wtf, if everyone can throw you out of a meaty, then wtf makes meatys dangerous? do i have to bait meatys like walk forward walk back d.rh fireball to condition meatys?
Like NKI already said in the same damn thread, meaties are mostly useful to counter failed reversal attempts, and do do more damaging combos.
Haven’t tested it to be sure, but I believe that for any one move, the hit-stun/block-stun is the same against all character.
The fact that it’s not easy to reverse, and if you mess up, you eat something JUICY. Chun can do ~75% damage if you miss a reversal. If you miss a reversal against Dic, you’re pretty much done. (Neither case uses super, by the way). Besides, even if you can get reversals 100%, I’ll just start baiting you.
If you think they’ll reversal throw, do something that will beat a throw, like a DP. :tup:
You want them thinking “Gee, should I reversal, or am I getting baited…?”
-Nicholai!
how do you get out of sims slide xx noogie?
Do any reversal after the slide hits.
I have a question. I was doing this on SFAC so I don’t know if it works in ST. I don’t play Ken or Ryu, but I was messing around with them in practice. I know that Ken and Ryu’s hurricane kicks have different properties so I was messing around with them to see the differences. Ken’s short air hurricane kick can cross up as long as your jump is near the other character’s head. Ryu’s mk air hurricane is the only one that can cross up, but has strict timing.
I wanted to know if the hurricane kicks work the same way in ST (I haven’t played this game in years.) I know Ken’s cross up hurricane is pratrical in matches, is Ryu’s cross up hurricane parctical to use in a match?
cross up hurricane make hurricane warning cross up both ryu and ken work. Ryu get mad mind fuck when he vs tall character like sagat, just cross up hurricane very hard see it is tricky and keep knock down cuz sagat blind one eye and not know what hit him for big beard that not ready ryu best man have won with this one move alone
best srk member ever
hey NKI does cr.jab cr.jab st.jab DP with Thawk only work after a cross up? and which cross-up would you suggest I use, jump mk? or jump MP?
Also how would you recomend getting in with Thawk so I can start landing some throws and such? Since this is my biggest problem.
The only combos that only work on crossup are the wacky ones where you face the wrong direction. All hitting a crossup does is make it so the opponent is pushed towards you instead of away from you, so when you land they are right next to you. It’s no different from just walking up to someone.
As far as getting in with T. Hawk…jumping down + fierce, jumping jab, or else knock them down with a DP or downward dive. (PPP in air)
Are you answering my ques? Sounds like you’re talking about the crazy kicks I’m talking about air hurricane kick.
Or before the slide hits.
I don’t know about the rest of the cast, but against Dic, if he’s ducking, [cr.Jab->cr.Jab->st.Jab xx DP] won’t work (the DP will whiff), but I think it will work against anyone standing (done after a cross-up, or just point blank).
And Jap Hawk players always use cross-up j.Forward.
He has three main ways of getting in, all of which are iffy:
-zone the opponent, then walk up 360 after he whiffs a poke (this is an absolutely necessary skill if you’re going to play Hawk)
-psychic DP a limb or fireball (also absolutely necessary)
-well timed jump-in (not as necessary)
All of those are highly punishable, which is why Hawk is so low in the tiers. If he can get in, he’s a beast…it’s just that he can’t really get in…:sad:
-Nicholai!
I can understand why they use the Forward to cross up since for whatever reason T.Hawk’s splash doesn’t cross up as well in ST as SSF2. Dumb tweak. Speaking of tweaks, I wonder why T.Hawk didn’t get any new specials? I guess he was just so overpowered in Super they had to make his splash weaker and only allow his Jab DP move to pass thru fbs :rolleyes:
uses for chuns rh flip kick? im getting weird crossups with it on wakeup. also, on block i go for lightning legs, but sometimes ill do it the wrong way.
sup with that? sorry im a scrub.
thanks NKI. And yeah Thawk for now is my secondary character. I play Ryu normally, and occasionally play blanka against guile. What do you think of that match btw
Blanka vs. Guile, with me as Blanka. Normally I just walk around in front of him and poke and try and stay at the perfect range where if he throws a sonic boom I can slide it on reaction and still hit him. Then I just go for mixups into throw whenI knock him down.
Yeah, for the characters that she can cross-up, if she lands on the other side, it’s really, really easy to get backwards moves, and that’s not something you want. To avoid this, after the opponent blocks it, just wait for a split second before doing your follow-up move. I hold down and start mashing for lightning legs once the D/F+RH is blocked. That way I’ll get cr.Forward xx lightning legs (to counter when they try to reversal throw). If I start mashing any time before then, it comes out backwards. Same with normals; just do them a split second later than you normally would (in order to give Chun enough time to turn around).
