So do you think it is applicable online? A tourney can easily just ban the infinite and limit the number of reps that can be done in succession to 3 or something, but online, do you think it is easy to hit? If it is not difficult to get, it does have the option to get patched to avoid people from getting it all the time. -__-
EDIT: As for the tier list, I wouldn’t trust it right now because it is really basic, and some of those characters are mind-blowing in their placement (Akuma, Ken, Nina, and Hugo among others). However, I can’t help but feel like the tier list will reflect the accepted tier lists in the end. Raven, Ryu, Rufus, Rolento, Chun Li are all really understandable for the most part, and I didn’t look that far down.
sure. i would call the dificulty mild. but i think most people could get at least for 5 or 6 reps without really doing much practice. the thing is, the damage gets really bogged down around 500. you end up doing a ton of reps to get much higher
i dont think it’ll be like 1 touch kills, but the meter gain and the potential to just run away after it hits is really high
and 5 or 6 reps does 400-430 damage. If you could somehow go into the cr.:hk: loop afterwards, which leads to a safe tag, you are looking at an easy 500-600 damage combo meterless O___O I gotta go practice my hakkesho loops and especially my cr.:hk: loops (which I’m really bad at).
cr.:hk: , :lp:+:mp:+:hp: (do these punches almost immediately after hitting the hk), :db: :db: then rinse and repeat
You really have to find the rhythm yourself. Just know that you cancel the cr.:hk: into phoenix or rain dance and then hit :db::db: or :df::df: to cancel out of that stance, then you can do the cr.:hk: again.
What do you mean by notations, like the emoticons on these forums? If that is what you are wondering, the things would be:
cr.HK loop -
:f:+:mk:, :qcb::mp:, :d::db::hk: xx :f::f:, :d::db::hk: xx :f::f:, etc…
^ this cr.HK loop involves the CADC, venfayth’s involves the stance cancel. I think the CADC is easier, but most people seem to think that the stance cancel is easier, so try both ;D
infinite -
:f:+:mk:, :qcb::mp:, :qcb::mp:, :qcb::mp:, :qcb::mp:, :qcb::mp:, etc., *between each hakkesho is a one frame link, and it is pretty hard to get consistently (by consistently I mean until 50 hits or so, which would be a lot of reps).
They both work, in the end, I think it comes down to preference and team. The CADC can bring the opponent to the corner, but it can also go under the opponent so you have to make sure you are CADC’ing the right now. With the stance cancel, you stay in exactly the same stop she started the cr.HK loop with, but people believe it is easier. So they both have their pros and cons, pick and choose what you want. Personally, I think my team does better when the character isn’t in the corner, so I have to look into practicing stance canceling.
I think I will try for stance canceling because my teams also benefit for being in the corner but I will try learning both so I can be covered in any situation
If your team benefits from being in the corner, the CADC is better for you (but more difficult as well). The stance cancel is the one that keeps them in place, my team benefits from no corners, since corners alter the timing of my combos which complicates thing, and it puts me too close to the opponent. If I were you, I would learn stance canceling first though since it is easier and then work up.
Corner is certainly interesting in this game. It adds a different dynamic, but it’s not a guaranteed thing. You have to account for rolls. And, yes, I agree with Kupo. Learn stance cancelling first.
I’ve been snooping around these forums for a while. just thought I could share this little trick. I noticed phoenix stands ducks under jump in attacks so when my jump happy opp jumps in or tries to cross-up, if the jump is too close it beats her cr.hk so instead I use phoenix stance to duck underneath the attack then get a free grab on their landing recovery frames
use this sparely to get ur opp away. if they catch on they could jump in without sticking out a normal and punish you
standing lp can beat out some of his stretch limbs, you need to try and reflect as many fireballs as posible that way he either has to avoid or counter
once you get in just do the standing jab pressure and mixups ,
geif, tag out and use somebody else , her limbs cant do anything to gief lol
So, I hear this character is needlessly complicated…
… I’m in.
More seriously, I’ve been trying to get my Xiaoyu up to speed to potentially replace Asuka on my team. I was wondering what advice any of you guys have for her neutral game? It seems I’m having the most trouble getting into a position where I can use Xiaoyu’s tools in the first place.