Lol, we said the same thing bro.
lol, sorry i meant the hide one from iam… lol
well after doing some practice for almost 2 hours i finally have an understanding of the whole idea and to be honest that have opened a lot of windows for tech & opportunities and i feel really happy, even though i couldn’t make the one in the video posted before, i started were i think is easy and i feel so pumped already, the only problem is the learning curve, because it has to be done really fast and all that, but men it’s worth it!!! hahahahaahahah i’m laughing like the joker right now!!! hahahah
Hahaha yeah man, Im glad you got it. We have so little powerful things we can abuse that learning things like this is a must. Just keep practicing it and it’ll become second nature.
https://youtube.com/watch?v=qMvdNt7lc_4&feature=youtube_gdata_player
So i was messing around in the lab and saw that you can cancel kongo animation to ex kongo. Not important but i thought it was interesting.
Wasn’t this discovered some time ago? I just don’t reemember what uses it had
It’s kongo cancel. It’s not a bunch of uses for it, but you can use to avoid 2 hit fireballs and to beat somethings that normally beat kongo… Akuma/Guile late fireball follow up, 2 hit fireballs etc. etc.
99% of the time if you kongo, you want it to go off… but in those other rare situations this will make the first kongo absorb and the 2nd kongo activate if you are hit. In AE you can only go from normal kongo to EX… when kongo was mapped differently you could go from high to low, low to high, or high/low > EX…
I know it was doscovered way back when, i just never knew you could cancel kongo to ex even without getting hit during kongo stance.
Sooooo…my testing this week will hopefully prove what i believe to be a weird property of the cancel:
It seems to give frame advantage relative to the attack used against it.
Super kongo mapping helped in that we could cancel to low kongo from any activated kongo up top. This was agreat tool for fb wars…oddly i could never cancel low to low, you could start low cancel to hi for absorb or low kongo to hi kongo on wakeup vs slow boom dash in sweep attempts and Sims fb low limbbs or overhead limbs an fb stuff now ex kongo is almost 99% of those times vs similar setups nowasays, so we indeed lost some shit back then.
Our old backdash was meant most likely to keep us grounded so we could backdash>kongo absorb>kongo…but the old absorb seemed to leave us a frame or 2 short which is why I believe Street11 or someone said left us unable to double kongo ex gh or blankas cl mk.
Something from Vanilla… There’s a lot more to this too…
Get your own!!! lol…
Bwhahahahahahahahahahahahahahah!
Part 2… there are variations for the entire cast… I will compile for a later vid.
http://www.youtube.com/watch?v=v4h09zYeQW8&list=UU9snIMRhVeOLe5hEPaX8lMA&index=1
Dup
Duo
Dup
Dup
so, my question here is really simple…when you do cr hp to flip, in your stick/controller you are in a down back position???
(because the only one i’ve seen so far doing that was desora and the way he does it is he’s down back cr hp, qcf twice kick button)
and yes he does qcf (super/ultra motion) and goes, but when i tried to do it, it gives me a hard time to…
If you are walking foward I use srk motion… if crouching df> d/df normal/cancel cr mk allows you to cancel at the tip of the foot or any where else… but cr. hp has to cancel on the first active frames… if Gouken extends too far you’ll get nothing.
You just have to keep messing with it… I mess up the hp cancel a lot, so I will use cr. mk if I think I can get it off.
when you are holding db and have to use cr. hp… you have to db/d/df/d/df … this is probably the toughest one I struggle with b/c you have to be quick… and it’s a normal cancel instead of a traditional srk.
I’m not sure if Akuma can do this or not.
i see, good to know in not the only one that thinks it’s difficult, well keep practicing!!!
Contrary to popular belief… we all must practice… unlike this guy… lol.
lol, I’ve heard that in DJ Jazzy Jeff’s music… loooooool, awesome yo.