I think Rugal should get his 2002 juggle move; his combos don’t do much damage. (even with god press)
That or make his genocide cutter have the 2nd kick on it.
I think Rugal should get his 2002 juggle move; his combos don’t do much damage. (even with god press)
That or make his genocide cutter have the 2nd kick on it.
Dat’s cuz I have a life (and work) and responsibilities, and don’t post as much as I used to…
It’s not that we don’t believe you…but when somebody ONLY posts about one thing…repeatedly, and for days on end, it tends to look as if the life he claims to have revolves around said subject. Just sayin’.
The second kick on the Genocide Cutter will obviously stick with Omega Rugal 98 and not normal Rugal.
As for Beads Destruction, as cool as it would be, I highly doubt it will be in the game.
Would you guys kill me if I asked for combos for Mai, Shermie, and Chizuru?
I’ll build my game from there ^_^;;
Mai has something useful, she can combo off her overhead, link it into a low C, Ninja Bees (EX Mai can use her other super as well, which is simpler to do) or Ryuenbu,
Shermie is all about low/close C combos. She more pure grappler/poker.
Chizuru I don’t know jack about in terms of combos.
iirc Mai is mostly about canceling the df+:snkb: slide into shit (qcb+p, dp+p, fan, etc.), and crouch :snkc: to hcf+k (the elbow charge, I do believe supers). Most of the time you’ll be playing keepaway/runaway though.
Extra Mode Mai has the Kyo-like dash hop->d+:snka: semiinfinite I think
Shermie can :snka:->:snkb:->hcf+P->then qcf+K stomp close C or crouch C to either super
Chizuru can do crouch B->crouch A->seal super and there are fancier variants. close C->f+:snka: leads to stuff too.
Anyone have footage or screens on Vice’s new ariel throw? I wanna know if its like her anti-air throw in CvS2 or something new done in air.
I see ya however keep in mind that saying or giving the “get a life” impression, on an “Internet discussion forum” is self-defeating.
Plus things like that could be PM’ed or what, I don’t really care about reps and all of that but what will such action contribute to the actual topic?? (hence a “maybe not intentioned” but subconscious boost to one’s ego in expense of exploting what that person finds as a weakness)
probably a lot less than some dude talking about say Rugal all day and is STILL on-topic…
Jut sayin’
Mai cannot cancel her slide in 98 not into specials or supers, only from 99 she could do that.
Mai combos Down C QCB+C is all you need even if you fuck it up (which you shouldnt) it’s safe, unless you get a a massive opening In which case just DOWN+C Into QCB HCF+k super which is good damage, dont ever try to combo with her DP+K or even bother comboing with her QCFx2+P outside of the corner the damage is crap and the last fan wont connect outside of the corner.
like other people have been saying foward B into down C works well also it does not have to hit meaty in order for you to follow up and works ANYWHERE on the screen Example forward+B down+C into QCB+C or super, also one rather neat but pointless combo is be maxed and in the corner do counter hit standing CD or jumping CD into QCBx2+p takes 80% but landing it is another thing.
Mai is not really built for combos really.
why i even responded to answering the shermie bit is because 4neqs says standing C into command grab into follow up stomp which is fine, but doing the stomp while it gurantees you damage you lose positioning for attempting a jumping cross up C which is a really good guessing game for shermie will she cross up or land in front empty jump blah blah blah, doing the command grab and not doing the follow up leaves you in a prime position to go for this, just thought i’d add that ; )
chizuru
In the corner or near the corner standing C, foward A, HCB A (note you need to double tap A in order for this to work) Now you can either go for a reset with standing C or you can go for her QCB HCF+A (note it can only be done with A because the C version is too slow)
down C into qcfx2+b this works anywhere you have to be close though, what you do after i dont know, i usually go for 3 or 4 standing C’s but i have seen better things done, somebody with better chizuru knowledge will know the optium combo after connecting the super.
