simple hoku shit. if you manage to hit them with the QCF+D (comboing) from mid screen to close to the enemies wall it could hit them 3 times. meaning if they are close to the wall you can juggle on with the QCF*2 + B or D. most of his shit is already mentioned by noc.
I kinda just noticed…Hoku is prob. the only character who can combo a Command Attack after Breaking a Juggling Special Move…
Grant does also.
^Really which attack?
idk fi this is exactly what noc meant, but if you break his breakable move just right and it counter hits, you can chest thump juggle them.
Yea this is what I meant breaking his :dp: + :snka:/:snkc: near the corner then :df: + :snkc: afterwards. It doens’t have to be a counter hit as it works with out it. Unless he meant not breaking the move all together then yea Hoku is probably the only character who can a juggle in that manner. Though it might be possible to still do meaty :d: + :snkd: as they get up, into :df: + :snkc: in the corner with Grant so it combos.
How doy ou do Jenet’s awesome feint combo, which feint + move etc. I don’t really know Jenet but was watching a french player on the GGPO test and he basically “infinited” with it. The other guy couldn’t do squat!
edit:
it looks like s.C -> down A+C (???) over and over with a dash in, I guess?
Any tips for playing Tizoc/stuff I really need to know?
Here’s a trick I do with Gato:
f.B against a jumping opp. If they just defend it, do qcfqcf B or D super.
Sorry homey, it’s likely they can just mash more JD’s and be safe with no consequences if they mash and you don’t super.
As long as the hits are guaranteed to keep you in block stun on JD hit, then you can mash the JD after the first hit.
Again it must keep you locked on JD hit not just a regular hit. An example is of Rock’s close A xx qcb+A. It is guaranteed on hit and will keep them in block stun on a regular hit, but NOT a JDed hit. Because of this you can’t mash the JD of the second hit if you JD the jab. That particular string catches people all when they try to JD.
The difference arises due to the fact that you get -2 frames off your block stun if you JD.
just c.A+B if you wanna anti air at the last moment with Gato.
Yeah, I knew that. Sorry. I forgot to mention I use it only as a counter hit after their just defend though.
Check back on the last page I updated my videos post with another tournament playlist, 1 more tournament to go now that another tournament is up to rip.
I`m watching those vids at the moment, that Tizoc player is good or what? :looney:
Ah those tourney vids are awesome, thx Noc. Hey I finally got GGPO working so if you want to get some games in this weekend let me know!
Bah I’ll try to remember to DL those match vids today, thanks Noc.
Noc or anyone any tips on doing these infinites, any specific timings can someone do a SLOW MOTION VID on how to do it or something =(
What infinite? You talking about the feint cancel loops? It isn’t something you’ll be able to pull of in a match I’ll tell you that right now. You’ll probably get a few reps in but eventually it gets too difficult and you’ll end up miss timing it. For the most part the feint cancels loops tend to be feint cancelled with :d: + :snka: + :snkc:. Then you either feint cancel a stand :snkc:/:snkd: depending on the character your using. So for example:
Jae/Freeman:
Stand :snkd: feint cancel into :d: + :snka:/:snkc: cancel into dash, repeat.
Jenet:
Stand :snkc: feint cancel into :d: + :snka:/:snkc: cancel into dash, repeat.
Hoku/Dong:
Stand :snkd: feint cancel into :d: + :snka:/:snkc: cancel into run, repeat.
The first couple of reps are easy but you have to time each hit, feint cancel and dash/run perfect for it to loop correctly. Here is a quick video I made showing Hoku’s and Jae’s loops in slow motion:
[media=youtube]AWODUHczZts[/media]
I’ve just been wondering because I’ve been following this french player, Sephisan, on the GGPO Test, and he lands them A TON. He took a guy’s entire life bar with Dong’s one round.
EDIT: mucho gracias for the vid.
Jae Hoon strats/BnB combos/etc?
Check here:
http://forums.shoryuken.com/showpost.php?p=4858240&postcount=1681
Adding to that post, Jae is all about offense mostly so he is played usually pretty aggresive. His options range from keeping your opponent locked down in the corner with feint cancel loops (post above yours). Mixed in with feint cancels into walk/dash in throw attemps. Mixing up his cross ups during wake up games with either :snka:/:snkb:. I tend to use his TOP attack during block strings since people barely expect the move to get used much. Though be careful when using his TOP attack as it has a long start up to it. If it does hit Jae is at frame advantage since his TOP attack recovers pretty fast. It’s also an overhead so it’s great for throwing people off when they would least expect it.
Also remember his :d: + :snkb:, :d: + :snkc: link for low openings. Mix his small jump :snka: into his charge :d:, :u: + :snkb:, then break it (:snka: + :snkb:) into his kick super :qcf:x2 + :snkb:/:snkd:. His :qcf: + :snka:/:snkc: is usefull as a counter jump in just be cautious with it as it’s open to low attacks easy. Main things you want to GC into with Jae are his :qcb: + :snkb: or :qcf: + :snkd: or especially his charge :d:, :u: + :snkb:/:snkd:. Jae’s back dash + :snkb: is usefull at times you can cancel it before it comes out or during as it hits. If they block it or get hit by it you can feint cancel it to recover from it faster. Then either continue the pressure or if it does hit time a super after it so they land on it. If your closer to the corner you can do his charge :d:, :u: + :snkd: then :d: + :snkd: follow up. I also tend to build meter with Jae’s charge :d:, :u: + :snkb: into break (:snka:+:snkb:).
That pretty much covers most of Jae’s game overall just remember to mix these all in during a match. Once you remember all these options Jae can be hard to read.