The Basics Thread - Primer on YouTube!

Ah. Probably, but as long as that combo meter is up, no second baroque.

Alright, some random questions that I could use some help with. . .I’m something of a beginner, so bear with me.

  1. Is there any way to figure out if I’m TK’ing a move or not (i.e. visual cues)? I’m thinking specifically of Ryu’s hurricane kick.

  2. Is there IAD in this game (instant air dashing)? I’ve been trying to IAD the way you do in GGXX (9 -> 6), but either my TV’s lag is killing it, or it doesn’t work that way. I’ve tried jump + ABC, but the height’s kind of high.

yeah, if you tk like ryus fireball right, you will slightly jump up, and then immediately cancel into the fireball. so thats kinda your que. you jump and go into the special all in one movement.

yes there is instant air dashing. you should find that info in this thread. maybe at the beginning.

IAD is easy in this game, just jump+abc

You can tell you did a TK hurricaine kick as the TK will keep the opponent standing, where as the grounded version will lift them in the air…

Ah, I see. Thanks guys, things are much clearer now. :rofl:

Can someone better explain how to do a snap back attack? I can’t get it for the life of me.

Only 4 characters have a Snapback Attack: Alex, Daimao, PTX-40A, and Gold Lightan. Except for Alex, you simply perform the move (with the :snkc: button) to get the Snapback. For Daimao it’s his Genie Bottle attack, for PTX it’s his dash across the screen, for GL it’s a roundhouse kick (they have to be in the air whether they’re jumping or you knocked them into the air for the kick to hit).

For Alex, it’s a 2 part move. He has to do his Dash Elbow first (any button). If that hits, immediately do :dp::snkc: and if that hits, they’re Snapped back.

Not sure if this has been discussed, but whatever… 3C > 8A+B+C+D is an awesome combo extender in the corner. I’ve been using it qyuite a lot to gain a bit extra damage, it’s costly in some cases, but if it’s for the kill it can sometimes be worth it.

One good thing about it is it has a lot of hieght variations, the launchers leave the opponent unable to do anything, so you can take as much or as little time as you like (within a limited ammount of course), finding the right height for your character. Simply, 3C in the corner, allow them to float up a bit (by that I mean stay on the ground) and up cancel into Mega Crash. They’ll go up, you’ll stay on the ground and you can easilly follow up with more hits.

One funny thing is if you up cancel Mega Crash fast enough, they’ll be invincible during it and it will be for nothing. SO make sure to allow them that little bit height before doing it…

So, I figured the health data on the front page was probably a bit inaccurate, due to the way it was measured. I couldn’t find any more accurate data anywhere else, so I hope I didn’t waste my time when I decided to measure out more accurate health data, by setting the damage level to the minimum, measuring out the damage on two attacks, and seeing how many hits of each it takes to get a character of each health level (I tested two cases and they worked out, so I’m just going to assume that everyone listed as having identical health actually does) to the points where 1. The damage they take shrinks, 2. The damage they take shrinks again, 3. They’re felled. After getting those numbers, multiplying by the damage gives an accurate range on the HP. Two attacks are used in order to bind the HP more closely as per the following formula:

LowerBound = 1 + max(Attack1.Hits * Attack1.Damage + Attack1.HitsScale1 * Attack1.DamageScale1 + (Attack1.HitsScale2 - 1) + Attack1.DamageScale2, Attack2.Hits * Attack2.Damage + Attack2.HitsScale1 * Attack2.DamageScale1 + (Attack2.HitsScale2 - 1) + Attack2.DamageScale2);
UpperBound = min(Attack1.Hits * Attack1.Damage + Attack1.HitsScale1 * Attack1.DamageScale1 + Attack1.HitsScale2 + Attack1.DamageScale2, Attack2.Hits * Attack2.Damage + Attack2.HitsScale1 * Attack2.DamageScale1 + Attack2.HitsScale2 + Attack1.DamageScale2);

I could theoretically try this with every attack at every damage level in order to get it nigh-perfectly, but that would be way more time than I’m willing to devote to this, and this gives precision within a few hundred anyway which is all that’s going to matter the vast majority of the time. The attacks I used were Roll’s A and 2A, which under minimum damage level decay from 626 to 500 to 438, and from 556 to 444 to 389 respectively. But anyway, these are definitely accurate HP ranges.

Karas: 38188 to 38302 HP

Roll: 40188 to 40492 HP

Rock, Yatterman: 41852 to 42240 HP

Ken, Jun, Morrigan, Saki: 44123 to 44301 HP

Joe, Chun-Li, Ippatsuman: 46001 to 46246 HP

Ryu, Polymar, Batsu, Doronjo: 47970 to 48190 HP

Casshern: 49943 to 50026 HP

Souki: 51758 to 52093 HP

Daimao, Alex, Tekkaman: 54029 to 54386 HP

PTX-40A: 63923 to 64256 HP

Gold Lightan: 70094 to 70370 HP

Also, another thing I’ve found that I haven’t seen anywhere on SRK: You do more damage when in danger, it’s not just that you take less damage. It’s less noticeable, though. When you’re below .25 life damage to you scales to .8, and damage you deal scales to 1.075. Further, when you’re below .125 life damage to you scales to .7, and damage you deal scales to 1.125.

These are almost exactly the same as my numbers, but with 1-2k added to each group. Ive also seen 100% life combo videos and Karas dies at about 37-38k, so while neither of our numbers are going to perfect, they are close enough to give people the idea of who has more/less HP.

Your life was never that inaccurate, I just felt it would be worthwhile to measure it with a more exacting technique, is all. And, could you give a link to a video where he dies below the range I specify? I just seems off to me.

So I just noticed something in training mode. If you set the dummy to s.jump and all guard, it wont turn around as you walk under it. As a concequence, the computer can’t block the jumping cross up. This is just a typical training bug right? I’m aware characters tend to turn around when they land, but it can’t be unblockable surely…

Edit: Anyone? I noticed in the vid Keits posted that there is actually unlbockables and the dummy can’t aviod it. If this is actually unblockable, I have some ideas for guard break set ups, but can’t test blocking the “cross up” on my own as I’ve only got one controler…

Got nothing to contribute, except to suggest that the first post be updated with the “Guts” damage-scaling data from here:
http://forums.shoryuken.com/showpost.php?p=5899715&postcount=58
and here:
http://forums.shoryuken.com/showthread.php?t=171628

Is it possible to have one player on a gamecube controller and one player on a classic controller? I’ve searched around but can’t seem to find anyone mentioning this.

This is indeed possible. GC controller goes into either port 1 or 2, and any style of wiimote control will use whatever side GC doesn’t take.

Has anyone else wondered why if this game is Japanese-only, the in-game menus are in English aka Pause menu?

It’s been like that since X-men vs. Street Fighter.

Really? Dang. I had no clue.

The first game I really remember seeing with a lot of Japanese text was Arcana Heart. There’s probably one or two I’ve missed along the line, but it deffinately wasn’t an uncommon trend…

Anyone?