Having a hard time pulling off the Hadoken into Super Hadoken.
You say QCF, HP and then another QCF, HP since the game remembers the first input. But in my case, it seems like the game forgets and nothing happens. You reckon this is a timing thing?
Having a hard time pulling off the Hadoken into Super Hadoken.
You say QCF, HP and then another QCF, HP since the game remembers the first input. But in my case, it seems like the game forgets and nothing happens. You reckon this is a timing thing?
Yes, it needs to be very fast, basically it’s as fast as you do the ultra, you only hit a punch button in between the two QCFs.
For visual example of what the execution looks like, check this video:
[media=youtube]s7JPfQaLOwA[/media]
At the end of trial 19 there is Hadoken->Super and you can see the motion of the player’s hand on the fightstick.
This is just a suggestion if you haven’t done so already but you can put in an annotation at the part where you explain the Shoryrukens shortcut to correct your mistake.
Oh, very good idea, thank you :tup:
These vids are great, TBird. I’ve been spreading the love to some SF newbies on another forum I post to. Much appreciated.
TBird. (pat-pat). That was me patting you on the back. Video #4 is great!
Just saw this. Pretty good, and I definitely have to build up some dexterity in my left hand to swing the stick like that. I’m not really, but I can be better. Perhaps some execution drills on movement and hadokens are in order.
Also gave me some insight on how to hold the stick to pull some of these moves off. Thanks for the link.
Just saw this. Pretty good, and I definitely have to build up some dexterity in my left hand to swing the stick like that. I’m not really, but I can be better. Perhaps some execution drills on movement and hadokens are in order.
Also gave me some insight on how to hold the stick to pull some of these moves off. Thanks for the link.
Looking at the vid again, there seems to be a rhythm into inputting the commands, and once you learn that, things should fall into place.
Man, video #4 has been a huge, huge help to me. I had already suspected some of the attributes of buffering with this game, since executing certain things in Trials required inputting commands in a way I was already used to with Soul Calibur II. But breaking it down the way you do in your video makes things a lot more comprehensive.
Big thanks!
Everyone make sure to nominate the first post for an article so it makes it to the front page, and it gets all the exposure and views it deserves
Yo thanks alot for these videos. Could you make a tutorial for blocking? Or could just anyone help me with blocking. There is no use for me being able to do plenty of combos if I can’t even block. This annoys me…
great post
As a newbie myself i really appreciate this sort of tutorial since it’s not really included in the game. THANKS.:tup:
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**Part 5: Understanding Hyperarmor is up! **
:bgrin:
[media=youtube]rCBLAfb7GUQ[/media]
Shout-out to Kooper for stickying this thread :tup:
Well, I think I may have spoke too soon. I tried to tinker with the buffering techniques mentioned in your Part 4 video, but I had little success. There were some, like c.mk > Hurricane Kick, that come out easily, but I had a hard time stringing together most others.
Just to be clear, you can only buffer inputs for a special out of a normal, super out of special, ultra out of super? Or could I buffer inputs for an ultra out of a normal or special?
Thanks
First of all, don’t be impatient Watching a video will in no way enable you to automatically to perform a combo, sometimes you need weeks or months of training for that
And I think you are confusing things. There is a difference between buffering and comboing. Yes, you can buffer an Ultra in a normal move or a special move but you will need to a) input the complete motion with all inputs and b) it will not combo! For example you can buffer the motion (without PPP) of Ken’s Ultra while he performs a hurricane kick, but it does not cancel the previous move and it can be blocked if you start it after the hurricane kick ends.
During a real cancel combo (watch video number 1 again for details) you can basically “save” inputs through buffering and most important the opponent can not escape the combo once it starts! And that’s were the rule of thumb “normal->special->super” comes into play.
Interesting…
Yeah, I appreciate the differences between comboing and buffering, but I was having trouble executing stuff associated with exactly what you mentioned above. I was trying to buffer Sakura’s ultra out of her Hurricane Kick, but to no avail.
So, if I understand you correctly, you’re saying to do the double QCB motion but with kick instead of KKK (for her Haru Ranman), and then input KKK upon landing to go into the ultra from her Hurricane Kick?
Thanks
a) You can buffer the motion for Haru Ranman during her hurricane kick by inputting 2x QCB **without any button ** and pressing KKK on landing. However, you should not do that, because it is not a combo, will usually be blocked and you eat big damage.
b) If you use the EX-hurricane kick however, you have a real combo and you can buffer her Ultra with QCB and hitting KKK upon landing for a guaranteed hit (timing is tight).
For maximum damage however, you would use EX Hurricane Kick, dash forward (f,f) upon landing and then execute QCBx2 ->KKK, but that is something that is very hard to do.
Update:
Part 6: Focus Attack Secrets is out ! :karate:
[media=youtube]IhLKL_47bYU[/media]
(well, it’s not really secret, but hey, a catchy title will attract more youtube viewers :bgrin:)
As always comments are welcome, since I got the hint about annotations, I can easily make corrections/clarifications through annotating the video.