which requires a joystick input, such as guile f+fierce. i think i made up that term to be ghetto though, lemme know if there’s a more official word for these) is NOT kara/proximity cancellable though, with the exception of geese’s f+fierce
im pretty sure you can. you might not get any extra range out of it, but i dont see why you wouldnt be able to kara cancel it
Quick one: What are the properties of Guile’s LvL3 b,f,bf+HP super? Sometimes I feel like I’ve blocked it but I get hit and vice versa. Like does it hit during ducking, counter, roll, anything special? Or am I just too nub? >_<. Thx.
BUK
Can you quickly list everything you could do after Kyo’s kick throw?
Specific? No? =)? =(?
why is BAS’s team now A-Vega/Bison/Blanka ?
Fair enough.
The ground game is really tough between Vega and C-Chun. I know the general strategy should be to attack Vega viciously, but C-Chun doesn’t always have meter, and she does little damage without it.
Vega’s ground pokes, especially c. strong and c.foward are extremely hard to punish, as they outdistance Chun’s stand and crouch strong and they’re pretty fast. Even if Chun can get in somehow, Vega can always cop out with an RC flying move or even RC roll attack (sorry I don’t know names). So there has to be a better way other than trying to punish c. strong/foward on whiff or something.
Chun can’t jump in against Vega because of his extremely good anti-airs, nor is it easy to attack Vega on the ground. Even RC legs seem kinda useless, unless you manage to catch Vega on your wakeup or something. Vega, otoh, can attack Chun from the air, as c. rh isn’t reliable, leaving you only with RC legs or magic air throw, which are also not reliable. So all in all, Vega seems to dominate Chun pretty hard until Chun gets meter, and even then he can sufficiently zone her out.
So, what do you suggest?
The startup is very fast. If you whiff anything or have negative frames after he blocks then it’s possible he’s just punishing you
What are some of Ryu’s good matchups?
Buk: I tried to make a definitive dictionary but eh, dunno if it’s helping.
Regarding whiff/kara/kattobi/proximity canceling, they are all referring to the same thing. The overall blanket term for all of it is “kara” canceling. Then there are different subcategories of kara canceling.
KARA canceling is simply interrupting the startup of one move with another move. Note that it doesn’t imply any specific moves, so you need to throw in some more words to define context. (For example, say “kara-throw” if you want to imply kara canceling something into a throw for whatever reason.)
KATTOBI canceling is kara canceling something into CC or VC or whatever it’s called in your game of choice. One of the big things that makes it special is that anyone with a CC/VC generally has an air CC/VC that can be done independent of height. (It’s true that Guile can’t kara-cancel his s.HK during the airborne hop thing, but if he definately could do it if he had Akuma’s air fireball. Unfortunately, most air special moves require reaching a minimum jump height before they become available. I can’t think of any valid combinations for that sort of thing in CvS2. But i’m sure in SFA3, Ryu could kara-cancel his F+MK hopkick into his air hurricane kick just like he could kattobi cancel it into VC.)
PROXIMITY canceling is a bad name and people should stop using the term. Whatever the Japanese word for the concept was, it got mistranslated. It should have been called simply WHIFF canceling. Anyway, it refers to a very specific case of kara-canceling performed in the middle of a chain combo. For example, CFJ Yun has a s.LP -> s.LK -> s.MP chain during which the s.LK is not cancelable into specials or supers. However, he can push s.MP to chain cancel the s.LK and then kara-cancel that s.MP into a special which fakes the effect of canceling the s.LK illegally. CvS2 Hibiki’s close s.HP is not cancelable but she does have a special chain cancel into a downward s.HP slash, which can be whiff canceled into whatever, as explained by Buk and as shown in those vid clips.
Again, “proximity” canceling is a mistranslated meaningless misleading term. In its defense, it is a fairly unique term so at least it’s not gonna be confused for something else established. However, if you guys want to come up with intuitive english terms for stuff at some point, “proximity” canceling should be dropped.
RENDA KARA canceling is kara-canceling a rapid fire light attack into something. That’s how you do Ryu’s c.LK -> c.LK xx super fireball combo in ST. It’s actually done by doing c.LK -> c.LK -> c.LK and kara-canceling that last c.LK into super fireball. There are lots of reasons why you would want to use that technique, but they are all situation specific. As far as i know, “renda” just refers to “rapid fire weak attack” or whatever. (This was just a word that Sai-Rec mentioned in some random explanation for how one of their combos worked. It’s not popular yet, but it’s kind of useful so i pimp it out now and then.)
