Wish you could make it too Noc. For anyone else in this thread that’s attending, see you on Friday evening.
I’m having my monthly session this Friday (3/16). Anyone who’s in the Philly area who wants to come out and play, hit me up!
Sup guys. I was wondering in this thread for some Freeman guidance but links in second post seems outdated =[
Can you please send to some source of information?
You have the SRK wiki for starters, http://wiki.shoryuken.com/Freeman_(Garou)
I think Noc will go in depth when he comes around; else if you have some specific questions i might be able to answer them
Thanks for the link!
Well, I have no scene in my town. I was kinda playing for fun against CPU for a while. Now, I am wondering what I can do to level up my game. Some tips on what to practice or overall gameplan will be much appreciated.
I also play Gato and Terry besides Freeman. So any beginner comments on those two will be good either. Thanks!
As the wiki says, Freeman lacks of defense. So you have to develop your offense game by using:
- pokes with lights mainly, using close B, far A, crouch B for most, crouch C at the end of a blockstring (feinted), they will leave you with frame advantage
- feint cancelling those pokes or any pressure tool like close A, D or C in order to maintain the rushdown (with more lights or dash in)
- confirm any opening with the V.O.D (qcb P x3). You have to know that the second V.O.D performed with A will hit low, and that the 3rd V.O.D MUST be performed with C because you will end at -1F advantage on block, compared to using A ending at -24F…
- hitconfirm the A super on any light: crouch B xx A super is easy to perform. far A xx A super is harder unless you use the motion storage method by doing:
qcf A+D, qcf A (using A+D will result in only the light move, so doing qcf A+D won’t perform the special move qcf A, and you will have buffered the first qcf).
Another nice confirm to master is: close B, crouch B, far A xx A super. The input is: B, dB, qcf A+D, qcf A. Timing is tricky cause you have to delay the qcf A+D then confirm the second qcf +A as soon as the far A hits. - Freeman’s other special moves aren’t really useful, you can always use them from time to time to catch the opponent by suprise, but nothing is reliable.
For defense, the most rewarding option is to look for Guard Canceling the V.O.D. That’s all I have in mind for this part ^^
If you roam on GGPO some time, look for Charles’s Wain Freeman (id: rhenium), he often plays the character, and you will see much of what i’m trying to explain here above.
OK thanks! I noticed some of this stuff, yeah. Like c.B is safe and A VOD finisher suck. I found crow move useful to punish fireballs on close distance. (It worked against Rock at least). As of other special moves - yeah not much use. I’m working on my reaction time for executing VOD after confirms. Kinda used to do it after landing close C. I’ll try to store super input as you said because I have problems using it. I’m not consistent with double qcfs in Garou for whatever reason. I can pull it by doing triple qcf but it’s slow and only works if I’m anticipating jump-in. So I should work on spending my meter effectively.
Thanks again! I’ll try to incorporate this stuff.
The fact that you can delay and mix each 3 qcb of the VOD allows you to use them in the pressure game even if they are blocked.
The frame data says the first qcb A leaves you at +1F, so you can always cancel a blocked move into qcb A, even if you didn’t hit with the move in the first place. In other words, don’t really bother hitconfirming the first VOD with A. Even the second VOD with A leaves you at 0, so you can work on Guard Cancel frame traps after the first and the second VOD
After the VOD you can use another light from max range for poking (crouch B or far A mostly) that you can cancel into VOD with A, or feint cancel and dash in…
The best sequence for VODs is qcb A, qcb A, qcb C, because of the low mixup on second VOD and the frame ad/disadvantage.
Just be careful of 0 frame reversals like Rock’s kick super, Gato’s, Grant’s etc… If they have no meter and no special move invincible at startup, you can abuse of dash ins but keep in mind that the opponent can do the High Dodge Attack (down A+B) that will counter you if you try to hit recklessly after a dash in.
About the timing of supers and double qcfs, just take you time because the buffer of the game is very flexible. On the opposite you have to be pretty clean on your input.
It’s not very hard. I’m playing on keyboard :smokin:
Does hoku (little monkey ninja), have that missed special animation, in the 360 version?
and can anyone link me to some glitches in the game, so i can mess around a bit. thx.
Which animation are you talking about ? There is at least 4 of them…
For glitches, there’s the Kain/Freeman one [media=youtube]ge-kR4isJTQ[/media]
But if you play on 360, you can find lots of them that aren’t even on the original game…
Hahaha thanks timmy.
the animation i was thinking of, had something to do with a light kick xx into his throwing star move, i think if you missed, he would make a angry face.
Ok i got it, it’s when you do his targets:
B, D / A, C or cr B, cr D / cr A, cr C
and follow them with another heavy move instead of cancelling with a special/super
For example; you do B, D, C and Hoku will hold his head in his hands. If you do cr A, cr C, C his head will pop in his shoulders.
I think they still work on the 360 version.
Freeman’s c.B is good. Really good. In fact CPU on max difficulty can’t do much about it. Unless it is Marco. Can someone commentate on Freeman - Marco match-up please?
By the way, Timmy. Your avatar is scary T_T
Haha well that’s Haggar…
On Freeman’s side, the matchup against Marco is about being the one that attacks because both of them don’t have a good defense game imo. That’s more blatant with Freeman but if Marco can’t consistently use his dragon punch as a guard cancel, he’s pretty open too (since the dpunch has no invicibility frames).
You have to knock him down everytime you can, go for pressing, find the opening and knock him down again, etc. Once in the corner he will be even more vulnerable to those pressings.
General tips for the matchup against Marco:
- beware of small jumps B and jump crossup D, both leading to high damage.
- beware of his rushdowns with lights like close A, st A linked to fireball or feint cancel dash in and repeat
- work on your justdefend/guardcancel skills to ruin the fireball zoning/traps
- his overhead f+A is the best in the game, starts pretty fast and can be linked to anything
- some Marco players use shenanigans with alternate A/C dragon punch breaks. Just remember that you can throw or punish a close range C dragon punch break
So… i play on the ps2 import version, via magic swaps, does progressive scan mode actually help the lag from my hdtv?
Also just a quick poll:
- Seimitsu stick & Sanwa buttons (My Favorite Setup)
- Sanwa & Sanwa
- Crappy american Cabinet w/ broken buttons
no matter how many new games comes out. It seems i can never drop this game…dammit its near perfect what a fighting game should be.
I literally play with low tiers and feel no disadvantage. I don’t feel anything really broken and most advance stuff can’t be abuse.
Whoa GGPO is crazy does every one now infinite block strings?
also hows is Hokutomaru low when he has 50/50 mix up that lead to 40%?
French influence ! Everyone has leveled up recently because we love the game \o/