Even Koop comin up in this piece. Good shit.
Where the fuck is the Bucktooth Random Japan Blog :tdown:
Even Koop comin up in this piece. Good shit.
Where the fuck is the Bucktooth Random Japan Blog :tdown:
Not much to playing Vega really, that’s why he’s soft banned in Japan, lol.
Use ambiguos wall dive cross ups after a knock down if you’re fighting characters without reliable anti-airs. If you’re smart with it, you can probably get like 3 free hits in, even against good players.
Abuse your walk/jump speed to get throws in.
Crouching MP is an insanely good poke when used in moderation, and his jumping LK has great priority against ground attacks while his jumping FP has great priority against air to air attacks.
And if you land an anti-air flip kick, you can sometimes follow up with another while they’re in mid-air.
His evade move can occasionally be useful for getting out of a tick throw if a 'Gief/Hawk player starts the SPD too late.
His flying claw rush is good for Dhalsim players who’re waiting for you to wall dive and jump back to FP you.
Personally, I can’t stand Vega. I don’t even use him, and I’ve beaten players much better than me with him just by spamming throws, crouching MP and jumping LK.
what is the trick to cancel an air normal to a hurricane kick with ken?.. i can never get that right.
… thanks in advance
Just do it hella fast. Down, down-back, back + punch~kick works.
Wha? There’s no need to do that. Just do it normally. Hit the normal then do qcb+kick. The trick is to find out which normals can cancel into hurricane kick. If my memory serves me right, not all normals can be canceled into air hurricane.
Could someone pls link to this video?
Actually Flash G out of Ny showed a good way to think on it. If you can remember how to do the two in one air hurricane from the original SF2: turbo then this should be a problem…only thing to remember is (i may stand corrected) is that you only have a certain amount of seconds after the initial hit…when i do use ken (rare) i perform it on taller characters cause i like to catch them going up or up forward as you would say.:tup: :tup: :tup:
Damn it, they took them down before I got to them. Did you save?
You don’t gather from dbycrash’ post that “normally” isn’t working for him? Oh what I wrote above those are two kinda separate suggestions. Should be a “too” on the end of the second sentence, I guess.
Moves that can be cancelled into the air hk:
vertical jump: jab, strong, fierce, short, rh
diagonal jump: jab, strong, fierce
Could someone pls link to this [AE combo] video?
http://www.hameko.net/uploader/upload.php
hame_3045.lzh (on page 2 as of today)
Damn it, they took them [firepro sf3/kof] down before I got to them. Did you save?
I was thinking of upping them to putfile sometime in a non-ssf2t section…
The link is already dead
The link is working for me. The only bad part is that the download speed is terrible.
Anybody have hints for O.Sagat (me) VS Guile?
By the way…is there a point to learning Guile in this game? or is he just a fun character and nothing more? Seems he’s pretty frowned upon in ST. Does your strategy change from using New Guile compared to Old Guile?
Anybody have hints for O.Sagat (me) VS Guile?
Dunno about that match, but…
By the way…is there a point to learning Guile in this game?
He’s not the powerhouse he used to be, but Guile is still strong middle tier. Definitely worth playing if you ask me. The only character I’d say don’t bother with is Cammy…she just sucks. :tdown:
Does your strategy change from using New Guile compared to Old Guile?
I can’t see any reason at all to pick O.guile. Every conceivable advantage goes to N.Guile. He can tech throws, and he can hit-confirm [cr.Short->cr.Short, super]…that alone makes him way better than O.Guile if you ask me.
Dunno about that match, but…
I can’t see any reason at all to pick O.guile. Every conceivable advantage goes to N.Guile. He can tech throws, and he can hit-confirm [cr.Short->cr.Short, super]…that alone makes him way better than O.Guile if you ask me.
O.Guile can do s.short (not knee) while maintaining a charge, which makes a huge difference against Dhalsim and Blanka (stops slides under SB).
O.Guile can do s.short (not knee) while maintaining a charge, which makes a huge difference against Dhalsim and Blanka (stops slides under SB).
Oh shit, nice, didn’t know that.
O.Guile can also do a back hand fist(F+FP for N.Guile) while also maintaining a charge. Just thought I’d throw that in as well.
what is the trick to cancel an air normal to a hurricane kick with ken?.. i can never get that right.
… thanks in advance
Trick is to cancel into hurricane immediately after a jumping punch. For instance, I thought you could throw out an early jump lp then cancel into hurricane once it connects. Not the case. Tap lp when you’ll actually make contact then cancel into hurricane. Hope that helps.
As Dhalsim how would I go about stopping a rushdown Chun player?? Also what would be good to use for anti air with Sim. I’ve been using jump back attacks, and just standing foward or hold back foward but it doesn’t seem to be working well.
so cammy has nothing good about her at all?
O.Guile can do s.short (not knee) while maintaining a charge, which makes a huge difference against Dhalsim and Blanka (stops slides under SB).
You can simulate this with N.Guile by doing neutral s.short and then hold back + s.short x n and the knee won’t come out. I also do j.fwd -> s.short -> sonic boom (usin similar technique that you’d use to execute st.fierce -> flash kick) ie have charge then neutral s.short then forward on joystick plus punch.
Anybody have hints for O.Sagat (me) VS Guile?
By the way…is there a point to learning Guile in this game? or is he just a fun character and nothing more? Seems he’s pretty frowned upon in ST. Does your strategy change from using New Guile compared to Old Guile?
Battling old school sagat is will depend on the opponent who you are facing literally (human) If he tends to perform aggressive you have to make baiting your main tactic. When I face and O. sagat I usuall have to have ST guile not old guile cause I need that super in drastic moments. Anyway you have to match what your opponent is doing. throw ticks ie mediums at caution. remember guile is a zone baiting character (im my mind from tournaments) so use him wisely.
Old guile sonic booms are faster and that lovely standing roundhouse is oh so nice in my world. also (its been a minute i can check for verification) the flash kick distance horizontally is longer and harder to stuff.
i dont frown upon him but funny thing is i dont use him in tournament play…cause it seems like after original turbo…they just raped him strength an hit box wise. bein that in tournament play after my 2nd or 3rd round reaction times with opponents become faster an I need someone to match my speed an guile…in my opinion doesnt cut it. but its your choice…everyone plays different.