Universal: After a successful D
Moriya: QCF+Bx3 into custom
Hibiki: Already mentioned
Akari: mix into infinite, but when you have the infinite going, why bother?
Zantetsu: Already shown
Kaede: after HCF+C
Shigen: Corner DP+A
Okina: after HCB+B
That’s all I know. Only practical ones with their respective best mode are Moriya’s, Hibiki’s, and Akari’s.
Speed combos are useful for anyone, just restrict them to deflects and resets. You want to make it so they don’t have time to air deflect. Force them to guess high/low. Auto combo into SCS gives them time to jump unless they’re Setsuna, Amano or Shigen.
Neither of those combos are glitches either. The Zantetsu one is just a link, and the Hibiki one is a simple cancel, her :dp::snkb: cancels into anything. I have them both listed in my character FAQs. They need you to be in danger with a full bar, and the game’s got some pretty heavy damage scaling past a certain point anyway.
I definitely consider you as someone who is significantly more knowledgeable about this game than myself, but are you sure about this? One of the first things I did at the start of this discussion was to drop into practice mode, and try to cancel into all her specials. In speed mode I could only manage to cancel into :qcf::snka: , and :hcf::snkc:. A little testing a moment ago and I discovered I could also cancel into :qcf::snkb:. As much as I try I can’t cancel into her :dp::snkc:. It appears you can only cancel into the three specials mentioned above which can’t be considered anything/everything. The slashes make sense as mixup options. I guess the developers could have thrown in the :hcf::snkc: as a defense against whiffing, but :dp::snkc: seems like it would have been fairly useful as well. Why didn’t they include that? No matter how you slice it, this game needed a bit more testing.
Is there another character that can land a special and cancel into such a wide variety of other specials? Do you consider something like Kagami’s :d::snkc:, :l::snka::snkc: link to be a “glitch”? Are we simply disagreeing about terminology here?
Yeah, you’re probably right. It’s been a while since I’ve actually played the game seriously
Buying that joystick set my gameplay back about 8 years, so I’ve been hacking away at the thing offline in Street Fighter games. I’ve gotten more consistent with supers and whatnot, but I still have trouble dashing left and IADing on demand, which is a problem in SNK games where you need to be stopping and starting dashes constantly. Doesn’t help that one of my buttons is 80% dead, and another is starting to act up.
The AC stuff qualifies as a glitch in my eyes. The reduced start-up obviously wasn’t intentional.
I don’t know if you’d call Zantetsu’s thing a glitch. Normally moves whiff when people are in the reeling animation like that, but I guess SCSs don’t qualify?
How’re you coming along with your own stick by the way?
I’m assuming you’re talking to me about the stick thing. Anyway, I was so terrible that I couldn’t stomach the transition. I agree that dashing is really important in SNK games, and it’s probably the single skill that gives me the most trouble now. If I remember correctly you were out of commission for a while with some computer issues. Have you resolved them?
No, but I got my laptop up and running for online play. I just haven’t been playing anything besides Hugo in 3S because of the fucked up buttons. If you want some stick practice free of shit talking, I’m around.
No idea, but I don’t think I’ve ever gotten it twice in a row.
Wonder what the percentage for the fast turtles is. They used to fuck me over sometimes. Their angle is different from the normal turtle, so occasionally my anti-air turtle turned into a fast turtle, and I got my face smashed in.
Random stuff I thought I’d add (some might already be mentioned if it is sorry)
It’s not guaranteed but after an overhead stun you can get one. If your opponent is fast enough they can mash out though.
Amano: Qcb + A (corner, they can mash out if they’re fast though) or fully charged qbc + B (anywhere) Also his counter move will work whether it’s air or ground. Kind of a situational thing but if you trade hits while doing his f,b,f + A/B, you can combo a custom.
Shigen can link a speed combo special after dp+A anywhere in the screen, you just have to be point blank when you do the dp + A
Setsuna: hcf+C after activating super armor
Juzuh: Hcb + B, hcb +A (wiffs) custom. Note that I’ve only seen this in combo videos but have never actually tried it.
Hibiki: A, down A, down B xxdp+B in the corner (or some variation of that) will let you link a speed combo easily. Also note you can link her Dm the same way, but it’s incredibly hard to time and not as damaging.
Zan: (Corner only i think) chain combo into f,b,f+c- > qcb+B, (jump/glitch cancelled)
qcf + A x2, speed combo special. Or just A,B or some variation into the ryujins will work as well. Good thing about this is you don’t need to be low on life to combo into the custom. Bad thing is that it’s kind of tough.
More fun with Zan: Do the A,B,C, Down C, down A, forward BC, A, B, qcf B one and stop on the last A. From there you can link a down C (or back A/A) Then either do a special (f,b,f+C-> qcb +A, dp +c, or qcf+A) Or make your already sick combo even sicker by linking an A after the down C and doing another speed chain into whatever you like.
O.Kaede: Same as regular Kaede though I believe it only works in the corner.
Kojiroh: Forward +BC on an airborne opponent (or “Sleeping” Akari)
Ex Moriya: (corner only) 2-3 (3-4 with a jump in) hit chain combo (any more pushes you back to far) into qcf + A x2, qcb +A/B , speed combo. You have to hold qcb +A/B for a bit, then cancel it with D the instant it hits. Similar to the way you can juggle into his sdm in power/ex mode. Timing is ridiculously tight though as the speed combo seems to have more startup time then the sdm.
That’s all I got atm. To bad Mukuro can’t combo one after his normal throw
Soh’s had these up for a while. Just been too lazy to put them up.
April Mi-Ka-Do tournament:
P. Mukuro VS P. Kagami
[media=youtube]PVD0Y4HVUEU:[/media]
S. Hibiki VS P. Okina
[media=youtube]A_uBXIh0EDU[/media]
S. Amano VS S. Kojiroh
[media=youtube]4rFT-uOlrq8[/media]
P. Amano VS P. Mukuro
[media=youtube]qEpBbED23hk[/media]
Semifinals Pt. 1 P. Mukuro VS P. Okina
[media=youtube]npW_dDKGJ4w[/media]
Semifinals Pt. 2 - P. Mukuro VS S. Amano
[media=youtube]njJcsZtu7fw[/media]
3rd Place - P. Mukuro VS S. Amano
[media=youtube]26pXC8TFkng[/media]
Final - P. Mukuro VS P. Okina
[media=youtube]nOdSU78YIaI[/media]
Big props to the Okina player for making it that far.
I’d list the winner, but the fucking spoiler tags aren’t working.
I have tried it for an hour and i can confirm it works on various characters (probabily all) and can be done by every characters who have an air pokes which hit really near the ground.
Also the timing is SICK plus the opponent can roll recover so it’s pratically impossible to do in a real match.
Test it on all the characters requires a lot of time, if someone wants to try make us know “the results”!
Interesting. I guess there’s a couple frames where the opponent is considered crouching, but they’re open to hits. Wonder if the same thing would work with overheads.
I’ve watched many other videos with R-Moon and I’ve always been impressed. It looked to me like he was either rusty, or having difficulty with controls. I noticed he kept having problems with something that bugs me. That is, when he canceled a short dash and tried to stick out an :snka: poke he kept throwing out :l::snka:, and basically poked air. It frustrates the hell out of me, but I’m sure it’s something that, on a better day, wouldn’t have been a problem for him.
i was playing voob(?) the other and he managed to get 3 big turtles in 1 round. 2 in a row actually. I was going wtf. wish i had recorded those matches. And i really need to get used to online play again…