Ah i was mucking about just a second ago and came up with this
Outside of the corner Ie you can be anywhere but they must not be in the corner.
standing D, foward A, qcfx2 D (note it must be D it whiffs when you do it with b) As the other chizuru hits big jump D (this will cross up and hit them) A, C,C there’s shitloads of variations and better ones to , but that combo alone will do well over 60% if not more, if done right you should get 26 hits, give it a whirl
OK thanks for that clarification, I was confused with the Mai slide.
re:Shermie qcf+K
And that’s the thing, once you land something where qcf+K can be used as a followup, you have to decide if you want to go with the damage, or of you want to keep the spacing as is.
Announced on www.the-magicbox.com that it will hit the arcades March, 18th (doesn’t say anything about the PS2 version).
Chibi, look at the wiki, there’s a lot of info there.
Mai is really easy. c.C xx Ryuu Enbu all day long. As Leon said it’s safe, but be wary of guard cancel rolls. You’ll be mostly controlling space with normals (j.C for air-to-air beats almost everything, s.B is fast, has a lot of range and is a good deterrent for short jumps, and s.A is a good regular poke, d + A to send them back to the ground…) and c.C xx Ryuu Enbu-ing. If you can get your opponent in the corner, you can pin him down there with ryuu enbus (you can combo stuff after a meaty ryuu enbu) and pokes. If you want you can also switch to a runaway mode using the fans, backdash d + A and charge d, u + P.
PS: dp + D = awesome
As for Chizuru, what Leon said except that s.D is usually preferred over s.C because even while s.C comes out a bit faster, it can miss crouching opponents.
The best moment to pull a mirror dance outside of combos is during your opponent’s wakeup. He’ll be forced to block it and you can instant overhead him with j.B or do c.B to open his guard and go for the rape. Spamming s.D seems to be the best course of action after a mirror dance connects.
Looks like SNKP wants the arcade version to stick around for a while to earn them some revenue before releasing the ps2 version. I am guessing the ps2 version will be out within the march-june period. I am tired of these delays. My interest in this potentially awesome game is dying day by day. I sooooooo want to play it bad now!
I can understand delays to make SNK money. Besides, in about 4-5 years we’ll be playing this on Kaillera in the end anyways.
For some reason, I’m pretty confident that the ps2 version will be released before or around the arcade release.
Please don’t oversimplify the game like this. Anytime the opponent has ONE stock, you are in serious danger of doing crouch C, Ryuu Enbu to the opponent. They can guard roll the crouch C and combo her in the back. You would have to drastically change your playstyle against a good opponent with one stock.
Crouch C is preferred over both. Yes close C can miss crouching opponents but you must be very close to the opponent for the close D to actually come out. Otherwise far D comes out. Some moves require you to be closer to the opponent than others for the close versions to activate as opposed to the far versions.
Close C or far C is better. Far C has really good recovery. Spamming close D will require you to keep running forward into range for it to trigger, and you don’t want far D coming out because it sucks in a mirror dance combo.
Problem with rolling the close C is what if the opponent doesn’t do the Ryuenbu? You’ve just wasted a stock at best, at worst, you’ve opened yourself up to something bad. It’s very risky to GC roll in anticipation of a buffer.
Might be worth doing on a braindead opponent- but generally if you need to GC a single hit, your opponent has a clue and won’t just spam.
Hit confirm, duh. Also, what Arstal said.
Also, also, good job at doing selective quoting. Not only I’ve mentioned that you have to be wary of guard cancel rolls, I’ve also mentioned some other things besides c.C xx R. Enbu
That may be true. I see people doing mostly close D as a combo starter when running-up, though.
You have to run forward with C too, your opponent goes out of range after a few hits. Far standing D, while slower than C, is roughly the same as having to run up C / D constantly, as it moves you forward and you are never out of range with it.
With both methods I deal roughly the same damage, so there’s not that much of a difference I guess.
From what I know, guard rolls are invincible all the way through. Even if they are not, I’m unsure if she will recover from close/crouch C before the opponent’s guard roll ends. She might be able to get in a throw.
I sitll have to test exactly how vulnerable guard rolls are compared to normal rolls.