Dunno if those are complete. I was looking at the Karin trials thinking they’d at least teach you how to get a basic combo out of her VT2 (or anything new she can do) but nope.
That frame advantage feature will absolutely help me with some stuff I have been struggling with.
Might even help me stop being so terrible at this game!
The game’s pretty solid though, especially on later playthroughs when you have every upgrade. It’s a bit low-budget but then again it only costs 12 bucks or so without a pricecut so you need to have some realistic expectations.
Fun fact: I played it before watching the show and liked it.
Long post ahead, I just had a dream where I saw footage of Juri’s VT2 being broken af.
During it, someone was playing her in training mode (dummy was Akuma, and it seemed like It was on a New stage that looked like a remake of Chun’s Alpha 2 stage that one with the bicycles in the background) doing all sorts of crazy stuff like jumping on him doing HP+HK which would do that turn around kick she does during the activation, but in the air, which would cause so much hitstun that she could do jumping loop combos with it on standing opponents (and would do a bossy pose after to top It off).
She gained some New move that would replace LK projectile I guess where she could throw little “sonic booms” (albeit more spiky looking) on the ground which again could loop into Itself (doubt It could do much damage by itself) and had much longer reach than the LK projectile.
Last but absolutely not least, she had another move during this VT that was really cool: She would sit on the circling mist (yeah), then she would bring push her arms down (something like this, but sideways of course https://previews.123rf.com/images/eastwest/eastwest0609/eastwest060900047/530567-a-slim-young-asian-woman-sitting-with-her-legs-stretched-out-Stock-Photo.jpg) causing her to move forward, and then she would bring the opponent (Akuma) down causing bounce, and leaving him behind all the while she is moving forward from the arms’ push, which right after would cause explosions on the ground causing a juggle, she could do up to 3 times I think. Oh and the animation was amazing too, the way she was pushing her arms and right after the final one she would look backwards and bring a smile.
After seeing it I was even gonna post on SRK, starting with " ‘ugh Juri’s VT2 is so shitty there is nothing abo-’ link to off cam video oh shit", because no one was talking about it here…
Then of course I woke up because It was too good to be true for this VT to have some really cool extra commands during it that would make great If not better than VT1, fuck I got so upset :S… well I guess I can always just bring all of this to concept characters :T
Damn, all these unloyal SRK nigga’s gonna play Juri now all of a sudden, where were you season one and two? I’m talking early season 2, not last 3 months of Season 2.5, fake ass nigga’s.
If I were Capcom i’d lock her from your CS screen for season 3.
With Ryu i try to save meter exclusively for countering vtrigger air fireballs. The regular ones aren’t that bad to me. I try to play at a spacing that makes them negative on block and if i read it coming i dash under and punish with f+hp on akuma landing. Cant do any spacing tricks vs vtrigger ones tho so thats where the meter comes in
You gotta at least admit the move where she sits with her legs open on the twirly mist and causes explosions by slamming her hands down is cool though right :S
TBH, I knew there was frame data information out there for months, I just never bothered too much to really study and lab it, and that’s my fault.
For some reason I thought I would be good enough just by judging animations and going by feel. I thought I would just get better by playing a shitload of matches, and that experience was far more important than anything I could work on in Training.
I honestly had my head up my ass and would get frustrated when I lost to gimmicky players because I would think I was better than them.
I wasn’t.
My lack of putting in work wasn’t because of a lack of tools. It was because of a lack of discipline.
I am just truly more excited for Street Fighter and fighting games in general than I ever have been in my life and that is what’s pushing me to want to finally put the proper work in and get good.
Never learned jump back OS > Capcom removed it
Never learned when to reversal > Capcom removed inv on regular DPs
Never learned to mash 3f on defense > Capcom adjusted LP (maybe not possible to combo anymore)
Never learned to delay grab for 2f after Akuma’s dash > Capcom remove throw loops
So, they keep nerfing other players which makes me a better player :).
Only thing I heard is that he no longer gets c.HP. Apparently Dime has heard that he only gets enough advantage for c.MP though. Which would mean that he’s only plus 6 after a dash now (s.MP is 7 frames so that combo technically wouldn’t work).
Either way if you have to do something like s.HP CC, c.MP, c.LP, HP headbutt, that’s still 270 damage, 431 stun and mad plus oki to set up another throw or counter hit combo. Ibuki and Juri can’t get close to that with a CC that hits crouchers/low normals without spending meter and the oki won’t be as good. That’s still barbaric off a meterless s.HP CC combo. A combo that will work from not too far less than the range that c.HP works now. A normal that unless the patch notes otherwise, is still a busted minus 3 on block (and can be charged to plus 3 and cancelable).
Knowing somebody like Nemo he’ll probably come up with some optimized stuff with spaced headbutts.