i used to main kasumi before i switched to terry and chun
shes really fun and good
tk’d ates (qcf+p) negate fireballs and if you have meter qcfx2+pp eats their fireball and hurts them
so they start worrying about fb’ing when you have lvl1
qcb+k…straight up they’re not jumping in its got super armor for one hit and hits em up for a follow up (supposedly super or tk ate works)
what you can do is poke to get the opponent to gcfs and then cancel to counter since they’ll probably attack. once they think your gonna counter mix in overheads into rekka
her max combo was like
jD,sC,[qcb+p,qcb+p,hcb,f+p]xN followed by either
hcb+k,qcfx2+pp or exceed
i think sC comboed into f+a dont remember really
i havent played this game in like 3 years…i should look for it
Hugo has NOTHING in this game. Someone said one time that Hugo is nothing more than training dummy in this game, and that’s what he is. Let start off with the obvious.
He’s fucking huge, like Sentinel Huge. His neutral stance almost reach the lifebars. He’s also fat, and covers a lot of space. Why is this important? Because you can land fat combos all day on this guy, seriously. And there is nothing he can do.
The only useful normals Hugo has are his low jabs, or d+As. But too bad that they'll tick into NOTHING. Seriously, the throw range in this game is so hideous that you're better off not trying to throw at all. Now you can say "what about GCFS, that should close the distance, right?" Yeah, well good luck with that, because while GCFS do close a lot of distance, and are cancellable, in hugos case, he needs more than that.
His claps aren't like they are in 3s. They has nothing off of them. If you so happen to get close to someone to even pressure then with the claps, DPs beat everything Hugo has, and wakeup supers will back Hugo the fuck up off of you. And since Hugos dash from GCFS is pretty short, you can actually bait it.
For some odd reason, SNK gave Hugo parries, which are really just autoguards. They can be cancelled, but the startup for this are fucking bad. They are essentially command parries, but it's not active long enough. IF you ever joudon someone, it'll more than likely be on accident. It's not even good for absorbing fireballs.
Hugo’s exceed? No range, instant start up, and easier command. It’s simply 360+A+C. If you have max mode, you can combo right into it. But we all know there is no way Hugo can go into max mode, so moving on.
OVerall Hugo blocks chunks in this game. You're basically giving the arcade operator money using him. I tried, I mean I really tried to do something with Hugo in this game. It's just not happening.
Hugo might be huge but I wouldn’t say he down right sucks in the game. He can combo into his 360 of his LP normals, same for his exceed. His close C is an overhead which beats out certain wake up specials/supers if they tried. He can combo off his claps and his best poke is probably his fwd + A which has really good range.
I sure hope you don’t base your tiers off of online play.
Akuma is not good in any way, shape or form.
His air fireball is trash and every single other thing he has, Ryu or Mr. Karate does much better.
I’d seriously like to hear you explain exactly HOW not only is Akuma good, but that he’s much better than Mr. Karate.
Dhalsim is actually quite decent in this game, in fact I’d say he is one of the best non-boss characters.
Your mistake is trying to play Dhalsim like he is in Capcom games.
We all know trying to set up a poking game in SvC will only get you killed. There is no reason ever really to use Dhalsim’s long-range normals. Fortunately, his close range normals are good.
What REALLY makes him viable are his Yoga Flames. They have almost no recovery at all in this game. Basically in mid-range you should be using Yoga Flames and his slides as pokes.
Also, WTF at calling Kim “low tier”.
I don’t even know if we’re even talking about the same game here.
Why is he better? I consider Akuma a bit higher than Takuma.
Using pokes in SvC is a mistake. In fact, using practically any normals on an opponent can be a big mistake because guard cancel front step will punish practically everything. Attack strings are pretty much thrown out the window in this game as well.
Tessa (with unblockables) and GUile are probably one of the best non-boss characters in the game.
I never said much better. And where on earth are you getting this online stuff from? I don’t play SVC online… Anyway, Akuma can keep pressure, has better combos, can zone, and has better options for his mix-up games. Let’s delve into it:
Both of them have overheads, and both are anywhere-cancelable (it loses its overhead properties on canceling though); both have projectiles and good AA. But only Akuma has teleport to deal with corner traps and Goenitz hurricane spam, has a great low pick, Kurubushi Kick (db+D), which is pretty much cr.mk in the Capcom games and easily confirms to a variety of bnb, the hurricane kick allows you to link a standing C, uppercut or even cancel to a Messatsu Gou Hadou (which allows you to juggle AGAIN if you’re in the corner). The divekick is the best I’ve seen in years; this thing has almost no recovery time, can be repeated rapidly in succession and leads to pressure games. Shakunetsu Hadou Ken actually has mid-level invincibility (!), Hyakki Shuu has great mind games after you’ve convinced your opponent to block, air fireballs are good as long as you don’t get reckless and/or your opponent doesn’t meter to guard cancel step and you can combo off of them on hit, also are a safe way to bait AA attempts. Otherwise, are awesome for breathing room and are relatively safe as a jump back/to get a breather. One of Gouki’s better outings IMO. And of course, SVC caters to characters that can build meter, and Gouki does this rather well.
