I know dogg, that’s what i said. Cable has other tools, but the one thing that puts him above Cyke, Strider, and the other guys is the AHVB. The nades, GB, is a normal top tier asset but what cable has doesn’t put him over Cykes, Strider/Doom ,IM because they have their own tools that keep them strong and some how benfit better than the other. It’s just the AHVB gets him to the spot we place him, if he didn’t have it then where would you place him? Hell, some people place Cable over magneto, and magneto has like different chains of killing people. One lp, one lk, one jump hk, what ever… just one hit out of any hit and that’s the end of your story. Cable only has the AHVB, w/c everyone fears. This is what makes him a scary opponent, possible the scariest opponent since it’s so easy to perform and comes out of no where unlike the rest of the G4. Simplicity and damage man.
Read my post agin. :tup:
Edit: this is a great thread. New debate, who’s better ryu or ken?
noooooo! i want more omega. lol.
ryu or ken? mmm. ken has 2 things: his uppercut and that glitched hurricane kick. i think ryu is better balanced. his fireballs and super are great. he can even perform sj. super instantly.sort of like cable.
ken and ryu seems like a boring match, would’nt you think. how about jugg and collossus?
Cable/Cyke comparison doesn’t work because the characters are too similar. Cable has similar range/speed/priority etc to Cyke, and has AHVB. He loses chipping and runaway and the assist, but he has better space control and counter options, etc. Silver Samurai and Omega Red are too different.
Ken is more useful, so Ken > Ryu. I’d play Ryu on point before Ken in most situations, but Ken is good as an assist character, and can hold his own 1 on 1.
I’d put Jugg over Colossus. Both are good at stopping pixies (not a particularly useful talent anymore, however), but Jugg is broadly more dangerous. Instant super which does good damage, counter->super, stupid corner BS including guard breaks and throws, connected jumping attack -> headcrush midscreen, etc. Colossus is better vs Magneto, I guess (though if Jugg gets one random hit, or even if Mag just isn’t blocking, etc, that’s close to GGPO), and Juggernaut requires glitch for max damage potential. Colossus is decent, but Jugg requires you to be more careful.
Couldn’t agree more! There is 56 characters, let’s see somethin’ new.
OR lk omega strike, retract, repeat. SS can’t do a damn thing w/that! What the hell is up w/SS Fp in the air, terrible. All SS has is EAT RAISIN BRAN!!! yea SS has better supers but who cares he’s terrible, his mobility is equivilant to a mailbox.
OR > SS
I like this thread mid/low tiers are simply fun to play with. I love gambit he’s a great char, his lp cajun slash is money. Pair him w/Tron assist and watch their life plummet. Dash in c lk + Tron assist, c mk,Hk (cajun slash) or Fp KC, RF then DHC to anyone cuz’ there can’t be much left :badboy: Both r B & B and u can do that w/virtually any assist if timed correctly (I prefer Tron cuz her assist is retarded damage)
Plus gambits’ cajun explosion does good chip, and for the most part is safe. Gambit is also a hardass.
As for Ken being terrible, that’s a little harsh. Ok so his dash sucks, wave dash, problem solved. Try a launcher type assist since his c Fp launcher sucks, c lk, c mk, Hp + assist launch into hurricane Andrew.
Wolvie is one of the funnest char. to play IMO. Fast and aggrevating for the opponent, master the airthrow! Abuse the shit out of it too.
The thread so powerful it shut down SRK. I’m now offically on the OR>Silver Sam bandwagon. He can build a full meter in like 10 seconds, RK Omega Strike is too good.
you take my posts too seriously
i was just looking to have some fun since GD went down for a few days and i had to find entertainment in the abysmal forum known as FGD. this thread was actually pretty entertaining too bad i’ll probably never post in FGD again now that GD is back
exactly.see CISCO , this guy is realizing the true potential of omega. that’s the reason i play omega on point;to build meter for my cable.that’s one of the few things omega has up his sleeves.
what about cammy-commando? which assist is better and who has the advantage one on one? overall i think cammy is superior. her aa assist goes through supers which is sweet, and her speed is far much better than capcom’s.
