I like to hear this. I was debating if I should buy this or not, I shyed away for a few reasons. But, I saw a Seiger vid and he looked even better then he did in SSII…the news that Wan Fu (my fave) and Gen-An (my 2nd fave) are awesome really seals the deal.
I’ve been playing SSII today in anticipation of buying Tenka tomorrow. I can’t wait.
The only bad thing about Gen-An is his poison breath is just a simple projectile now and does not turn the person you hit purple. It is great to have him back in a SS game. Also, some of his colors just outright awesome. I really dig the black/red combo.
I dont dislike anything about Wan-Fu he just feels like a fucking tank. I love his finishing move.
tenka is nice but i was thinkin about getting ssv for xbox just for the story, would that be worth it seeing how ss tenka is a dream match and ssv is story oriented, just to get up to date on why certain character are there and so forth.
Especially since characters have endings, if it was a dream match they wouldn’t have endings.
Just bought SSV for Xbox, and Im getting my HD Ps2 back tommorrow so I can finally play Tenka at home instead at the arcade ( there’s no comp there anyways, but at least its in English )
I like the Asian version better, not only its the whole story in English, but the styles are not labled as Shin or Ken, but I, II, III, IV, V, VI style so its easier to understand.
WHo here got the Iroha figurine when they pre-ordered it?
play keepaway with intelligent use of bird and dog fireballs (high/low).
when you get a knockdown meaty a dashing B into mixed up qcb+slash move. remember only the B version (middle) combos (iirc). if you hit with the combo then juggle into the super or a dashing C.
in close use c.KICK. c.KICK=>dash throw is a good tactic to create space also as his kick is fast and his dash fast enough to take advantage of block stun.
dont stay close as hes not so good in close.
use his chain pull throw (hcb+KICK??) at distance especially after fbs.
j.B is his best jumping attack when the opponent is in the air, if they are on the ground cross up with j.C (deepish) and combo into s.B->qcb+B->super or dashing C.
at close his best comboing option is s.B though c.B is also good as it combos ala ryus crouching HK but will knockdown if they dont block letting you meaty cross them up on wakeup.
Close/far/dash B will combo into the A version (the one you can block both ways).
Played a session last night against someone with Nicotine, the ghost mixups seemed hard to deal with so I did some testing. On block from dash B, they can jump out before the ghosts hit if you do the B or C version. If you did the B or C versions, their jumping attack will be CH on the way down, so you could lose a lot of life. They can also jump out between the ghost hits, in the case that they jump out of the C version after the first hit, they will get a CH j. S here, but B version is safe from it. It’s way easier to punish this if you have a crossup, since you can jump forward on Nicotine and not worry about spacing or trading with the ghosts when you land.
iroha’s otg glitch and mizuki’s glitch are both removed from the ps2 version, which makes this port pretty useless to me
oh, you also seem to never bounce into the corner after pounce attacking an opponent either (which is also really important to know which situations it happens in for iroha)
interesting. well, there’s still the difference with the pounces i noted before. that’s something that i found in like 30 seconds; im sure there’s a good deal more that’s different
What is Mizuki’s glitch? Pounce -> command throw or something?
EDIT Oh wow nice it’s an infinite, unless I’m doing something worng. Explain to me again why these pounce -> throw gltiches add anything worthwhile to the game. I mean if it made the game interesting like roll cancel or anything in marvel it’d be cool, but imo it’s just silly. I’ll stick to original mode.
Is the Mizuki gltich not banned? Do people just do command throw -> pounce, repeat until peace out?
barring time-release characters, hardly anything is ever banned here.
the otg throw glitches add a great deal to the game, and is really the main reason why iroha is an interesting character:
the core of ss tenka is the wake up game: short tech rolls can be punished by attacks, long tech rolls can be punished by throws, not teching at all can be punished by a down attack. down attacks are very unsafe if the opponent does tech roll though, and generally arent worth the risk. this means that your opponent will generally lie there, and you just have to hope that your character can set up something scary enough while he’s lying there to make up for it
iroha has plenty of ways to punish either tech roll, but can’t really set up anything scary if you just stay down; her overhead is slow, throws are risky (and low damage), and she doesn’t have anything all that damaging anyway. however, once you add the down attack-> OTG super in there, staying down becomes a very risky thing for your opponent whenever iroha has meter. this forces your opponent to make a choice between one of the three options (usually two in most situations, since iroha has a good deal of option select set ups that punish both tech rolls), which makes the wake up game much more interesting
if im not mistaken, gaira’s grab generally throws you out of the corner. i’ve seen the guaranteed grab after the down attack several times, but i’ve never seen it repeated. maybe gaira has to be in the corner? if that’s the case, don’t let him grab you in his corner, or don’t get down attacked. seems simple enough to me. gaira isn’t any higher than mid tier anyway
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Can’t wait for my Tenka to arrive, and them having the option of letting you have the arcade glitches and without is pretty cool, kinda like what they did with the PS2 3S.
I can’t get the timing on it from j. 2C. I’ve seen it done when his opponent is in the corner; he should be able to do it anytime he gets a j. 2C guaranteed, which is when he throws you into the corner or anywhere midscreen. It works off a normal pounce easily though.
I don’t have as much of a problem with Iroha’s setup as Mizuki’s now that I know about it. I mean I still think Iroha’s is dumb, it’s just a strong guessing game…that is not interesting like roll cancel or unfly glitch or whatever, but at least it carries risk because of the pounce. Does she get pounce completely guaranteed from anything?
But seriously, why pick anyone other than Mizuki if the infinite isn’t banned? One command throw near the corner and it’s over.
I dunno, there isn’t a samsho scene in the US so I guess it doesn’t matter.
Even with Mizuki having that infinite, the S-Class characters are still all a lot better. Mizuki doesn’t just get you in the corner and command throw you for free.
Edit: Just checked the Tougeki.com rules page, the Mizuki/Gaira infinites are infact banned. Guess that’s why I haven’t seen the people that use them doing it.
Translation of the Japanese text: “Mizuki and Gaira are banned from performing an OTG after a command throw”
Also banned is “willfully performing any bug that crashes the game” but as of now I know of none that do that.
strong guessing games ARE interesting. think about it
no, iroha doesn’t get any guaranteed down attacks, so if you’re all that opposed to the otg grab, do some tech rolling
without the otg grab, all iroha really has to offer is a double jump and fairly spammable d+k (except against ken groove). with it, she becomes a character that becomes a very big threat once she knocks you down (with the approved arbitrary set of knock down moves that let you OTG)
anyway, i don’t see what the problem is with having a couple characters that have down attacks that actually justify the risk
The only thing so far I can land the super from is throw or 3D, it seems from her 214+B the distance isn’t close enough to pounce super from it. Some characters can get hit by the pounce from 214+B, but afterwards you aren’t close enough for the super to connect. If it’s only from the throw or a 3D I guess it’s ok.
I still think the Mizuki inf is silly.
EDIT OK I had a hunch that the SS2 invincible rage animation would avoid the glitch, and it does. Pretty cool if your character rages fast. Also, Mizuki’s infinite doesn’t work on some characters. I was testing on some characters that rage way too slowly for the SS2 thing to be useful, and it doesn’t work on Yunfei or Hanzo, but it works on Ukyo.