Hey now, the one button super was fun.
He was really missing the Sake Bottle bash though. And I think they should have given him the ability to juggle off of Senpuretsuzans (with anything, not just with super).
Hey now, the one button super was fun.
He was really missing the Sake Bottle bash though. And I think they should have given him the ability to juggle off of Senpuretsuzans (with anything, not just with super).
Comparing to other games, cvs2 Haohmaru’s movelist is some of most basic Haohmaru movelists one can imagine. Even in NGBC he has more moves
i got ss1 and 2 for my neo but no one to play against
i tried to play ss2 on ggpo a few times but people got like 700 ping so it sucks
i play tam tam in 1 and cham cham in 2
Well yes. But it looked like they were basing him off of SS2 Haohmaru, which I had no problem with. It’s just that SS2 Haoh had the Sake Bottle that could also reflect projectiles, and that would have been nice to have in CvS2. He wouldn’t have made him great or anything, but he would have been more complete. He didn’t need stuff like from SS3/4 Bust Haoh’s moves like the shoulder tackle or the ground swipe or anything like that. He already had the one button super and was good at guard crushing.
Capcom likes to stack the deck, in case you didn’t know…
As far as I know SS scene on 2dfighter.com is bigger than on GGPO, not to mention it offers more SS games. I only play SS on 2dfighter, and there’s always someone in SS rooms (but when I have day, USA has night, so if I attempt to play during day, catching someone in Avialable mode except laggy brazilians and asian may be a little tricky. Of course I have ICQ and MSN full of SS contacts as well, but playing against new people is more exciting)
Quick question about Genjuro: I checked Black Shroud’s page on Genjuro and I wasn’t quite sure about his three slash attack, or the Sanren Satsu. I checked Gamefaqs too, and it seemed to confirm my question, but I’d like to double check.
If I use the A version (using just A slashes), and I’m to the left, and the opponent is to the right, he must block by holding to the right, correct? If I do the B or AB version, the opponent must hold to the left to block it, correct?
So, the B and AB version is a crossup, and the opponent must reverse his blocking for the first hit, or all hits? Does the B or AB version crossup if you’re far away? Finally, what is the difference between the B and AB version? I’ve been screwing around in training, and I haven’t noticed anything different about them.
PS: Any advice on how to take on Kyoshiro and Tam Tam? Keep in mind that there’s barely anyone on 2DF that plays SSV Special, so I don’t have as much experience as the pros. Kyoshiro gives me a problem with the unpredictability of his dragon punch move, and the spinning slash air move. But those pale in comparison to his sword destroying move (or Down Forward CD), which comes out really quick, and I have trouble punishing him. Does his flame breath move anti-air, and is it possible to roll under it? I see the pattern for Tam Tam (keep away and punish) but what gives me a problem is the range of his sword, particularly the AB attacks. Any strategy for taking on Tam Tam? Plus, if he does the AB Paguna Paguna attack (forward + AB repeatedly) can you knock him out of it without a projectile? I know you can for the A and B versions, but I haven’t had much luck with the AB.
Thanks,
Addendum: I love Hanzo, he’s a great character with a lot of personality, and one of the best fatalities in the game. But I have difficulty playing as him. No doubt because I’m using a controller and have BC CD ABC and BCD mapped, without further room for AC mapping. Plus there’s very few youtube videos of SSV, and even fewer with good Hanzo players. The way I play him is by using keep-away and mind games. I keep my distance, jump and throw shurikens, throw ground fireballs, teleport and go for a grab, dash in and AB, go for 1-2 hits, keep my distance. This fails with highly aggressive players. Also; is his mid-air grab something to consider? It seems pretty useless, I’ve never seen anyone do it, because any opponent who’s falling is going to attack as you jump at him, and I can only see it as a way to punish failed DP moves, but the chances of landing it aren’t so good. Is Migawari no Jutsu recommended? I’ve tried to pull this off in training, and it doesn’t want to come out. I can’t see it being too useful because of the long command and the high risk of it failing, I would only use it if it did a shit load of damage. Last question; is there any way to combo from a slash into his grab move? I know his slashes can be canceled into, but if I’m close, the slash hits the opponent and pushes me just an inch away from getting that grab.
I’m pretty sure A version is straightfoward, just block it normally like any other rekkas.
Also, I was looking for this thread; I wanted to share some of the matches me and Shiki had a FRXII. Shiki took most of the victories (this was my first time against good competition) but I know what to do with Rera now in the future.
vids:
Cool matches. Added Hanzo question to original post.
Was interested in learning how to play this game but i cant find much places for command normals and character info. Anyone could help me out? :3 im quite interested to learn Ukyo/Yumeji/Iroha
Regarding Alexander, just want to point here that his questions were answered by us at 2dfighter.com forum
@ gwc123
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