Southwest 3rd Strike thread: part 2

OK. Weird.
I’ll check it out later.

BTW, what’d be the point in posting if we just ask someone in PMs?

I won’t be at SG tonight. Burnt out from last night. I’ll be there Tuesday.

This requires no further explanation. Go back and read what Khang quoted. If you jump and do a move without the move getting parried, YOU LOSE TRIP GAURD. There are NO exceptions to this. Losing trip gaurd means you can not parry or block, and your opponent has advantage to do moves.

You guys just must be slow reacting to the jumper or something. The DC 3s is bad for playing games, but it is WONDERFUL for testing things out in training mode. All the physics of the game are exactly the same as the arcade. Go into blocking training, program the dummy to jump and do whatever and try blocking when they land. Then practice the timing to hit them the moment they land.

OK i go it now. I did attack a little bit late giving so the dummy blocked the crouching attack. Sorry for confusing everyone.

I just thought that this was interesting. Wondering if Tuan’s ever seen this.

Tuan, the file is around 42 minutes long. It’s pretty good and has a variety of characters used in that short timespan i.e. there are 3 Alex players getting their asses handed to them. By Makotos. :eek:

Want me to make a CD anyway?

I dunno why I wrote that long post.
Everything I said applies to every character in the game.

Ken can be just as random as Makoto. EX Air Hurricane kicks, wake up normal and EX DP, wake up super, blocked chain xx dash grab, throw and throw again, random low forwards, etc etc.

Makoto just has alot more mixups than most of the characters. And some mixups are safe to use.

So deep down, everyone is random. It’s up to the player to use them effectively or not.

Oh man, Tuan says he’s been coming up with new stuff. The man came up with a 45 win streak. That’s 44 wins too many. Gotta keep up!

I just realized that charge partitioning with Alex adds a little depth to his game. Tuan, watch out! I got new stuff too! Don’t know why it took me this long to give it a try.

And this goes out for people who are picking up the game/new characters. If you’re going to play seriously, you should use all the tools at your disposal. No point short changing yourself.

I’ve been wondering something. In the Japanese matches, the Ken players do a 2 jab dragon punch juggle in the middle of the screen. Harvey tells me that they are doing a version of Yun’s kara-palm in that they cancel a low forward into jab dragon punch. If someone knows the technique, please post it and help the god forsaken Ken players community. Anyone who plays Ken sucks, but I try to help y’all anyway.

And TK’s Q is also too good to be Q. What kind of man sits down and picks the second biggest, second dumbest looking character in the game and say, “I’m gonna dominate with this mofo.”?

NOTE: First place in those two categories go to Hugo. Easily.

Khang: Definitely learn charge partioning tricks with Alex. He’ll become even more deadly.

About the Ken dp stuff. Yea, Leng was doing it all the time when he played at SG. Just like any other kara move, it moves Ken further out for more dp range. Sneaky stuff.

Of course I’ve been learning new stuff. Everyone should be improving their game. We’re gonna have some good shiet soon.

Peace.

I think slimx kara’s his dragon punches with standing forward.

I don’t play Ken.

I mean when you did it for your combo video :stuck_out_tongue:

it is low forward for the kara jab dp

alrighty…

everything makes sense now…Tuan: I think I am just hitting you too slow after you land…I need to start reacting faster and then I’m sure i get a free combo or throw after you land from your whiffed jumping RH…

btw everybody…I’m thinking maybe we should do a texas 3S DVD instead of a houston VCD…maybe hold the tourney in May after everyone gets out of class…what do you guys think of that?

ken kara-cancel DP: to the best of my knowledge this is how you do it. Ken’s low forward and his low roundhouse both make his body move forward a few frames. if you hit with a jab uppercut, when you try to connect a second one you will be too far and will miss…unless you are in the corner. After the first jab DP, you will do another one, but the second one is slightly different. The DP is a forward, down, forward, then punch. Basically when you push down you also push either low roundhouse or low forward, then when you push towards for the second time, you push jab. If done correctly, he will move forward enough to hit with the second jab DP. maybe Mark can come in here and try to make what i said a little clearer.

also, HUGO is awesome!

NO,crouching medium+super is awesome

that was really helpful Gus, thanks!

Then why am I the only person playing Hugo? :lol:

Also, low forward xx super with Ken IS good. It stops random dash-ins cold. If spaced properly, I believe Ken can shut down Makoto and Alex’s games completely. Ken is a gay character.

I think I pretty much covered the basics for all the characters that Houston people use. Someone go over Yang stuff. I know that Dan and Keven T would like to know some new things. :stuck_out_tongue:

Some things that I know for Yang. (Please add more if you can):

YANG

Supers: I believe that SA 2 is the best one simply because EX mantis slash is too good not to use all the time. SA 3 looks really cool when you pull it off and it doesn’t hurt that the bar’s so short. But I would still go for SA 2.

Game plan: Yang’s gameplan revolves around his mantis slashes. You can try to get all fancy and stuff, but everything boils down to mantis slash.

On your opponent’s wake-up, mix up low forward/standing strong mantis slash. This is what Dan does, it’s good. Since people are so use to seeing the low forward, they tend to parry down. Standing strong must be parried high. So if they parry low, they lose. :stuck_out_tongue:

This is a very ghetto version of Chun Li’s game, but Dan does it really well and it works for some reason.

You can mix up standing strong with close standing forward if you know good combos off of it.

Things you should know: :confused:
1)Close standing strong, link into standing short, EX mantis slash.
2)Low jab x 3 into EX mantis slash.
3)Low short x 2 into EX mantis slash. (This are links because the shorts are not rapid fire attacks.)
4)If you ever hit with EX up kick, you can juggle with standing strong. Cancel the strong into his short teleport and you’ll end up right behind your opponent when he lands.

Basically mix up high/low attacks with your command throw, and you’ll have a really solid Yang. I think that Yang is a very simple character to play and pick up. If you have good fundamentals, you have good Yang.

And wakeup supers with Yang own.

More stuff about yang, my game doesn’t revolve around the EX Mantis slashes as much as others(read: as much as it probably should). As a result I play with the number one super a few times. It has great damage, and god-like recovery, nobody will punish you if you get this blocked. Although you can combo it easily from the low forward, I like using it as an anti poke move. For example, if you get the strong fierce chain blocked, your opponent will probably try to start their offense up, so I wait a half second and super, if it hits that’s great, if not oh well, I won’t get punished for it.

When it all gets serious though I play SAII though. Mixing up the command throw, high and low game on wakeup is the way to win. When I have a super charged, for the high game I like to do a close standing forward, and then super if I hit, pretty good damage since I don’t cancel into it and can get full hits if you time it right.

I play Hugo in casual play, and Eddie plays him in tournaments, s.short is great, c.short into jab slap is really good too, s. strong when used wisely beats out alot of shotos low pokes except far c. roundhouse. Best anti-air in the game is the back breaker, it’s unblockable, can’t be parried, short version comes out really fast, it just doesn’t beat the downward attacking attacks from the air (Yun/Yang dive kicks, Necro’s drill, Akuma’s dive kick, you really should avoid fighting them with Hugo anyway).

What do you mean Ken’s low foward xx super is good ?? is it a link? If it’s not a link isn’t it random ?? I’m confused.