It’s 4 frame startup after superfreeze. Sagat’s lvl3 hotfoot has the same startup time and as everyone knows, it’s basically unblockable after superfreeze if you weren’t already blocking before superfreeze. Guile’s Sonic Hurricane isn’t special in that regard. The only thing that makes it special is the instant half-screen range. In other words, it doesn’t take time for it to get from his hands to max range like Ryu’s super fireball does. Once it appears, the whole thing is there. Plus it’s got -4 if blocked, which means no reversal super can hit it. Since there really aren’t any normal moves that can reach him after it’s blocked, he’s pretty safe.
Buk…
Whats the deal with the whole doing special moves durign super/CC flashs to get out of them? Like during a flash, Blanka, Maki, Vega and other such chars can mash their three button special move to get out of it. I’ve seen Choi and others DP people out of CCs after the flash. Now I know you once told me that people weren’t hitting their attacks after activating quick enough. So doesn’t that technically mean if people hit their attack quick enough after activating, Blanka and those chars can’t get out of these CCs either?
I also noticed, that against CCs, the consistent way to counter super/DP them is to do the motion BEFORE the flash. Then hit the button afterwards. This also works for the Otaku JD into super after a flash stuff. Buffer the JD before the flash and pump the super.
So please clarify the doing special move during CC flashs part please and what the deal is if people “hit there attacks as fast as possible”.
Thanks in advance.
Will anyone ever use dan and actually win matches?
How about tourneys? =P
i beat random scrubs in japan with p-dan
This may be too vague, but can you explain Makoto’s Kyo to me? I see him landing all these throws and cr shorts on people, but I can’t grasp it well.
I’ve got another Vice matchup question. It’s Sagat again, this time N-Sagat. For the most part, I’m playing N-Vice. Against every other character in the game (except Haohmaru), I play a very aggressive Vice - once I get an opening or knockdown, I go for a counterhit c.short, tick throw games, RC grab. super, etc. With Low jump RH, run, and roll, Sagat is getting in on me with impunity. Once he does, I’m having trouble with getting corner guarded with Sagat’s c.fierce and s.fierce.
I can’t roll through the gap between sagat’s 2 c.fierces. Sagat can just mash and hit me during the roll. I don’t think I can even counter-roll through the fierce. Is this just me or is the roll just so damn slow that I really can’t counter-roll and punish Sagat for his insolence? I’ve long stopped trying to c.jab/sweep/c.fierce/non-RC shoulder to trade. I either get stuffed or eat massive counterhit damage on the shoulder.
If I feel like I can predict his patterns, I try to stick in a blocked s.mk to create some breathing space. Sagats, who switch s.fierce at that point, I try to duck and ground sleeve him on recovery to turn the tables. Sometime I get DP’ed sometimes I don’t. In any case, the risk/reward ratio doesn’t seem to be in my favor.
What usually ends up happening is that I burn up a red ball just to get out of the corner. Well great, what just happened is that Sagat just took off 40% of my bar and I went ahead and burned another 50%. My bar is flashing and it’s almost time for me to get guard crushed again. Is this the best thing to do with meter or are there ways to counter roll safely and punish? What if I don’t have meter? Attempt the RC Shoulder? What if you can’t RC well (like me =)? Does far s.strong come into play at all vs. jump/low jump rh?
In fact, during the course of the match, should I just expect to use Alpha counters more often, in order to do whatever I can to avoid getting cornered in the first place? In that case, would C-Vice be a better choice vs. Sagat, for the (far more frequent) ACs? I’m under the impression that Vice has enough time after an alpha counter to crossup dash/dash up to point blank range and start her RC Grab mixups, please correct me if I’m wrong.
And finally, does st.rh have any use in this matchup as an anti-air? It seems to get stuffed cleanly. c.fierce trades if done early, at certain angles. If done late, it seems to get stuffed from a number of things.
Thanks a lot for clarifying that. That was very helpful.
how/why does throws after knockdowns work? (after you knockdown the opponents and do that quick b,f HP/HK)
for maki,
what’re the most damaging possible combos without a super?
what are the best ways to attack or move in?
what are some of her whiff setups?
what is your gameplan with maki?
Every year the Japanese replace a character on a team used by many players (ie: Team BAS Sakura/Blanka/Bison). After reading the SBO3 results it seems Sakura has been replaced by Vega. Any important reason for the change?
Sakura gets outranged by Vega’s cr. strong. Vega is faster, can easily get out of RC pressure.
C.strong, rc command grab, rc lk blade kicks, or s.roundhouse as AA