Kam: Hilde is ABSOLUTE BULLSHIT in SC4!!! :lol: I’ve never seen a character that is so good in a game in my entire life. Her Charge attacks are godly (safe on block, gives her combos 4 free & easy damage, track like a mofo, plus I think they auto GI, at least I know her A charges do). She has an easy ring out combo, so if ur in a non-walled stage, ur fucked. Plus, as u can see in the matches of Hilde, she has insane oki/tech catch options as well. Fuck that bitch!
Skeez: Awesome combo video that u loaded up my good sir. It was time consuming 4 sure, but highly entertaining. :tup:
I’m definately lookin’ 4ward 2 some games 2nite & AL, so I’ll see everyone up there 4 sure. :tup:
That’s all 4 now. Take it easy & have a good one. Peace. :china:
Looking forward to more Tekken tonight, need to keep going.
@Kam:
It is somewhat hard to compare 2d and 3d because of different move properties and what is good, and what isn’t. From 3d I guess, the best moves/characters are ones that track well, have frame advantage, start juggles etc. etc. The biggest difference is getting up in 3d vs. 2d, with all of the crazy options available, it becomes about guessing and knowing your opponents ground game.
SF4 isn’t too far off, aside from tracking. I’ll agree that after watching that video, Sagat is nothing compared to that ho.
Here’s what makes him good and from what I know how to handle it, which, thankfully is getting nerfed in Super:
-Trade DP into ultra (quite possibly the most abusable and unfair mechanic in the game, especially considering the damage scaling). You have to watch your jumping and jump angles. You also need to know his Kara-DP ranges.
-Damage, he just does so much. You have to play incredibly cautious when he gets 2 meters and an ultra or it will likely be game over. The damage also makes up for his lack of mixup (although he does have 1 overhead that is pretty good).
-Be patient and pick up on fireball patterns, it can be hard, but if you manage to snipe one you can land some good damage.
-It’s pretty difficult otherwise, and some characters really don’t have a safe way in on him.
i think its Castlevania Judgement for the wii. thats what it looks like to me. i have it although i dont have data for it cuz its so bad i just couldnt play it. ill see if i can find data for it before i come to al tonight tho just cuz.
edit: the game has online play which i didnt even know and you cant just dl wii games save data that have online. with homebrew you can but i doubt id even be able to find data if i looked.
I agree about the differences between 2D & 3D, but I was intending to reference more about how high tiers “bend/abuse” the game’s core. Nonetheless though, you hit the nail on the coffin. Trades into ultra (not just DP, but Gief’s lariat had the same effect in the loke tests) are pretty gay. In Tekken, trades happen rarely and in some cases, one person still gets to complete a juggle depending on their recovery. Because of this, I’ve always seen trades as an “accident” and not something you could (or would) particularly practice as life-lead strategy. For what its worth, in SC4, most trades end in a clash, where no one wins. Both opponents recover at the same time. So in spirit of SF4 trades, I think its good they are taking out the option of connecting a meter-less ultra.
Kara-DP only seems to come out when you are standing about 3 characters away? Just a little bit further than Tiger Knee I think…but how can the Kara-DP range differ? Does it depend on how late/early you input DP?
I actually kind of like that Sagat is sort of an uphill battle (getting past the fireball spam). I think it strengthens the mindset against the other projectile characters. It’s like Kabal in UMK3: the more you fight Kabal, the more you learn how to block in that game because spin dash is fucking annoying. lol. I guess that’s what all high tier’s teach us though. (with the exception of Hilde of course… -_-…she just teaches how to break your controller).
if trade dp is getting fixed, I hopr dp’s actually work in return. Sure trade ultra is silly, but letting someone jump in on a shoto knowing they will do equal damage on a trade and HUGE damage if the jump in works is just as dumb on the other end of the spectrum.
Good games Jason. DL ABA 101 thread has some good stuff regarding 2H, and what it can lead to, and what to do after depending on the situation. Also good okizeme info. Also, ABA vs Testament matchup thread has a few tidbits.
Quentin, I-no is all about mixups, combos, and tech traps. Normal hit far S, if they’re mashing, they will tech at the perfect spacing for you to just dash forward and air throw them. Same with stroke the big tree. Then if your throw wall bounced them, you can usually get a combo from there. Trickiest part is just practicing the combos. If I’m goofing around in training mode, I-no’s one of my favorite characters to mess with because her combos are so challenging. It’s not like I work on them every day or even every week, but ever since XX I’ve been messing with her here and there. There isn’t really any advice I can offer besides that. She’s a character you have to practice in order to be good with. That’s why I don’t really think I can teach you how to play her. Just have to work on it by yourself.
Thats what I do and because of the character I play I have to. Along with a few others things
Watch for badly spaced high tiger shots = Free Ultra ( for certain characters) But its weird because apparently low tiger shots are safer than high one. For example , Abel cant ultra through low tiger shots but he ultra the high ones.
Try as best I can to bait tiger uppercuts considering I get grand scale damage from blocked or whiffed tiger uppercut
I really try to keep sagat locked away , considering if I can keep him locked away better a chance for me apply mixup
I think you really just have to wait sagat out in all honesty.
All in all as adam said certain characters have an easier time VS Sagat in the long run where as some others need to REALLY watch what they whiff , and throw out. I wont say its impossible to space sagat because of Kara-Stuff , it makes it much harder but if you can snuff a kara coming and you have a tool to do something about it I.E Abels roll you can really get some stuff off.
@ Matt
: [ Man Why does I-No only have to be in that game why cant she be in anything else…
Maybe Ill bust out the Accent Core I have at my house one day.
I won’t know until later tonight or tomorrow morning but it probably will be in there. I’ll post it up as soon as I know. I bought an extra Naomi board soley for PJ, so as long as it works we should be in business. If anything, I’ll pop it in that cab just for Saturday since some of you have the PJ fever.
Yeah but the entire point of shoryu is to defend yourself from an incoming jump in. Merely react to an unsafe jump and you’ve got an attack that will likely be free of charge. Also, there’s maybe 4 characters in the roster that can do good damage without meter, everyone else needs a loaded ultra or super, and even then it’s not so bad. Jumping is very high risk/high reward in the world of SF, as it should be. Shoryu ultra is low risk, high reward, and it’s only available for Ryu and Sagat (and I think Ken but I don’t know for sure). It almost isn’t a trade in the fair use of the word. A trade implies equal damage and a knockdown or hitstun for both players. In ST you’ll rarely see a shoryu trade, but it happens quite a bit in 3s. 3s has probably the most fair DPs ever, parrying just makes them bad.