Don’t get me wrong, I think the game is poorly designed. But if we can figure out ways to use its poor design against it or come to understand things that first seem stupid as accidentally interesting and strategic, I think we can make this game better and longer lasting. A ton of moves in this game seem like they weren’t designed to hit by themselves or otherwise glitch the opponent back into a standing state. That’s evidence of a poorly made game. But you know what? We can take that deficiency and use it to help us make this game fun in spite of itself.
Very true, and hey, some of the best/most abused tactics come from those kinds of things…
With Law:Standing Heavy Punch, Dragon Charge into Dragon Knuckle hit them with any normal preferably Standing Heavy punch so you can CADC or go into Dragon Charge again and boom profit.
Not anymore since they patched the game. Now his SS>MK no longer causes a stand when you tag in a partner and attack quickly, it rather causes the traditional backflip animation on any normal hit after it connects. I have a rather nifty setup with my Jin/Julia team: Do a Jin BnB up to the point of SS, instead of doing lp to juggle, do the mk ender and tag. With Julia coming in I can decide whether I want to cross or not by canceling the walk in early into a normal and cancel this normal into a Wind Roll on hit. Depending on the strength of the Wind Roll and the moment I canceled her run with the normal I can cross up or stay on the same side. this works in the corner as well as midscreen and is so ambiguous that I sometimes even don´t know which side I´ll land on.
The Jin part does around 330 damage and can be extended with a Ex Swaying Willow before the reset part. If I have three meters I can do the Swaying Willow Bnb (~420dmg), then tag to Julia causing the reset and thus having a great chance at hitting my easy-confirmable 500 damage ender (Hp x CADCPC, HP x HK DP Tag to Jin…). Bam, nearly a character kill in this situation.
Kazuya can do this too because his restand will also flip now.
Stop spamming this!
I just finished checking every character for ground bounce resets/re-stands (there were 13 I didn’t check before). This should be the last of them.
Nina (ground bounce): Biting Snake 3rd hit (5LP > MP > LP)
Rufus (ground bounce): 2HP
[Note: If someone already found something like this, please tell me and give me an A for effort >_>]
I’m not really sure if this counts under the stated criteria for a “standing reset”, but what I’ve been doing ever since that episode of the Tuesday Show on UCTV where you showcased them is this:
Find a (preferably meterless) capture-type special that leaves the opponent standing after the last hit, combo into into it, Switch Cancel, then go for a mix-up when the special finishes.
Here’s what I use:
[Yoshimitsu]
Special: Non-EX Sword Poke Windmill (all versions are the same)
Example: deep j.HP/cross-up j.MK, cl.MP xx Windmill, Switch Cancel, mixup
Notes: You have to take a few steps backwards when you get control of the incoming character if you want to go for an ambiguous cross-up situation, but otherwise your good to go (if this is unclear, I’ll try to shoot a vid of it). Yoshi’s close standing MP is plus on block (gasp!), so if you see them blocking, try to stop before you Windmill, and possibly go into a block string.
[Ken]
Special: HK Tatsumaki Senpuu Kyaku
Example: cross-up j.MK, cl.MP > cl.HP xx HK Tatsu, Switch Cancel, mixup
Notes: With this one, you have to walk forward with your other character while Ken is still doing HK Tatsu, then jump towards when/just before he does the last hit (this may differ from character to character; I’ve only used this w/Yoshi). If you don’t wait until he’s done, then your opponent will be pushed too far away for you to create an ambiguous cross-up situation and you’ll just get a standard jump-in (although there are mix-ups that can result from that, as well, so I suppose this gives you even more options). Use Ken’s MP > HP target combo as a hit confirm and cancel into Hadoken if they’re blocking to avoid getting yourself killed from a blocked Tatsu.
These aren’t resets in a true sense, but they give you a very similar situation to a reset, and they’re much easier to set-up since you don’t need a ground bounce and some weird normal.
Perhaps the best part of using this method (which I’ll call a “capture reset” for now) is the freedom that the Switch Cancel gives you:
• You can decide to not go for a capture reset and just continue the combo if you wish; if you know you can get a K.O., then do it!
• If you have two characters than can capture reset, then you can continuously capture reset until you run out of Cross Gauge. In fact, since you’ll be building lots of meter if you get a successful mix-up, you might be able to do more than three Switch Cancels.
• If something backfires and they end up blocking your capture-type special, guess what? Switch Cancel to safety!
• As long as you have one character who can capture reset, anyone can be the incoming character for your mix-up!
I’ll try to get a video of it up soon (I have a CRT, though >_>). I find this really useful in my matches and have been able to achieve SFIV levels of oki with it, IMO.
it be good if somebody could take some time to put together a video showcasing all the Reset tech been discovered
so far all character + DLC… standing and ground bounce resets. it would be very helpful to many players
is there a Raven reset?
Doesn’t seem like he has one discovered yet, he seems more like he would need someone to reset for him.
DRU192 aka RAWTAG, uploaded a clip from a match if his against a Jin x Ibuki player who used a very effective standing reset. If anyone has the ability to save and upload 6 replays of these guys playing on PSN, in decent quality, just post here and I’ll set it up!
Here is the clip:
[media=youtube]IgxLuY66IwM[/media]
What the heck…? Interesting. O_O
That was pretty damn sick.