And um, how does Mr. Karate keep up pressure? Oh that’s right he doesn’t (hope you don’t mean Hien Shippuu Kyaku or his command grab, lol). He’s solid and he has one of the best constitution ratings in the game (right behind Hugo who is first) but he’s just too defense-oriented. Gouki takes damage like a bitch but has more tools and options, better ways to get in/out and overall better damage output/comboability. Lastly, his normals are just plain better; I shouldn’t have to analyze this.
Pressure? What the hell kind of pressure is Akuma going to give in a game with rushdown monsters like Terry, Geese, and Orochi Iori?
His air fireballs, while quick, are horribly weak. For every 10 fireballs Akuma lands, somebody else can do the same damage in one combo. Which is a big problem because Akuma has the WORST defense in the game. Even worse than Zero.
Hurricane Kick is horrible slow and will get you killed on block. His shoryuken is probably the worst DP he has even gotten. Even from just inside sweep distance the A version will whiff and C version won’t knock down, which again will get you killed.
Akuma HCB+P is a joke. It’s slower than Moses and barely does any damage. I never knew it had any mid-level invincibility but it must be very small because I’ve never seen him go through anything.
On the other hand, I’ve countered people tons of times with Mr. Karate’s QCB+P which has autoguard out the ass.
Mr. Karate’s pressure with fireball into DP/command grab/Hien Shippu Kyaku works just fine defensively. His crouching D and Jumping D are better normals than anything Akuma’s got.
His exceed combos easily off it too, which means you’re taking 65% just for a mistimed dash or jump.
Not to mention, Mr. Karate has one of the best defense in the game.
So in conclusion:
Better Fireballs–Mr. Karate
Better Uppercut–Karate
Better Flying Kick–Karate
Beter combos off Flying Kick–Tie
Better Invincibility/Autoguard–Karate
Better range–Karate
Better pokes–Karate
Better DMs–Tie
Better Exceed-Tie
Better Defense–Karate by a fucking mile
Teleport–Akuma
You forget, he can combo off of his fireballs on clean hit. Also, what is this nonsense about punishable hurricane kicks? Like a half-decent player is going to throw out that stuff out of the blue…
What is with the comparison to higher tier characters? Its irrelevant to this discussion, because I never said he was top tier, I never said he was great. You keep grabbing Red Herrings out of my posts and I don’t get why. No-one said Mr. Karate was bad or worser than Gouki. I had them in the same tier. You listed him two or three tiers above for some mad reason. In regards to them dealing with other characters, they are both solid in their respective areas.
I’ve no issue with Mr. karate’s defensive properties; you’re reiterating stuff. I’m talking offense and zoning, which Akuma is superior in. You’ve still not addressed the points I made above concerning this.
Akuma has a glass jaw, which he has had since his first iteration in Alpha 2. This is part of playing Akuma.
Better Fireballs–Mr. Karate - How?
Better Uppercut–Karate
Better Flying Kick–Karate - **What do you mean by this? Hien Shippuu Kyaku is punishable on block I believe. **
Beter combos off Flying Kick-- Not buying that
Better Invincibility/Autoguard-- Not even relevant
Better range-- Not buying this
Better pokes-- I beg to differ
Better DMs–Tie
Better Exceed-Tie
Better Defense–Karate by a fucking mile
Teleport–Akuma
okay okay few things need to be cleared up to me cause ive heard way too many different things.
supposedly geeses infinite is
cl.c x fwd.d x N
now i cant get to this to work at all. i swore his infinite was in max mode and it was like
cl.c x fwd.d x jaiken (1 or 2 hit) x N
also, someone needs to post zeros EXACT infinite. ive never seen it done but only heard about it and it involves that spinning blade. i also know hes got some unblockables and shit and crazy setups after his CD throw.
Except that Akuma can combo after his fireballs (most of the time). Also, it isn’t really about landing the fireball as opposed to creating opportunities for the opponent to make a mistake when trying to avoid them, not to mention the lockdown potential (though GCFS kills that).
Many characters can crouch/evade these, unlike Akuma’s fireballs.
I don’t know…it is easier to punish Mr. Karate’s on the ground, then Akuma’s, but punishing Mr. Karate’s involves GCFS.
I’d probably give this to Mr. Karate…it would be a tie if Mr. Karate couldn’t combo his exceed. Plus, Mr. Karate can combo his DM from anywhere when his kicks land, unlike Akuma.
The autoguard isn’t as good as you’d think…sure it works, except the opponent can usually land and block by the time the punch connects, even if the autoguard activated.
I don’t really see how…I’d give this to Akuma mainly because of db+D and his air fireballs.
Akuma’s db+D beats Mr. Karate’s pokes. Though in the end, almost all pokes can be countered easily anyway.
I’d probably give this to Mr. Karate
Same as above, raging demon in SvC is not that good compared to Mr. Karate’s Exceed.
after f+D, you have to dash cancel into another close C…but it’s done very quickly, should hardly see the dash at all.
What’s with this sudden interest in SvC i’m seeing?
The best way to do it is to catch them in the air with the spinning blade, but a set up is when you stun them buy doing the grab where zero shoots them in the head and then planting a bomb right above from where they are lying down so when they get up the bomb is unblockable and they will be launched in the air and thats how you can do the infinite also
Yeah i knew thats what the zero infinite was its just too many people told me differently or a stupid variation of it.
Regardless, the geese infinite I guess im still retarded and cant do (or because of the input lag on my converter). So no max mode cl.c x fwd d dash x N?