Is Denjin too far; you prefer U.S. sticks; you live close to ffa? AWWWWWW
Ya, US sticks will be goin down after all of them SF4 cabinets hit America. I could not even imagine playing on those sticks anymore. Goddamn, how do you people do it?
i use both styles and like different things about both american and japanese. On US sticks i have an easier time with fireball motions and 360s. but with the jap sticks charge partitioning feels so much better. the more i get used to square gates the better i like them though.
i understand what you are saying though. in CVS2, A-Sakura’s CC is easier for me to do on the “US” sticks. but that was like 2 years ago when i used one of them. dont know about now, i dont play A groove, so havent tried…
i cant do 360s on US sticks, at all. the jap sticks are just so much easier cause you dont need to move as much… well that is what it feels like to me.
that and parrying is soooooooooooooooo much easier on jap sticks, i cant play P groove or 3s with out parries, so i am relly dependant on jap stikcs… sorta bad i think.
Thanks for writing this; I haven’t read through the whole thing yet but I read about 1/3 of it and skimmed the rest. Looks really useful!
You mean jab shock doesn’t work after the super itself, or off of cr.lk/cr.lp into super? I think you have to cancel into it or you’re not allotted juggle points
As for the motion, I’ve been thinking MORE about that, and I think it has to do w/ the timing for the button presses. You might want to start buffering the super after pressing the mp for b+mp, but BEFORE the attack connects (just watch for the b+mp to come out first to get the timing). Experimenting on timing is key. I ALSO try different buffering techniques. In THIS case, I try pressing down-forward and then mashing out the 2 qcf rotations, but that’s only on the 1p/left side. I can cancel/link b+mp/b+mk into SAI/III almost every time on the 2p side, which is sometimes my stronger side, and sometimes not :wonder:
HEY BRO! I thought 3s and the Necro thread were DEAD! I’d like to ask you the SAME question, but regarding JP sticks! lol…there are only a FEW players here (they also ALL play sf4) that can’t use a JP stick. Denjin arcade is “all the rage” in L.A., but since ALL the sticks are JP (every fighting game they have), I feel left in the dust cos I don’t know how to adapt. I have to learn how to detect the angles of the square gate (gates?). I ALSO can’t find a grip that works for me for doing all rotations.
I hear JP sticks are harder at first, but then EASIER to use (you don’t have to do the full rotation for attacks–right?), and I ALSO heard parrying is easier on them. That might explain why I randomly have trouble w/ multi-parries on U.S. sticks, but nothing is easier for me on JP sticks, and the last time I played, I got worse…discouraging just gotta keep trying, but the only arcade that has them over here is Denjin, and that’s FAR for me…
I would say that 360s are just harder for Hugo than Zangief, in general: I feel like I have to do them more slowly, but that makes no sense cos you need the move to come out fast :looney:
**It’s character dependent and situation dependent for juggles. Check below for the list. Taken from this thread: http://forums.shoryuken.com/showthread.php?t=112180 **
list of after a SA3
a)corner sa3
oro :
if(b.short>s.strongxxsa3 or b.roundhouse>s.strongxxsa3)>s.strong
if(b.roundhouse>c.shortxxsa3 or far sa3)>sa3(all hits) s.strong
if(other)>b.strong
chunli, makoto:
if(b.short>s.strongxxsa3 or b.roundhouse>s.strong)>jab electricity>bd.fierce>(for makoto)s.jab
if (other) b.strong
elena:
if(c.shortxxsa3 or uoh>sa3(max range) or c.short>jab electricityxxsa3)>b.strong
if(other) jab tornado hook>b.strong
shotos,necro: jab electricity> bd.fierce>s.jab
12:
if(uoh>sa3(max range)) b.strong
if(other) jab electricity>bd.fierce>b.strong/s.jab
remy :
if(b.roundhouse>s.strong)>jab electricity>s.strong
if(other) jab electricity>(walk) bd.fierce>b.strong
urien :
if((far)c.short,s.strong,c.jab ,b,strong) >bd.fierce x5>s.jab
if (other)jab electricity> bd.fierce>s.strong
if (other)jab electricity>bd.fiercex2>s,jab (hard)
Q:
jab electricity>bd.fierce> b.strong
alex :s.jab
yun , yan, ibuki:
if(c.shortxxsa3 or uoh>sa3(max range)) b.strong
if(other)>jab electricity>s.strong/bd.fierce (hard)
dudley:
if(b.short>s.strongxxsa3(far) or b.roundhouse>s.strong)>s.strong
if(other)>kara roundhouse jab electricity>s.strong
hugo:
if(c.shortxjab electricityxxsa3)>b.strong
if (other)>jab electricity>bd.fierce x2>b.forward
shotos, remy, Q, ibuki, yun, yan, dudley,necro, chun :jab electricityxxsa3… (for shotos) fierce electricity (for remy ,Q)bd.fierce>b.strong(for dudley,necro,gouki)bd.fierce>s.jab (ibuki, yun, yang, chun) >bdfierce
Random Note: I think I will make a new Necro For Scrubs By A Scrub v2 as I disagree with a lot of the things I wrote here now.
