TvC Canada Unite

My place is on Eglinton and McCowan.
I’d say, I can fit about 3 people max in here. LOL
One Wii and two Classic Controllers.
Sorry no Arcade sticks.

Unless you guys know of a place to point where I can get converters, that would be great to know. I try not to go to Pacific Mall for these stuff so don’t even mention it.

I think when SFIV comes out, I can get a place where we can gather a bunch of people. Along with TvC.

We do this all the time with SC gatherings. Turns out to be pretty successful since Toronto SC players are pretty top tier in Soul Calibur IV.

Hopefully it pays off with TvC and SFIV.
Let’s not get left behind people.


It’s not hard to hack the WII.
You just need Zelda (which I have)
SD ($5) and SD Reader ($5)
Plus, you can boot Homebrew stuff

Of course, you can just MOD your Wii and download the game.

NeoRussell

I bought 2 adapters called Magic Path II from playasia.

they work on modded wii fine. I had to do some trickery to get it to work using backup loader on my friend’s wii. After we ran the app, we had to unplug and replug the adapters/controllers for it to recognize.

Otherwise, for my modded wii, it only recognizes after a cold boot (unplug power cable), which is not big deal.

LOl been playing tvc I do most of the combos Ive seen in vidz but Im the only one who has the game in MTL so I just stopped playing lol

Exactly… fighting games are pretty terrible without someone else. . .

Smokey, you gotta find people in MTL willing to learn :stuck_out_tongue:

You could always force some of your buddies to play with you. Although, if they’re just plain bad at fighting games it might not be too good for your over all game.

What does this game play like (eg. marvel or other vs games, GG, etc)? And is Viewtiful Joe any good?

Viewtiful Joe was used by Floe to win the first big US tourney in it. He’s pretty good.

It plays like a marvel 1/gg cross, with a bit of marvel 2 tossed in (DHC’s and assists and such). Plays most like AH if you’ve played the game.

People who are just picking up the game.


Basic Combos from Tatsunoko Characters.

Capcom should be done tonight or whatever I can finish after “24”. LOL
Enjoy and subscribe.

NeoRussell

TvC: Basic Combos - Capcom Characters:

NeoRussell

So anything with TvC happening in Toronto or Scarborough.

Probably not except for the pownz tourney on saturday. Everybody should show up and support TvC.

PS - gs russell, you’re clearly trying harder than me to push for the game and I actually want this game to go somewhere in Canada. Come to pownz somehow.

uhhh I won`t be able to make it to pownz.

Gerjay, are you in med school at UofT St. George?

lol, not this year because I scrubbed out.

answer me this, Is Karas really good? cause I’ll play it if he is.

Better start playing.

TvC (16 Entrants)
1st - mtran66 (Karas / Casshern)
2nd - rae (Karas / Batsu)
3rd - Bill307 (Karas / Morrigan)
4th - DuranMana (Karas / Tekkaman)
5th - gerjay (Karas / Chun Li, Ryu / Batsu)
5th - wilson (Karas / Morrigan)

:rofl: :sad: :shake:

Alright, so now that we all probably agree Karas is Satan-tier, let’s start talking about how the F we’re supposed to play against him, preferably without resorting to “counter-picking” Karas ourselves. :chainsaw:

Karas vs Karas: I’ve been able to get out of Karas’s pressure and land hits on him in 3 different spots:

  1. vs 2A 2A: just AG the first 2A and do 2B, etc. for a combo. Doesn’t work if he does 2A 5B or 2A 2B instead: you’ll eat a combo.

  2. vs 2B 3C (2 hits) no slide: AG the second hit of 3C and do 2B, etc. for a combo. Doesn’t work if he does 3C (2 hits) [4]6B instead: you’ll eat a combo.

  3. vs [4]6B: AG the slide, and AG any follow-ups, such as 236A (a special follow-up for the slide), 623A, or 2C. I believe this gives you a guaranteed combo with 2A etc. If you don’t AG the last hit, then you should be able to at least start your own blockstring with 2A (but not 2A 2A because of #1 above). Also, BLOCK HIGH because as DuranMana showed us, there is an optional 2nd follow-up after [4]6B 236A that is an overhead.

Has anyone else found any other gaps in Karas’s blockstring on Karas? Maybe if you AG 2A, AG 5B, and AG 2B, he will be too far away for 3C and when it whiffs you can do 5B / 2B for a combo? That’s something I’d like to try: AG-ing every hit and seeing how many hits you have to AG before one of his moves whiffs.

Then again, maybe he can empty-cancel a whiffed move into slide and get a combo on you, anyway?

Another issue is: what about the differences between his A-slide ([4]6A) and his B-slide? Most importantly, does his A-slide leave HIM in frame-advantage? At least if we can be sure that all his slides (and any follow-ups) leave him in frame-disadvantage (without AG), then we’ll know that we are guaranteed an opportunity to put him in a blockstring.

