I got clap trapped by a lv 42 carl today. It is the most helpless feeling ever. his spacing with his doll was amazing. I dropped carl as a secondary because he takes so much damn work but I’m thinking of picking him up again after that. :china:
Watch Carl’s clap loop positioning and throw break if you think it’s off.
Also after a couple of reps just try to throw break anyway, the loop is hardest against Litchi.
i dont know if anyone has mentioned this but
litchi’s 3B extends the range of her 6A
it doesn’t combo into each other, but its a nice mix-up! and yeah it… extends the range on 6A! (hint: her overhead).
haven’t tried it yet but on paper it should be nice.
sorry if it was mentioned before!
made a video with my phone: [media=youtube]Unkp7y-_7TI[/media]
excuse the quality but accept the awesome phone in between chin and chest holdage
Yep, that’s been known for a long time now.
ah cool. movin on!
the problem is that all i can connect to 6A max range (with 2B) is All Green, for to little damage.
imo it’s good to 2D after it and rushdown for a close mixup. which should prove better
what u should do is turn all teching off in practice mode, go into the corner and keep doing
tsubame, 6C, D, 6C, tubame, 6C, D, 6C, …
get like 1000 hit combo and you’ll never miss another tsubame!!
Hmm, now that’s an interesting execution drill… I was trying to find some way of practising Tsubame Gaeshi effectively, and I missed the bloody obvious… XD
Cheers mate… Will try that when I finally have access to my PS3… T.T
O-O~
Why is it that my HCB+F supers only work like half the time?
Perhaps street fighter 4 has screwed up your execution, you may be hitting 7 instead of 4, you might be missing 3 and 1, etc. Or it could be some mantenbou related crap. For example I thought 6A > 13Orpans would work, but the super doesn’t come out because it treats the state as if the staff is returning.
lol @ ICry
What it comes down to is practicing the motions. As far as I know there are no shortcuts to HCF/HCB, you have to do them precisely. Due to practice and getting over what I thought to be a “retarded input” at first, I can do All Green pretty much anytime now without jumping or buffering it from normals :looney: I know that move isn’t half circle, but it’s just to give a little insight, not to mention that I’m what I would consider to be below-average in FGs
oppisite for me, HCB+F mostion is pretty easy, but I can’t get all green without buffering. though really I haven’t practiced it much.
on that note, is all green blockable in the air? I swear I’ve been hit by it while clearly blocking.
I can get the HCB+F if I do it retardly slow. But that doesn’t work in a fast game.
Well there’s always training mode and input display, but I’m sure you know that already. What do you get instead of super when you try the HCB+F?
It just recalls the staff, so “D”.
It’s true though, with all the shortcuts for motions in Street Fighter 4 it can really mess with your execution, especially if you don’t play any other games on the side.
yeah actually i just realized i left out something very important, because my post doesnt actually make any sense
what i meant to say was try doing the HCB+F D super WITH stick (daisharin) and see what happens there. it will probably just look like stick place, but when you do stick recall it will either go up, which means it read 6/4 D, or straight which means it read 1/2/3D.
my guess is that youre missing one of the down inputs.
sf4 fucked with my timing for a bit, for a while i was trying to buffer (read: mash) uppercuts during blockstun to get auto reversal.
You can block All Green in the air, just as long as you’re not doing anything when the freeze frame activates…being the fastest move in the game (lol), you’ll be surprised when people/you magically get hit by it
I rarely use all green. Do you guys find it useful?
It comes down to player preference, but personally I use it a lot. If I’m at the correct range and I think the opponent is going to do something, “All Green!” If you score a CH, you get a free combo lol