About the Guile air combo into super: assuming you’re on the 1p side of the screen and heading towards the 2p side, Guile’s super’s attack box is shaped like:
(Guile)//
So the closer you are to the top of your sprite, the quicker the move will connect. It’s not too hard, it’s just a timing thing, like air combo to Marrow’s bone super (and it’s easier than that really). Launch, sj.Short, sj.Strong, sj.Forward xx super connects if you time it right, and does about 40-45%? Cancel the Forward quickily, though.
If you have Sent-G on your team, you can also launch into drones and do an an unrollable OTG. EX: Launch+assist, sj.JP, sj.SP, sj.RK, assist htis (unrollable because of Flying Screen), Sonic Hurricane does 80-something points of damage by itself (over 50%), not counting any DHCs…you can launch instead (I think, if you wavedash), combo to snapback, use a different super, etc.
Assist wise.
Commando > Cammy, pillars give better cover and the damage from it is already closes the discussion, also it’s more likely that a corridor would punish both the point and the assist. Capcom is much more of a pain in the ass.
IMO in order to play low tiers effectively you generally need good fundementals (wave dashing, timing, blocking ect.) and knowledge of the game.
Also something I noticed about charlie. He can really be played to try to add up some chip damage which his razor kicks and sonic boom/sonic breaks. He can also control the super jump screen decently when they try to super jump backwards or neutral at full screen distance with his lk flash kick.
Few other things
He can use a hp sonic boom to try to foil hail storm attempts much like a cyclops standing fp. Although it will be neutralized by a typhoon he will still recover in time to block or jump over it 90% of the time because of the boom’s good recovery time.
He can use Sonic break, wave dash x 4, sonic break to push the opponent into the corner. If you do 3 sonic breaks like this you can get them into the corner even if you started on the very opposite side. Also if you manage to get close to them (hard due to pushblocking) while doing the sonic break you can try to do the overhead (b+rh) and they will then get hit by a few booms of the sonic break if it connects.
You can try to use the fact that you can stop early (don’t mash) the sonic break and use it as a tick throw setup by going straight into the throw (in the corner but it is pushblock suceptible).
You can sometimes try to use a razor kick as a tick throw. Usually you might do razor kick then c. lk and if you do that all the time you can vary it with razor kick, crouch then throw.
-You get a safe tag after the sonic boom super.
-Sonic Boom super makes a great many THCs safe if blocked. You generally don’t want a THC blocked, obviously.
W/CaptAm on point/Gambit/Whoever- Dash in clk,cmk,RH+ Gambit(projectile assist), Charging Star(Hk), cancel from 1st hit of Charging star (Gambits’ card hits), Final Justice- A Rh kick, a charging star, A playing card and Final Justice equals a lot of damage. You can end the combo there or…
If you have Gambit 2nd, DHC into Royal Flush right when the explosion on the Final Justice hits (Remember to Qcf+PP the same Direction you did Final Justice, Capt tends to switch sides) if you time it correctly all 37 hits from the RF will hit causing severe pain to the opposing player. This combo will more than likely kill your opponent (virtually a whole life bar) unless of course your fighting The Machine in which case a third DHC may be necessary. :wow:
The timing from the Charging star(1 hit) to the FJ is a little tricky a first but the key is knowing the card will hit. It’s a badass combo that looks pretty and does heavy damage, my 3rd person of choice is Tron. If you DHC to Tron after the first 2 they are sure to die.
Also Becareful against IM and WM and maybe a few others, I’ve noticed that when you DHC to Gambit from Capts’ FJ sometimes the RF does like 1 hit then they fall behind Gambit (strange) and can punish your ass. I’ve only had this happen against IM and WM and maybe like one other char. :tdown:
Here’s something that’s really cool about Capt.America that I forgot to post:
The last hit of Final Justice doesn’t scale regardless of how big the combo is beforehand. And since FJ is a fairly damaging move that’s a good thing!:pleased: Victory!!!
Personally I like OR better than SS.
A wicked thing about OR is that the hit box on his snap out is huge. If you catch both assists in a snap out you can easily Df + HK (hits the assists body up in the air from full screen)into light kick omega strike (hits them up in the air) xx cancel instantly into Omega destroyer and it juggles the assist nicely and sometimes resets on them cause of the coils.