Morrigan vs Karas: I got raped more often than not in this matchup in the tournament. I don’t know of any places where you are guaranteed to be able to jump out of Karas’s blockstring, e.g. sometimes I would AG both hits of 3C, then eat a 2B when I try to jump away. :mad: Maybe if you AG every hit, then like I wrote above, he might be pushed far enough away for one of his moves to whiff, but again, maybe he can just empty-cancel into slide and get right back in your face.

Even if sliding back into your face leaves him at frame disadvantage, what can you do? Try a blockstring = get AG’d, 5B’d, and eat a combo. Maybe mixup between 2B and instant overhead will work? Or call an assist to help you apply pressure? (Karas as an assist seems to be particularly helpful against Karas, since if he tries to AG you and counterattack, he’ll hit your assist and get staggered.)

Anyway, if you can somehow get out of his range, I find that fireball spam can be effective at keeping him out, particularly air A-fireballs. At the very least, this will gain you metre, and give your partner time to heal. Having a Karas assist is also useful in this situation, both as an anti-air if he tries to jump in on you, and to reflect reflected fireballs back at him.

If anyone else has any ideas, please post away.

By the way, here’s a treat: a Japanese match where Chun-Li beats Karas, using some nice IADs to land hits on him. (Though I think his jump-outs were risky and he could have just as easily eaten a combo and lost.)

Personally, I think I will try to switch to a Chun-Li / Morrigan team, since I abhor Karas. :arazz: Might also try Karas / Chun-Li. Or just quit the game if Karas remains dominant. :looney: :shake:

In addition, we need to find ways out of Karas unblockable setups. For an example of these setups, watch Mike’s Karas in the grand finals of the TvC tourney at POWNZ, e.g.:

So far, we know that counter supers and invincible supers will work. Other options to investigate:

  • DPs on the ground?
  • Air specials?

I dunno, I’m waiting until after Feb 7th tourney where marn and wong run the show using Karas before I even touch this game again. I need to see what ‘high’ level TvC looks like and the player reactions to it before I get back into it.

Nice to see Bill’s write-up, since clearly he used it on me. From the tourney it was made extremely obvious that at our level, Karas > *, and I would almost say it was guaranteed that if a player’s Karas died, they lost the match. I’m waiting to see if there will be a ruling on banning Karas after Wong/Marn destroy the game using Karas or if they at least show the ways to deal with Karas (albeit they’ll be using Karas. . .).

I’m down for imbalanced games (I play marvel. . .), but give me at least 3 characters that are broken so I can mix and match my teams instead of 1 character that needs to be at the heart of any competitive team.

Edit - Bill. Air specials work, DP works, anything invincible works, mega crash works, holding up works. I dunno, there is a lot of stuff that works but it all depends on the timing. Most of hte time you’ll at least get hit by it, and he can still baroque into a juggle combo. Its pretty much reversal timing, since you probably have to input on the frame you land and odds are the combo isn’t timed so its hitting you the frame you land.

I don’t know the frame data, but its worth taking a look, its completely possible a lot of options aren’t available for reversal and therefore some characters might actually be stuck with no answer unless they have meter, and this whole thing wouldn’t be a problem if you had meter.

Yeah, I totally kept all my anti-Karas and other TvC knowledge either to myself or in Waterloo because of the upcoming tournament. :badboy: But now that I’ve actually won some money (so you really DO get money for placing top2/3? the rumors were true…), I’m much more interested in figuring out how to counter Karas asap so that TvC can be fun again.

Right now, it’s like you said: the game revolves around killing Karas and once he’s gone, you and your surviving Karas have a very high chance of winning. Furthermore, I have a feeling that the teammates for Karas are going to be characters who can inflict the most damage against Karas before dying / tagging out, and who can augment Karas the best as an assist. In effect, he’ll be so strong that the entire game will revolve around him. :shake:

Unfortunately, I strongly doubt that Karas will be banned any time soon. The US definitely won’t ban him unless Japan does because they want to kick asses in SBO, and even if Japan “soft-bans” Karas, the US will probably still use him like they still use O.Sagat in ST. And we won’t ban him unless the US does otherwise we will fall very far behind them.

I believe the second step to countering Karas will be to make our non-Karas characters as broken as he is. (The first step is dealing with his blockstrings.) When you land that precious hit on him, it’d better either kill him or lead to setups/mixups that eventually kill him, 'cause he’ll need only one hit in the corner or one at midscreen and another in the corner to kill you (Mega Crash excluded, naturally).

fighting karas is not easy. you have to be extremely patient and pretty much plan out exactly what you need to do to kill him completely in 1 or 2 combos.

the best way to fight him “head-on” is with keepaway tactics. he really isn’t good at chasing, but he has huge range. chars like doronjo or saki can fight him at a screen’s length.

if you’re fighting him up close, you just gotta work on the defense. look for a high recovery poke and push it and do something or VC it into a pre-determined combo.

edit:

we should really discuss this somewhere in the TvC forum. But i’m cool with just talking about it here.

in all the karas threads noone ever talks about his overhead (as if it doesn’t exist). I didn’t know about it neither until TitanD did it at pownz. They just say block low (which is what I do and advocate) but now that I know about this new tool I’m gonna use it and see how to defend against it.