jalapno, you think an Oct gate would help a lil better than sqaure for SPD execution? I’m buying one anyways as I’m used to American style sticks (plus a bat top lol).
Main reason me askin is cause I wanna be doing those dirty Tick SPD’s off the ends of block strings to suck some Hp off the victi… I mean opponants
In my personal opinion, I’d say No. Reasons why are because I believe it’s what you are familiar/comfortable using.
I have used a Square and Octo gate, and to be quite honest, it seems like the dragon punch motion becomes less capable of errors being you can roll the stick along the edges instead of doing any one of the current square gate short-cuts (:r::d::r: , :df::df: , :dp: , :r::df::r: , etc.) because I’m used to doing the full-motion through self-control on a square gate (:r::df::d::df::r:).
Using an Octo gate to a Square gate, like I said before, is personal preference. It’s like when I used to play CS competitively, I had a DeathAdder (mouse, DKTBoard (compact keyboard), DKTpad (Giant cloth mousepad), and Razer Piranhas (Open-eared headset).
A lot of people used completely different peripherals, but it made no difference to anyone. It’s basically you saying “Tomato” and myself saying “Tomawto” (or however you spell that phonetic).
I’d say to do the dirty tick SPDs you want to, sit down in Training room and test this:
All of these end in SPD, just vary the damage to vary your range and find out how many of which pokes (cr.lk and cr.lp push your opponent different distances) you can land into each SPD. That way you can judge which one to use in what situation.
cr.LK -> HP SPD (Add another cr.LK after each SPD).
cr.LP -> HP SPD
cr.LK + cr.LP -> HP SPD
Just knowing the distances and ranges of all 4 SPDs (From shortest range to furthest: HP, MP, Ex, LP) will give you the insight of whether you are in range or whether it’s smart not to throw it out (depending if your opponent has been adapting to you).
Alright, time to go smoke because I found my car broken into and some douche-fuck stole my emergency road-side battery… fuck the homeless, I won’t be giving them anymore change if I see them.
I’m having some troubles with the Super trap. I just don’t know, sometimes my opponent seems to be able to block and sometimes he isn’t. I throw a SB, he jumps forward, I use the Super and most of the time he blocks it. Is there no recover on landing ?
Different characters have different jumps, so the timing is slightly different. Also use MP super since it has less startup, and will still suck in your opponent if he jumped forward.
As far as i know, they can’t block it after a forward jump if you timed your super correctly no, but then again most of my knowledge comes from vanilla and things might have changed…i’ll go into training mode and have a looksee
EDIT: just spent some quality time with my good friend training mode, and you still can’t block Seth’s super after a forward jump. However if you throw a sonic boom from full screen and they neutral jump and don’t hit any buttons they can block your (HP, only that one goes full screen) super. Same goes for backjump. (of course same applies also if they neutral/backjump any boom, full screen was just an example)
If they touch a punch or kick mid flight though they’re screwed.
I was wondering about this myself because I seen a few people do this and I have done it by accident myself. Not really a great combo, more like a wtf moment. I know that you can’t combo any special move after chained normals though, so cr. LP x3 linked could possibly combo in vanila.
Seth could do cr.LP x3 xx Hyaku in Vanilla also. I have been plinking his BnB and if I fucked up the plink then a LP will come out instead of MP, so typically it’s people just fucking up the plink when that happens.
Also in regards to Super trap. I’ve always used LP Boom -> HP Super. The longer start-up has never fucked me because I can execute it fast enough. It also allows you to catch people who neutral jump over fire balls at full-screen.