The Outrageous Newbie Thread (ASK YOUR QUESTIONS HERE)

so im away from the game, and i justed wanted to know the list of characters with a chargeable projectile. i know theres poison, steve, jin , and ryu but are there any more?

Guile too. Dunno about the dlc.

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What’s this I hear about frame traps being a non-issue/ineffective in this game?
Also, playing Lars/Cody at the moment. Yay or nay?

I do not know where you would hear such a thing. I have not played enough of other games to give a comparison, but frame traps are very important here. For starters, that jab pressure everyone seems to hate is a frame trap. Many characters I play need their frametraps, like Poison and King. Even fake blockstrings that can be interrupted are huge frametraps. Ryu is considered one of the best in the game and his best tool prepatch was the pressure/traps off his joudan, same with Hugo claps. Not every character has frame traps, but for those that do it is essential.

Now, maybe you heard that frame traps were less of a deal for Cody, who uses them a lot in AE. Well it is hard to judge someobe 2 days old especially without frame data but this seems to be the case.
As for your team, it is too early to tell really, but from what I hear it seems good. Lars has great normals and approaches, making him a good point (though his unsafeness means you must be careful) and I heard Cody is a combo monster, which would male a good anchor. I would just see how much meter they both eat, and male sure at least one has a strong aa and reversal.

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Thanks for the tips. I’m using Juri and hwoarang

Yeah, I thought that I may have misinterpreted the ‘frame trap’ thing. I believe it was on the Cody forum, Zukuu (I forget where the caps are) mentioned the topic, and in retrospect, I think that’s what he meant. I’ll definitely wait around for frame data (I unfortunately don’t have the means of obtaining it), though.
Otherwise, I’m pretty happy with Lars/Cody. They seem like footsie bros to me. Lars’ approach options make getting in a lot easier for Cody. He also has amazing meterless corner carry, which is great for Cody, because he has obscene damage in the corner. Lars actually has a semi-decent reversal/anti-air in a late MK Lightning Screw, and I haven’t found either to be hogging that much meter.

when i do bison mk~hk launch if i click anthor hk after the first one it launches
is there way i can only get the launch if use (hk+hp)

Is there ANY counter to Kazuya’s mist step uppercut

This is probably been asked, but how do you cope with Ryu/Ken/Akuma jumping THE WHOLE MATCH and catching you with their kicks (they cross over)?

I find it really irritating when I fight a decent Ryu/Ken team, then I get some guy who is jumping around spamming the medium kick and shoryukens.

What team do you play hun?

low attacks beat his mist step clean, well from my experience

I like to swap my team out a lot, but it revolves mostly around the female cast, I only hit C using an Asuka/Kazuya team though, nowadays I’m just floating around in 500bp with Asuka/Sakura/Cammy/Nina/Alisa. Occasionally I’ll try using Bob and Julia, but I can’t get the hang of their pace. so… I guess you can say Sakura/Alisa for now. >.<

How in the HELL do you fight sim in this game?

Pressure him up close if possible. Counter teleports with a normal that does not move you forward, and has ok vertical range. Jump in from ranges where you can choose to attack and hit sim, or empty jump and avoid his anti air, or use a character that can change the trajectory in air (dive kicks for example). Stay at ranges where you can react with jumps to his fireballs (They have bad recovery). Don’t use chains as blockstrings up close, they will be punished with back short into launcher. If sim gets predictable with pokes, use raw launcher to launch him from across the screen. Wait for fireballs if you need to raw tag, because dhalsim can react to raw tags with teleport.

In addition to SimSim’s advice, experiment with your characters’ pokes and look for something with a good hitbox and fast recovery. Dhalsim’s limbs’ hurtboxes extend much further than their hitboxes, and thus can be stuffed with certain pokes from proper range.

