Oh man, and just when this thread was le peace and le chill…
yeah it sounds pretty hard to charge like that, ill try again later tonight anyway, i think i got another idea up my sleeve to do it now too.
and yeah im not sure how much time it takes to charge final TAP, i just set one of my buttons to 3K, held it down for ages (as you can see, not much time left on clock heh) and saved state, then continued to hold it down during the combo.
I gotta agree with Dasrik. This discussion is a complete waste of time. Nobody is saying anything that hasn’t been said and settled a hundred times before. If you want any of those answers, go read this: http://www.shoryuken.com/forums/showthread.php?t=102327
By the way, i’m not being condescending. If anything, it’s frustration from putting effort into making combo videos only to have someone call them “CPU only combos” (which is an absolutely meaningless phrase to those of you trying to make sense out of all this). But hey, maybe someday i’ll get to see TheGrape1 playing at Evo and maybe he really can do 12-hit Ryu combos over 50% of the time.
I don’t know TheGrape1, yes the combo Daigo pulled off is quite practical, but unless your 100% sure you will pull it off, you might aswell just for the super. Loads of damage by itself. What if you failed to combo one of the jabs, then suddenly, that huge damaging combo only get its you couple of jabs hits, and a block damage from the super.Now if you think you can pull off those big ryu combos, say for example, a 12 hitter, minus 5 from the super, means you got to successfully combo 7 hits before you even get to the super. Not very practical if ask me.
Anyway if you want a good list of practical combos into supers (albeit some very hard), then check back on this thread, i must of posted about 100 or so i saved from an old thread.
EDIT: Found them, there on page 75. Theres so many i had to post them in 3 seperate posts cause i kept reaching the word limit. Also please don’t go off on one guys if some don’t work, i didn’t come up with these combos, just reposting them.
It’s simple really. Just charge back down, then do forward + any punch button while still holding down, followed by up + any kick button. It’s the double charge method.
~Decoy
It sucks that my opinion can’t be just that. I don’t develop my opinion to frustrate anyone. That’s for sure.
That phrase must be meaningless because I worded it poorly? If it takes a computer to perform it, I’m not interested past a first view. The meaning is clear. Combos that can only be performed by a computer or some sort are not interesting to me. Why does that have to cause any offense?
Why would I have to do a combo for a character that I don’t play? It just so happens that I can combo Ryu’s super in many ways. So can other players. Even American players. I don’t even prefer Ryu.
To make it clear, I didn’t say everything TZW did was practical. I stated that they got better as they went along just like a player could as he attempted combos. Many combos would build and improve on the last one and I never got bored watching the build up. As for combos that work on Gief. They also usually work on Sim,Rog,Guile etc. There are combos that only land on one or two characters but those combos are still useful and still able to be performed by a human.
It’s kind of weak that I have to defend an opinion from a competitors view on SRK.
I forgot the times for st for final, but for super it was 60 seconds. I know at 30 on the clock for st it does final.
Geez. When did I say some 12hit of Ryu’s(whichever one it is) is practical. I don’t even know which one you’re talking about. Ryu’s has a lot of ways to combo super and be pretty that skillful players are capable of doing. That’s a far cry from vids full of combos no one will ever see performed in a real match because it’s not possible. How am I not drawing the lines clear?
Really, who cares if “I” care about combos that no human can do? At least don’t act like I said something that I didn’t.
I’m done ruining the thread with my opinion. Post on.
(I don’t have the book on me right now, so this is going off memory, but…)
It says that in WW, Blanka’s jump straight up Fierce was a 0-frame move, so it could be used as an instant unblockable (but only from point blank range).
I don’t know if I’d use the phrase “2 supers in 1 combo”, because that is kind of misleading (unlike in 3S, in ST dizzies reset the combo counter), but still, that was very nice! :tup:
As far as combo vids/practical combos go, I always thought everyone knew that combo vids are suppposed to show what is possible in the game, not what is practical. If you’re watching combo vids to better your game, you’re watching combo vids for the wrong reason.
If anyone really wants to keep talking about this, let’s move the discussion to Maj’s other thread, where it’s more relevant.
http://www.shoryuken.com/forums/showthread.php?t=102327
Alll I can say is that Dasrik’s avatar kicks ass. Ha ha.
Anyway next topic!
With all this technical data at hand, can someone explain why ryu’s short,short super is so much harder than ken’s.
Because Ken’s super is d, df, f, d, df + punch, whereas Ryu’s is d, df, f, d, df, f + punch.