I could be wrong, but I think Blanka does well in that match.
That’s exactly what you want to do. Also, you should use Blanka’s invincible j.Short (which will beat Flash Kick cleanly). Do it as a cross-up to Guile after he’s been knocked down, and if he tries to Flash Kick, he will lose cleanly. You have to do it pretty high up, so you can’t combo off it, but because you’re hitting him out of the flash kick, he’s air born anyway, and he’ll fall to the ground. From there you can do guessing game of your choice, knowing that he doesn’t have another Flash Kick charged.
Also, you should use cross-up Blanka Balls. After knocking down the opponent, use either Jab (to not cross up) or Strong (to cross up), followed by [meaty close st.Strong, two-hit headbutt]. That will dizzy a lot of the time. The only problem with cross-up ball shenanigans is that reversal throw will beat both of them (doesn’t matter which side you go to).
Here is my Chun strategy in a nutshell:
-Get meter by throwing fireballs, but only from outside of the opponent’s jump distance.
-If the opponent complies and also tries to get meter, let him, because your super is better.
-If he tries to rush you down, use jump straight up RH or make him land on a fireball for anti-air. Using a fireball knocks him down and allows you to do start D/F+RH shenanigans.
-If he tries anything on the ground, lightning legs will beat it. The only exception to this that I know of is Dhalsim’s st.Forward from the perfect range (about 1/3rd screen away).
-If you have meter, you should always throw a fireball with the super motion bufferd in (and store it). If the opponent jumps over your fireball, you get free super + upkicks for over 65% damage.
-If the opponent doesn’t jump over your fireball when you store the super, follow your fireball up until you are just out side the maximum range of his longest normal, and hold down/towards. If the opponent whiffs any normals, jumps straight up, jumps back, jumps at you, does a special, does a super, does whatever, super him; else, throw or st.Strong melee.
Of course this is not the strat you want to use against every character, but that is a very general breakdown of how I play.
I would use cr.Forward instead of st.Jab, because if they stand up to try to reverse your throw, a cr.Forward will hit, but a st.Jab will not.
j.Forward is really good. You shouldn’t be jumping a whole lot, but if you jump, that’s the only jumping move to use. It’s especially good against Sim and Dic.
I either do throw (if I think they’ll sit there) or lightning legs (if I think they’ll try to reverse the throw).
If I’m going to do a meaty other than D/F+RH, I do the magic dizzy combo, [cr.Forward, cr.Fierce]. That will dizzy most of the time, and if it doesn’t, they’ll be damn near dizzy (one more hit). After that, j.RH, st.Strong, cr.RH (done while charging back), meaty fireball, guessing game. Basically if the opponent messes up the timing on his reversal (against my cr.Forward meaty), he loses ~60%, plus takes a guessing game.
Hope that helps…
-Nicholai!
Just curious NKI, can you do 100 Kicks with HK at the faster speeds (Turbo 2, Turbo 3, USA or Jpn speeds)? I have to use MK; I just can’t tap that fast Either way, ST Chun is just too fun; even if she isn’t top tier she can pretty much fight any character in the game well IMO.
I can get RH lightning legs about 50% of the time, which is not good enough, so I use medium. If I could get RH more consistently, I’d do it, because RH is much better. Notice that when she’s doing lightning legs, she’s only using one leg, and it’s moving up and down, while there are also blurred legs on the screen. Gian told me that Sim can only use drills against Chun’s lightning legs at the exact moment when her leg is aimed down, so if you’re using RH legs (which is moving much faster) it’s pretty much impossible for you to get drilled, but if you’re using Forward, it’s possible.
This may also be true for Sim’s st.Forward and Boxer’s straight rush punch (not the low rush), which can also beat lightning legs.
Maybe RH legs is something worth practicing…
-Nicholai!
If Super turbo had the following features added…
would it hinder or improve the gameplay?
Alpha 3 features
Quick Air Recovery (Neutral, front & back)
Counter - Block, f + same P + K
Ground Recovery - Press KK when knocked to the floor
third strike feature
High Jump - Tap db,uf / d,u / df,ub
Quick Standing - When knocked down, tap d as you land
EX specials
Only for regular characters, not originals (like Og sagat).
No… just no.
[Quote=NKI]
Stuff
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You are awesome in ways English does not have the words to describe.