Don’t get me wrong, the resets I use are generally intended near dizzy, after dizzy or after crumple where they reap a greater benefit than simply risking an extra 150 damage at the cost of 100 guaranteed damage.
Divekick resets are always so versatile so exchanging such a set up is only viable when the damage/stun is lack lustre.
Can anyone provide a list of character specific things that can/can’t combo (eg: Cr.HP, J.MP, SRK etc)? I’m intending to fly to Melbourne Australia to play at Shadowloo Showdown, the 3 international guests are Mago, Tokido and Gamerbee. I want to rep Seth for a change, I’m a top dictator player here in China.
I’ve tested most things on Vanilla but I don’t know how much it’s changed in Super or how some things work on new characters. Up until picking up Seth I only played arcade and now use Seth on PC. Later I will get a console for Super but until then I’m going Melbourne with little knowledge.
I’m pretty sure whatever worked in Vanilla, as far as combos are concerned, work in SSF4. I know his teleport and dive kick got nerfed, so you might need to adjust your gameplan with that. Also U2 is a pretty good choice in some match-ups since you can’t U1 fireball trap anymore. Good luck down there.
And off-topic, but your English is excellent. Are you a Chinese native?
I don’t mind losing the trap and Ultra 2 doesn’t seem terrible terrible. I’m sure I’ll figure a way to use it effectively. My greatest obstacle will be fighting against the 10 new characters. Worst comes to worst I can default to my arcade Vega and lose to SSFIV gimmicks, haha.
I’m also going to participate in the some of the other games though as well, prior to SFIV I used to play 3S.
I’m from a Chinese background, was born and raised in Australia for most of my life, however nearly all of my family resides here in China. I want to move back to Australia permanently to study because I have an Australian passport, but I’m likely going to live in Sydney instead of Melbourne.
I was hoping for c.MP, but I’m thinking it’s impossible to be in range for far HK and c.MP at the same time. if far LK is the only thing that can follow CH far HK then I guess it could be good for dash in SPD or jump.
It’s probably been mentioned before, and the time it takes to land would probably make this a weak reset, but has anybody ever tried crouch fierce into jump forward fierce in the corner? You can land behind or in front of your opponent depending on the timing, at least I know I can against Ryu.
No way to make it ambiguous after some dicking around in training mode, maybe it could be fun to use on new people though.