Which version of her should I be playing?
>_<
Which version of her should I be playing?
>_<
are dizzies random in st? is there a better place for me to find that info?
There is a certain random factor. From using ArtMoney, I can tell that the amount of dizzy points done by any particular move varies.
Do you know what the value is that has to be reached in order for a character to become dizzy? And do you have any idea how a character’s ‘total dizzy points’ value decreases over time (as it seems it does)?
I’m not entirely sure how it works, because all of the randomness makes things difficult. But here’s what I can make out:
There are two different values: A dizzy value, and a dizzy points recovery value. When an attack connects, both of these values are increased by a certain amount. The dizzy points value stays until the character is either dizzy, or their dizzy recovery value reaches zero. The dizzy recovery value counts down by 1 each frame. Once it reaches zero, the characters’ dizzy points are reset to zero.
Characters seem to get dizzied at ~30 points, but I haven’t done much thorough testing yet.
There’s definitely a full explanation of the ST dizzy system somewhere within the 3000 posts of this thread. And have you checked the Wiki?
I usually just hit Ken out of the air after he lands from his super. That’s the lowest risk counter. You can still combo him if your timing is really good though!
You have to hit Ken out of the air. You can’t punish him when he lands with anything. He recovers instantly.
Are you sure about this? It seems to me like he has some landing frames, just very few - ShinVega’s claim of 2 sounds about right to me.
well I’m pretty sureeee. But I guess it’d be easy to test. Just have ken do super and have him block as he lands and then have ryu try and do low foward. Either ken should land in it and you can cancel it into fireball for combo. Or ken should block it. Try a couple of times, if you have ken holding db the whole time and ryu gets low-forward xx fireball as a combo then I’m wrong. And remember you have to do the low-forward early with ryu so ken would land in it, so it hits meaty, similar to the dhalsim low-forward slide after noggie on characters like Chun and Vega.
Yes you can hit / combo Ken after his super lands. The timing is strict, but learnable. I’ll combo him if I’m showing off, but it is risky. That’s why I advised on just hitting out of the air, as it’s safer. Also beware - if Ken crosses over you as you block the super, you can actually whiff a move and have it come out backwards, giving Ken another free shot at you. Wait until you turn around before hitting him.
If you’re beefy, you can lay down a low meaty… and hopefully link off it.
(but don’t get crossed up! :lol:)
really like did you test this, in the way I posted? Or are you just going off memory? Because the person/cpu you were playing against might not have been blocking. If it’s true then awesome, Imma start getting fancy, meaty combos on whiffed ken super!
Ninja Edit: according frame data, landing frames = 2 so yep you should be able to punish him unless he’s randomly invincible during landing frames ahah. There ya go peeps.
:bgrin: Heh I’m definitely not a newb, I’ve known about this for a long time. It’s all good though.
Ken’s super has only 2 landing frames. His Shoryuken’s have 3. This is at turbo 0; the game is played (tourny) at turbo 2. So basically you have ~ 1/60 sec. to react. If you’re in throw range it’s whoever’s faster (plus you have to remember the ken player can hold towards in the air and land + input, you can’t hold towards w/o moving so you’d have to hit towards + input at the same exact time or execute a move with 0 start-up frames). You have to be very precise, and fast when attempting to throw ken after his shoryureppa.
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:wgrin: Oh i see now. Geez i see a lot of ken players doing that.
Mash for the first 3 hits, then stop mashing. The 4th hit is automatic, but it will only combo if you STOP mashing.
Yeah, I remember him only doing 3 hits most of the time, but I’m sure there’s a reason why. Maybe all four hits won’t combo against certain characters? shrug
I haven’t seen any shenanigans like Blanka or N.Ken have. Deejay really isn’t a “trickster”…
I also sent a message to him (in Japanese and in English), but he didn’t reply, so I’m going to vote FAKE on this one. You can turn on air moves with any emulator…
^ when I mash the MGU (too fast?) it will stay on a hit too long and the rest won’t combo. There must be some trick to the mashing.
I don’t really understand what you’re saying…
Also, I forgot to mention, make sure you’re mashing all the punch buttons and not just a single punch button.
He’ll hit with the first punch, but then stay in that first punch animation too long, and they recover and can block the next part of the punch. Seems all the hits come out, but they’re too spaced apart to combo.
Oh, OK. Are you mashing ALL the punch buttons? The only way I can get the MGU to uncombo like you described is if I’m not mashing all the punches.