Apart from that, it is important to note that in order to win against a competent Dhalsim player, you should be focusing mostly on keeping your patience and composure. Always be thinking on your feet and don’t let him control the flow of the match or get in your head. The mental game involved in most of Sim’s matchups is different from what you’re probably accustomed to. To give a practical comparison, when you fight Zangief, you think much different from when you’re fighting for instance Ryu. This is a common and instinctive change of mindset. Many players lose to Dhalsim because they attempt to approach the matchup with similar thinking to others and you just won’t win that way. Dhalsim is the only character in the game who absolutely does not want to fight you one bit. You know how when you fight Zangief you feel absolutely dead-set on keeping him the hell away from you? This is the mindset of most if not all Dhalsim players you will meet regardless of what character you’re playing. You must keep that in mind when trying to make good reads on your opponent. You can’t be complacent with your opportunities. If you score a knockdown you must quickly assess what you think he will do and know immediately how to punish it. If you get him into the corner you must keep in mind how badly he does not want to be there and be ready to punish any attempt to escape. Never just go ape shit on him with random attacks. Calculate your options against his and make decisions accordingly. You can’t autopilot your offense. If you manage to mount any pressure on him keep in mind he most likely doesn’t really want to counter attack in some way. He is more than likely considering how he will escape. Be ready for any reversal teleports, backwards jumps, or backdashes. If he does manage to get away from you, keep your patience and continue trying to back him into the corner while being wary of his limbs.

Woah maybe I gave off the wrong vibe. I know how to fight him in AE. But he seems so much stronger in xT

Get ready for this…
Should raven be played keepaway?
Should ninas unquie combos be used as block strings or only really useful for combos?
How do you super jump? I keep activating quick combo
Is there anyway to completely get rid of quick combo?
Are the light version of everyones non projectile specail move safe?
All I got for now.

Out of order:
I assume you get quick combos by pressing on your analog stick, you can turn it off on button config. To totally turn it off (you will still get it by pressing lphk lkhp, you need to buy the quick combo editor.

Most of Nina’s unique strings are not too good to use either way. Flash kicks are amazing and important, and mk, lk, mk is a strong one as well, especially since you can do rolling grab after it.

Light versions of specials definitely not safe, sometimes they are idential to higher ones. Totally dependent on the move and character.

most of the cast cannot super jump. That is, their super jumps are identical to their normal (stupid I know). It is as it always is, down then up quickly. If you wanna test, Bob has a super jmp.

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I’m back again. I’ll be honest, I actually like the concept of boost gems, they just needed to be implemented better in a tournament logistics sense. However, I’d still like to know what you guys think when it comes to making gem loadouts for your characters. Is it better to build around similar gem types depending on what the character needs a boost in, or build around multiple gem types with similar activation conditions?

Should raven be played keepaway?
With characters of his sort, you should not think of your game plan in terms of “keepaway”. He is designed to control space. This strategy is commonly referred to as “zoning”. With Raven, your goal is to control the horizontal area of the screen directly in front of you with your grounded projectiles and pokes, and the horizontal space above your head with aerial projectiles and anti-air attacks. It is important to be able to stand your ground and control your space, not simply run away and back yourself into the corner.

You should also note that your strategy must change depending on your opponent’s character and play-style regardless of what character you are playing.

Should ninas unquie combos be used as block strings or only really useful for combos?
Some can be used effectively as block strings, others not so much. Going through the pros and cons of each one would be time consuming, so here is her frame data. https://docs.google.com/spreadsheet/lv?key=0ApPlWhz-bEuHdDM2blEydzhDY1BJOC1Qdm9mZ09yRlE&f=true&noheader=true&gid=72

If you need help interpreting this data, feel free to ask in this thread.

How do you super jump? I keep activating quick combo
A super jump is executed by moving your stick in the :d:, :db:, or :df: direction then quickly again towards the direction in which you wish to jump. Super jumps in SFxT don’t grant an extremely noticeable difference in height or distance to regular jumps, so it may be difficult to tell if you’ve executed it correctly. It should be noted that some characters have a super jump and others do not.

Is there anyway to completely get rid of quick combo?
No.

Are the light version of everyones non projectile specail move safe?
No. The frame data for most special moves varies drastically between their light, medium, and heavy versions and there is no uniformity to these differences to allow for sweeping statements about safety or lack thereof. Consult your character’s frame data sheet to determine how safe your attacks are. Most moves that are more than -3 on block are patently unsafe depending on far they leave you from your opponent.