I’m sure you’ve heard of people saying just to double tap the roll. It works because short has priority over jab when you push both buttons at the same time. That’s why the fireball doesn’t come out from double tapping.
However for me, there’s an easier way of doing it using a modified negative edge. I quickly tap jab and short at the same time only once which counts as the input to both the roll and special kick. The HCF motion should be done really quick too. So in detail, you would go…
B, DB, D, tap jab + short, DF, F and release jab + short
You wanna have your left and right hand in snyc doing this cause it happens very fast. Once you tap jab + short for the roll, you should have got to the F part on the joystick and release jab + short a small fraction of a second later. So you should look at what you have to do in parts then combine it as a whole to execute.
I know negative edge is about holding down the button but the advantage to doing it this modified way is you don’t even need to worry about holding down the jab button so that the fireball doesn’t come out. The overlapping of the buttons works the same way when you release jab and short at the same time in which short takes priority over jab. Also another thing is that inputting the roll only once totally beats inputting it twice.
Um, for a second i’m gonna be too technical for anyone to really give a damn, but it’s not as simple as short having priority over jab. In fact, the general rule is that jab has priority over short. If you do QCB+LP+LK with Ken you get command roll, not hurricane kick. What you’re referring to is actually HCF having priority over QCF, but that’s also a general rule that i’m sure has exceptions. A lot of it is instance-by-instance. For example in Alpha 3, if you mashed out a motion that contained commands for both a fireball and an uppercut, the fireball would come out with Ryu but the uppercut would come out with Akuma. This made it much easier to fuck up VC’s starting with DP using Ryu than when using Akuma, since you’re kind of mashing out DP motions while the screen is frozen from the VC activation. Ryu had to do his DP clean while Akuma had more room for error.
The other thing you said was that negative edge is about holding down buttons. Negative edge means doing special moves with button releases, for example using Honda’s jab as a tick and holding it down, then doing 360+release jab. That way either you get the command grab, or if you fuck up you get nothing, instead of getting a jab when you fuck up. Holding down the button is actually a way to prevent negative edge. So your method is using negative edge, whereas holding down LP would be “modified negative edge.”
Thanks for the explanation. Well whatever I said works but I guess my reasoning behind it was wrong. I remember asking Campbell this once and he told me that short has priority over jab when you push both at the same time. He also gave me another instance where if you do a fireball with all 3 punch buttons, the fierce version comes out every single time. I tried this for myself as well and that’s what happened. So then I thought the priority of the buttons would go via “magic series” starting from the least which is jab all the way to roundhouse. I never tested what happens if you push jab and roundhouse at the same time so I’ll try that out.
In CvS1, LP+HP would make your character do a jab but if you did F+LP+HP and you were within throw range, it would do a throw instead. If you were out of throw range or if the opponent was not throwable (knocked down or in blockstun or hitstun) then F+LP+HP would make you do a jab instead. That was kinda bullshit cuz it created a throw option select that avoided close range standing fierces. For characters like Iori and Nakoruru, it made it really easy to pressure with walking jabs and let the game decide for you when you should attempt a throw and when you should do a jab.
So when CvSPro came out, they fixed this by making multiple simultaneous button presses always default to the strongest one. And it carried over to CvS2 like that. So in CvSPro/CvS2 if you do LP+MP, you get MP.
LP+HP = HP
LP+MP+HP = HP
MP+HP = HP
So you can still throw someone by pushing F+LP+HP, but if they are in blockstun you get a fierce instead of a jab.
Tho i doubt anyone really cares much about background design details like this.
And yeah, all the advice you gave about Ken’s RC was right on target. I was just bored so i clarified the minute details for nobody in particular.
When you’re talking strictly about normal moves …
LP+LK = LK
MP+MK = MK
HP+HK = HK
But when you’re talking about special moves, it’s all arbitrary and varies from instance to instance. For example, with Ken QCB+LP+LK gives the command roll and not the hurricane kick. However with Akuma, the same QCB+LP+LK gives the hurricane kick even though he has a command roll too. Also with Akuma, DP+LP+LK gives his uppercut and not his demon flip, proving that it really is move-dependent and not just character-dependent.
so anyways, WHO’S 21 HERE??? It’s time to party!!!
Good news: The Zot Zone will NOT be demolished! At the very least, it will survive until WINTER BREAK! So yeah, I’m gonna try to get the CvS2 sticks fixed, and then we’ll have ourselves another tourney hopefully on the 7th week. That’s not official or anything, considering the track record of those sticks, but yeah…Zot Zone is still a legitimate arcade!