Is it possible to link a combo while you opponent is blocking ?
You can link two moves that are being blocked together such that there is no gap in between that the opponent can act in. This is called a blockstring, or more accurately, a true blockstring, since a blockstring is any series of attacks intended to put pressure on your opponent for whatever reason (chip damage, meter building, restoring space, trying to force an error on their part).
A true blockstring doesn’t even have one frame in between the attacks where your opponent can act. This is important because this game has plenty of invincible moves and a 0 frame super. If these moves are allowed even 1 frame to start up in, they can burst through your blockstring.
You can determine which blockstrings are true and which aren’t by going into training room, selecting Zangief and selecting whoever you’re testing as the opponent. Go into “record” mode and have the dummy do the blockstring you want to test. As the replay is playing, try to mash out Zangief’s super. If it activates, it’s not a true blockstring.
Guys how do I punish Kazuya’s pressure when my characters dont have an uppercut?
Does anyone have good tips for practicing juggling? Challenge mission 3(?) requires a 15 hit combo that involves a tag cancel, and I’m not sure where to begin. I’ve read the wiki and have a minimal idea of things like juggle potential values and resetting when tagging to continue the juggle. I’m just not sure where to begin. Can anyone recommend a team that’s easy to learn some fundamentals with in regards to juggling, even if they might be a poor choice for actual matches? Also, what are some sequences I should be practicing? So far, I don’t think I’ve juggled anyone beyond 3 hits. Chains and links make sense to me. I wouldn’t say I’m good at them, but I can generally tell why I failed to execute one. With juggling, I’m not even sure where to begin after the first couple of hits.
^ Select a character that you like and then go to his/her forum and watch the combo thread. After that spend some time in the training mode and learn what you saw. You can do that challenge just by selecting a character that his super has many hits
can you kill someone with an alpha counter?
If I recall, that Challenge doesn’t actually require a tag cancel, just some form of tag. I did it quite simply by using Sagat x Ken, and using Sagat’s cross rush (each of his standing kick attacks hits twice) into launcher, then immediately followed it with Ken’s Super Art, which does a bunch of hits.
If you’re asking more generally how juggling works, then basically the easiest way to feel it out is to start with your basic cross rush combo. When most characters enter the screen after being tagged in via cross rush, they can usually do some variation on st. :hp: xx special move. For example, Ken’s standard tag-in combo is st. :hp: xx :hp: shoryuken. Cammy’s is a bit better, as she can do st. :mp:, st. :hp: xx :hk: cannon spike. Some characters, like Julia, have more elaborate tag-in combos which you’ll need to explore on the forums themselves, or by watching videos of them.
Once you have these basic tag-in combos down, exploring additional possibilities is just a matter of observation and experimentation. For example, when Ken hits someone with his :lp: shoryuken, he can immediately juggle the opponent with a :hp: shoryuken. No one will tell you this, it’s something you just figure out from watching videos and experimenting in training mode. To add another layer of complexity, Ken can actually juggle with cr. :mk: before cancelling into :hp: shoryuken, for even more damage.
You will find with juggles that many moves that look like they should juggle will simply whiff, and others that look like they’re picking the opponent from off the ground will juggle just fine. It’s really quite arbitrary, and you shouldn’t believe your eyes. The best ways to learn, frankly, is to look at what other people have already discovered through experimentation, and then tinkering with it yourself. You should be able to find loads of match videos of any character you care to name, and almost every match features a tag-in combo using that character. These combos will exhibit some of the main moves people are using to juggle with that character and will give you a solid base to learn from.
If you want team recommendations, it really depends on whether you want a team that will use loads of juggles and force you to learn how to use them, or whether you want a team with basic juggles just to get you started. For basic juggles, I recommend Guile or Rolento, who have a few good opportunities to use juggles, and will teach you the basics. For more advanced juggles, I recommend Julia, who has a lot of moves and target combos that allow you to juggle. The whole Mishima family (Heihachi, Kazuya and Jin) all have juggles in their basic combos. Asuka also has some crazy juggle opportunities. On the Capcom side, Juri and Ibuki also regularly use juggling in their combos.