I asked T.Akiba this exact same question a while back. He said that the input is done pretty much just like Ryu’s. The real reason why it’s so hard is because Ryu’s super is a lot slower (10 frames slower) than Ken’s. Even if you time it perfectly, it only combos about 50% of the time (ST randomness). In AE, it’s barely comboable, depending on the character.
If anyone wants to double-check my translation, here’s his original reply:
> ???K???K???
> ???
???
???x2 ? ??? ? ???
> ???
> ???
> ???
???
???
???10???
???50???
???
XS???
Hey does anyone know if some characters stay dizzy longer than other? also is it possible to link blankas c.lk to c.mk?
tried out that hop to other side thing without losing my charge but didnt get it, its so hard =[
oh also is it possible in for fei long to combo to chicken wings after his super? or it doesnt allow you to juggle that much?
For Fei Long, it’s a corner spacing issue. Just get the opponent in the corner and hit them with a super. Then have them stand slightly outside the corner and try again. You gotta find the spot where they float up as much as possible before hitting the corner. Once you find that spot, you can follow it up with chicken wings. Alternatively, you can put the opponent all the way in the corner next to a breakable object (like Ken’s oil drum) and that will cancel out the corner effect.
Are you saying that an opponents reaction is different when they hit an object?
sorry, i mistyped “two” as “to”, i was meant to say is it possible in the sytem to allow 2 chicken wings after his super, i was thinking of doing it next to an object like you mentioned but i wanted to know first if he could juggle them, if not it would be a waste of time trying.
also is there any combo that does low damage with deejay that combos into his super and combos 2 upkicks after it? ive tried c.jab, s.strong xx super, forward upkicks (1 hit), roundhouse upkicks (1 hit), it builds alot of meter so im guessing it will give me an easier time recharging my super after they dizzy since after super im already getting 2 upkicks befor they dizzy, but if i use a crossup into combo then super is going to be too damaging and wont allow me for a big 2nd combo, which i need since big combos build lots of meter. =[ (i heard sim was easiest to dizzy, and i tried the combo i mentioned on him and didnt dizzy him)
also any idea if any characters stay dizzy longer than others?
thanks for the help in advance
Graham:
Yeah, if you stick the opponent all the way in the corner and sweep them, they barely move up before coming down. You can tell the difference easily. Just sweep someone midscreen and sweep them in the corner. They get up way faster in the corner because they spend way less time in the air. But if they break an object, they float all the way up as if they got swept midscreen.
ToXY:
There are a lot of random factors affecting dizzy. I’m pretty sure Vega is one of the easiest characters to dizzy. Hitting him with two fierce attacks is often enough to dizzy him. As for some characters recovering faster than others, that might be true but i don’t know enough about ST to give a certain answer. It’s definately true in CvS2. Here’s a quote from Buktooth’s CvS2 Systems FAQ:
*Every time a character gets dizzy the base dizzy time is a randomized number
that is either 2, 3, or 5 seconds. Of course, mashing reduces time from the
base dizzy time. Pressing a button removes 1/60th of a second (1 frame) from
the base time, while hitting a direction on the joystick removes 2 frames from
the base time.
Lastly, many characters in the game have a built-in modifier that
adds/subtracts time from the base dizzy time.*
Dhalsim, Dan and Geese get a -60 second modifier in CvS2. In ST, there are four kinds of dizzies: stars, birds, angels, grim reapers. Stars recover fastest and grim reapers recover slowest. It’s pretty much random which one you’ll get. Good luck!
Projectiles do a lot of stun damage in the SF2 series. Maybe you could put Vega in the corner near a breakable object, then have Vega do PPP backflip, DeeJay does LP fireball (meaty cuz of the backflip’s invincibility), and then maybe a jump-in. You should be able to get a dizzy out of that. Or maybe you can use that TZW Dhalsim setup where he jumps over you while you throw a fireball then does far s.HP to collide with the fireball.
I just tried j.forward / c.jab, s.strong xx super, but it dizzies so i cant do no upkicks, but if i dont use the jumpin they dont dizzy… it seems to me that deejays upkicks doesnt cause any dizzy points, because how can a j.forward cause more dizzies than 2 upkicks.
btw THANKS alot maj for the dizzy info, i never knew there was 4 different types of dizzies!, for this blanka combo im going to need the grim reapers, guess ive just gotta be lucky heh.
I think in general, supers and juggle moves do very little dizzy damage. There are a lot of Akuma combos where they do so many hits that maybe one more jab would dizzy, but they jump-cancel into air hurricane kick and the opponent still isn’t dizzy after 3 hits of that.
NKI: How do you set up the “lovely Thai sunset” in your av? Is that THawk only or can you do it with any super? Looks awesome.