ever think of pickin up SF4?
i havent played 3s in hella long… would love to play it again, i miss parrying
I might one day but sf3 is my wifey.
thought about divorce lately? or maybe 2 wifeys? I got 4 :lovin:
lol…anywayz, I’m TRYING to get into SF4…wish 3S-specific characters were in it. I mean, it’s WEIRD cos 4/5 of my fave’ Alpha 3 characters are present but only on console…at least if they could patch them or something, I could get into the game more but I’m TRYING a little now…
learn dhalsim, really good… not that similar to necro, but range wise it sort of is the same
I’ve gotta get used to using his teleports again. :sigh: I’m mostly focusing on Rufus right now. I’ve been watching some JP matches and haven’t really seen anything new and exciting about the game yet, but a guy here has been using the Fuerte run-cancel-infinite thingie and it seems to stun opponents pretty fast. Viper seems like a waste of effort and a bad way to get used to the system. For once in an SF game, I might start w/ the conventional characters to get the timing down better I wanna see all these juggles that I heard were in the game, and I also REALLY miss the parry system…
Not sure if any Necro’s still troll around here. I’ve been trying to find some more options to follow up b.fp(not in corner).
I know b.fp>bd.fp and b.fp>b.rh
I saw some videos using b.fp>b.mk>hook>elec, or at least what appeared to be that.
also is the corner juggle with s.mp>s.jab>d.fp>s.jab situational? I only play Yang’s, Makoto’s, Ken’s, and Dudley’s lately.
Not sure if anyone will see this though, but hopefully haha.
ya this thread came back from the dead, luckily i am subscribed… you’ll have like 3 other timers here to post too just for the hell of it.
as for b.hp, i usually just do b.hp, b.hp / b.hp, db.hp / b.hp, b.hk
you can reset them with lp >> random mix up, but i only do that if i am toying with someone.
for corner combo vs mak should be db.hp, b.mp (x amount of times)
…
i am too lazy to write all this shit out. i thing coreo had posted this like 2 weeks ago in another thread.
look around towards the last post of other necro threads, you will find what you are looking for there.
sorry for being a lazy ass, but im sleepy
some options you can do after a b.fierce in midscreen:
a)bd.fierce (you nockdown people fast good if you need corner a guy)
b)b.fierce again (really good if you are cornered because you change side…some times is good because you can do tricky mix up if he do quick stand)
c)b.roundhouse (do more stun damage and you can do mix up after)
d)jab denpa (not really good , but can be tricky if he do quick stand)
e) b.strong>flying viper ( this is the pino mix up …see other thread for more info)
f)walk>c.jab>dash under cross up (coreografo mix up …if you do right he can’t jump or grab you before you hit him with a b.short>s.strong from the other side
in the corner you can do other stuff see other threads
I have NO idea which combo to which you’re referring. Do you have a link? I don’t see how the hook would connect off the b.mk since b.fp juggles them (they’re airborne). On the “tall” characters (just 4 of them, I guess), you can do fp hook, b.fp, db.hp, b.mp/b.mk, SAI in the corner. Otherwise, maybe someone did a reset and got hit by a b.mk. You can only combo the fp hook into elec/shock.
I’m also not sure but that classic corner juggle might be char-spec., but I’m not sure…sorry.
'Yeah–Mak, Remy, 12 and Q can all be corner-juggled w/ db.hp, b.mp off a corner headbutt throw, and repeat if they’re dizzy. I think only those 4 “qualify” for this.