If Kazuya’s doing EWGF (that is, the difficult just-frame version of the move) then it’s +1 on block and unpunishable. You’ll need to get out of the range where he can do that attack. If he’s doing the regular Dorya punches then they’re still -1 on block, so extremely difficult to punish. The best solution to Kazuya uppercut pressure is simply low attacks. His Mist Step, which he needs to do in order to uppercut, is immune to everything except low attacks, but it will consistently lose to them. Find your character’s best low attack (often crouching light kick) and just start using that. You’ll have success.
Nope.
Tnx a lot m8. Since you are in the mood of answering questions do you have any idea how I save replays on my hard disk? There is a nice Nina pandora set up that I want to post in her forum.
As for this, the SRK-guide on this game has some interesting information on the juggle system internals.
Edit: to add something to the original question (and since e30user stated he already read the wiki), I’ve checked mission 3 (still had to do it anyway) and launcher counts as switch, so you can do pretty much LMH to launcher to something into Lv3.
Indeed, getting into the guides is by far the best way of learning the actual juggle point values of the moves,.
I realize that picking a team is based on personal preference. I am curious if there is any data on switch cancels of certain teams?I suppose they will eventually compile a team tier list, but I never pick based on tier.
What are the most crucial elements of a great team?
Thanks everyone for the helpful responses. MuayGio, thanks for wording all that so coherently. That’s the type of information that I was hoping for. As for challenge 3, there may have been easier ways but I finally beat it. I tag canceled mid LMH combo, and super’d when the partner was brought in. I was having too much trouble getting any super/crossart fully connected after a launcher, and cross arts alone were enough hits but didn’t count. This threw me off so I was thinking I’d need some crazy juggle string. Thank god that wasn’t the case, but hopefully someday, I’ll be able to do that too.
lows tend to stop Kaz dead in his tracks.
how do u get more colours/costume on pc version??
Until the Kaz wisens up and starts throwing his safe tatsu to avoid lows and still keep pressure.
/Mango
so what rank is the crown? and how many of them are there? i’m guessing past A+? this dude had 28500BP
Does it feel like the game has a larger stutter than most fighting games when you land attacks? Or am I just imagining this?
Only his light tatsu is safe, which is also -1.
Good question.
The main things I kept in mind when I picked my team (a process which went through several different teams) were:
-
You need to have the capacity to tag easily. Whether it’s a great light poke like Julia’s cr. :lk:, or a safe cross rush chain, like the first two hits of Marduk’s, or a reliable mixup like Ken’s air tatsu, you need to be able to tag out relatively easily without using meter. This is essential to recover health as well as to get tag-in combo damage.
-
You need to find two characters whose tag cancelled moves have good synergy. Juri and Asuka can exploit opportunities when opponents are thrown high into the air by DPs and reversals, whereas characters like Guile have less to do in these situations.
-
You need to figure out what roles each character will have, and the overall strategy of the team. It’s entirely acceptable to pick two rushdown characters and go fully on the offence, as long as you’ve thought it through as a strategy. Even within a pure rushdown team, there will naturally be a division of labour. For example, in a Cammy x Akuma team, Cammy has strong crossups and frame pressure, as well as great pokes, and Akuma has a fantastic vortex and the ability to switch to zoning at a moment’s notice to preserve a life lead. These teams intend to dominate and force the opponent to respond to their game.
On the other hand, you could choose a team in which each character tries to cover the other’s weaknesses. An example would be a Sagat x Law team. Sagat helps zone and give anti-air and reversal capacity to Law, a character with great midscreen pokes (something Sagat lacks) but awful defence, especially aerially. The idea with these teams is more to respond to the opponent’s play rather than imposing your own play-style. Being yielding like water, to borrow Bruce Lee’s terminology.
Figuring out which character you want in the lead is often a function of your thought process on this issue. Generally, you’ll want your meter-building character in front and your meter-using character in the back, but because character switchouts are so common in this game it’s not entirely necessary.
Yeh, I’m pretty sure this game’s hitstop is longer. That’s part of what makes combos easier, and another thing contributing to the relatively common time-overs.
I would like to know if there are any moves in the game that have ‘armor breaking’ properties.
Plus, other than Jin’s EX power stance, are there any moves that have more than 1 hit of armor?