when cpu twelve x-copies ken all he fucking does is fierce shoryu.
please go see for yourself its amazing.
So with meaty UOH on wake up there are a few timings that can work?
I recall in some MOV notes that you can hit them while youāre starting the UOH (canāt get it to work) and then towards the end of the UOH (use most often). The idea of getting a super or SRK off the early part of the UOH is pretty attractive since better players often SRK or parry the late meatys since you can see it coming for days.
Rowan you keep bringing up such interesting topics!
On that subject, I want to know if kara UOH is really necessary for connecting shoryu afterward against crouching chun, as thats what Iāve been lead to believe. Iāve noticed UOH combo into Goukiās mk tatsu before that wasnāt meaty timed, and I definitely didnāt do kara UOH.
Iām almost certain there is no way to hit with the early frames of a uoh and still hit a combo.
I have never had a uoh parried on reaction, btw. At least not online. People tend to opt out of parrying and just jab or strong. Iām going to institute backwards karas like makotos standing roundhouse into my uohs as a wake up option. Pulls you out of grab range and jumps over non meaty lows.
I managed to use the backwards kara grab to force whiff grab and then punish their recovering grab with my 1 frame seichusen.
Twas the sickest thing ever.
Does anyone know if Uriens super is an exception to the rule of āSupers cancel Akumaās teleport.ā
@ 23:28
Junin teleports out of the corner and Teihee responds with fireball xx reflector yet Junin still teleports away. I distinctly remember having trapped an Akuma using Uriens super so what gives? I think he could have done it a bit later to successfully keep him in place. Would somebody mind testing this for me?
You donāt have simulate the situation, a simple akuma teleport and activate super from anywhere will suffice.
I know for a fact if timed right aegis can still stop the teleport. seems hard to time since it doesnt happen often but its def happened to me before. sorry tho Iām unable to provide proof, no rig to test it on
I donāt require proof, really. I was just trying to keep in tune with happenings around here. Your word is as good as gold to me for I respect you.
Hey John, I saw those nerves get the best of you on that video. All those jump ins! Itās not like you, man!
ha thank you thank you :china:
I dunno, I think Iāve been a choke artist for a while, and it really came out over there. Itās such a cliche, but I always feel pressure to impress the Japanese and naturally end up playing like shit because of it. Somewhere 5 Star is thinking āI told you so.ā Also not enough Remy practice, we need iwst back lol
Donāt know if this site is well known but itās an excellent resource if you know a little Japanese or can figure it out somehow.
so I ran it through google translate and have been trying to make sense of what I can (pretty difficult!). on the character rank screen, it seems like itās saying that Chun, Yun, Ken, Makoto, Yang, and Akuma are all around the same character strength and Dudley and Oro are after that. are Google Translate and I reading that correctly? it also says something about Chun and Makoto specifically but I canāt make sense of it.
Iāll take a look later and get back to you.
Yeah apparently Gouki is better than Dudley and Hugo is laughableā¦
Whats going on?
Tbh I wasnāt really recommending this site for the character strength opinion part, but more for the data/character specific stuff.
Okay, Dudley needs to guess to catch a low forward or jump in. Gouki has reliable tools like the shotos (low forward) and he can jump in safely by switching up fireballs, demon flips and anything that Dudley has for jump ins.
Dudley is all jump in and parry, but mostly defensive pokes to keep out the competition.
If everyone can parry, you donāt take it into consideration.
And Hugo has nothing but āsurprising attack[s] for a guy that sizeā considering that the fight doesnāt start at close range. I wouldnāt call it laughable, but more like in light of all the other charactersā options.
six juggle points
each attack has itās own juggle point number
supers reset juggle points (I think on hit, but it could be oh whiff too. I remember that necro video where he whiffs grab super and combos).
If you use 6 one point attacks you can sneak in an extra hit or two by hitting them before they reach the apex of their bounce after hit.
dudleys cr rh is 1 point
strong, I think is like 3
fierce depletes it
toward roundhouse knocks down
standing roundhouse I think 2 or 3
toward strong I think 2
jabs and shorts are all 1
toward forward I think 2
standing forward 2
mgb 1 at the end, I donāt know how to combo if any of the pre-launchers hit
upper 4 I think
ducking attacks 6 unless only the last hit of the kick one hits. That lets you juggle again.
drinkg more
Teleport bug only happens after its āstartupā.
So once he actually starts moving?
Kinda, yes.
Game Restaurant (Ryanās link is new version of it) says 13 frames.
So, kind of a system mechanics question in relation to quick rising:
After you throw a dude (and not a throw that sends them fullscreen like Dudleyās back throw or Shoto back throw) and it wasnāt in the corner. Do you dash in on them as they quick rise? I tend to dash and kara or block until a see a pattern emerge in a set and they punish me. Only other thing I do is walk in and try to Sweep them.