Kula has a sick OTG game. She has stylish arts that punish knockdowns very hard.
yeah Kula is pretty good, but she’s just not my style
ADVIII, if you need some Luise advice, send me a message, since I use her as one of my mains.
I unlocked Geese…finally.
Jivmata is no joke…but a sucker for sweeps.
Anyway…I need some Geese tips!
WTF PARRYFIEND ON THE ATTACK
thanks man? you got any of her basic strats as far as gameplay and what moves to use against people?
yeah pretty much she’s a confusion based character and all. D, D is a good move to use and try using any ender from that string, basically any string that you can switch around is good for her, string wise that is. Back+C, C, C is another good move which can set up for her ROM if the person doesn’t tech roll fast enough. I posted how to do the ROM earlier in the thread, but that’s kinda difficult. F+C, C is another good string which launches and u press forward twice after that or any move that involves you going in the air to air dash cancel, but the thing with that is that the move has to hit in order for you to cancel it. DP+A or C is a good move to interrupt combos, and her command throw (HCF+K) is good to use in strings if your opponent likes to sabaki. That’s all pretty much for basics.
New vids update
[media=youtube]2FRJwuCwQuU[/media]
[media=youtube]R7JDLqgti-c[/media]
Both vids show Mizoguchi in them
the first one is vs. Kyo Classic and the second one is against Billy Kane.
Judging by the vids he seems pretty good, nothing retardedly good shown for him so far though
I’m really liking the promo vids SNKP has been releasing for Regulation A. In addition to showing off character moves and new stuff, the players they get (or AI they’re using) are pretty good, there’s usually some nice combos or tactics in each vid.
Something that I’m surprised hasn’t been brought up yet - what’s everyone’s opinion of the new, SFA3 style announcer? “That’s gonna leave a bruise!”
I like the announcer talking more…this game is getting more of my interest.
I hope it reaches stateside.
He also drives the steamroller in the extra missions. You push the steamroller off the cliff with him in it lol!
I pretend that Mr. Karate is Takuma back when he was young and stud. ; )
Edit: Ack… didn’t realize I was replying to posts from so long ago…
Regulation A is hitting NYC next week I believe:
http://forums.shoryuken.com/showthread.php?t=134544
Lord knows it’s been a good while since I’ve touched this game, but I decided to get back into it and I need me some explanation from you guys regarding Ryo’s “dash cancel” and how it’s pulled off.
Basically I want to figure out the specifics on what makes this possible: http://youtube.com/watch?v=N3JNg7X6s1M
As far as I can get through base experimenting, I can catch the opp just as they land if they miss their Breakfall(by one or two frames), but I’m continuously finding Ryo combo videos where the player can land the F,B,F+WP before the opp even hits the ground and it’s gotten to the point where I need to learn the technique out of pure curiosity.
Now I’m not really worried right now about whether or not Ryo is great for tourney play or whatever, as I’ve just got a bug up my ass over getting this technique locked down and anyone that can shed light on how it’s performed would be of great help.
Hey everyone, I know that everyone pretty much has a hard time fighting a good Athena player, with that cursed genei-jin-esque Guardian Crystal super, but I found out a way past that.
There are three ways, maybe more, of getting past that move
number one is to do a guard cancel attack to knock her away, but not very safe to do if she has 5 meters, because a player will most likely try it again or any other move and just destroy your meter.
number two is to trip her, I know sounds very risky but if you have a character with a long sweep range, like Luise, then it’s just crazy enough to work.
number three is to do anymove that has auto-guard, this is probably your best bet against the move. I’ve tried out moves like Soiree’s HCF+P (his skateboard looking grab) and it shuts the move down cold, so does Luise’s DP+P move, but be sure to use A for the dp otherwise you’ll just get carried half way across the level.
Well being an Athena player…
If they are right on your ass, pom poms can’t be stopped. In that mode she basically has a counter for anything the opponent tries to do. Because of teleport, she can just phase through anything and still hit the person. Also, overheads and lows get you killed, and you can’t breakfall or stay on the ground either, as those will kill you as well. Also, if the player’s spacing is really good, there is really nothing you can do at all, and spacing is pretty important when you’re using pom poms so that the Athena doesn’t get smacked.
However, if you make her activate as far away from you as possible, it’s pretty easy to react to what she’s doing and get out of things.
Also, while genei mode is impressive, she can do damage in other ways, so you really have to be careful on how you fight her. You can be in the corner and anticipate an activate, only to see she hits you with a jumping hp xx phoenix fang arrow to shining crystal bit, which can do half life with two meters if you get 4 hits of the bit to hit.
true, but Athena can be hit out of the move this minute she activates it, like during her pose, then those moves I wrote can knock her out, or when she already has it out, if you’re willing to risk it, but I’m well aware of the teleport+genei jin move, now that, if you can anticipate it, you can roll right pass her
Well, seems as if that Ryo technique is going to be lost to the sands of time(unless I’m in the wrong thread, perhaps?). Either way, I’m far more interested in the combo engine of this title right now as it stands than anything else(and have been discovering a fairly good amount of high end Kula and BJenet combos), so is there any linkage to a compendium of sorts that has every major combo for a character listed?
I want to make sure that I’m not creating combos already available(for an upcoming video), and I would definitely like to see what’s available for characters(and in turn, what’s considered there “best” combos), so that I may use it as a reference point as i attempt to out-do what’s already available.
a page or two back i listed a JP wiki that has most of the bnbs and some advanced stuff but unfortunately its in japanese, if anyone could translate it’d be helpful to that cause.
that having been said, the most thorough vid i think i’ve seen so far is this one:
[media=youtube]YSk63RLgQpU[/media]
Now that’s a video I can use for reference! That user goes for the same type of combos I do(making the opponent go the wrong way) and it was good to see something like that, other than what I’m working on. Definitely something I can use to bounce ideas off of.
Took a look at that wiki and even in translated form I’m getting no useful information(horrible jap ~ eng web translators).
btw: Other than the previously discussed wiki, is there a list of high end combos in english? I’m really looking to see what’s considered the upper echelon with BJenet and Kula right now.
Can someone help me do a billy kane move?
I remember watching a video with Billy Kane, and it looked like he did a throw and then did his QCF+K super right after.
How the hell do you do this, I tried it but its not working.
You have to do B+C during his C throw for the bounce effect, then juggle with the super.