He has Ouroborus.
I don’t think j.m actually combos into air demon flip though, so that makes the hitconfirming pretty difficult unless you know it’s going to hit.
or he’ll end up killing/betraying you or both.
I’ve been running Felicia (shocker there, huh…) and Frank, and yeah, I’d say they make a great pair. Felicia doing too damn many hits in her combos is actually a pro rather than a con when you TAC into Frank and have him get to Lv3+ at the start of a match. Meanwhile, I’ve found it very easy to do Frank’s Aerial Tools of Survival Loop off a simple hop when you connect with Felicia’s Rolling Buckler Assist.
Your right Strider has 3 moves that get him in there for free at the cost of ZERO meter. And while Vergil normals do have more range Strider’s start up twice as fast and can be canceled into tons of safe shit. Strider’s assist is also better than all or Vergil assist combined. Im not gonna claim to know who will end up stronger but as of right now I feel Strider is better…but again all of this is week 1 assumptions.
The point is not comboing. It basically gives Akuma double overheads or fake double overhead into low. Do palm for overhead attack that they can’t air throw or whiff and go low. Landing the palm causes a ground bounce so that gives you all day to hit confirm.
The demon flip can also cross up so you end up crossing them up with the palm overhead or whiffing and crossing them with a low. It really expands his mix up options on grounded opponents. Now it’s not just cross up air tatsu, walk in throw or overhead. Much more varied now.
Is this true? I don’t have the guide, but I someone on Vergil forums said his c.L is 5F and s.H is 10F. Or is that in DT?
c.L is the same both with/without DT. s.H is 10 frame regular, 9 frame in DT.
Yeah I think it’s just a matter of there being an initial hype train for him but then it went off to other characters before the game released. Plus people saw that he was a set up based character and at least from Vanilla people wanted nothing to do with set up based characters when Wolverine + tatsu killed any creativity for such types of characters.
Essentially what Strange’s play style revolves around is using projectiles to rush down. He doesn’t need his normals or an air dash to rush down. His projectiles and teleport do that for him. They also happen to shut down the zone of a lot of zone based characters when you add in things that threaten their zone like spell of vishanti and 7 rings supers.
Most other projectile based characters use their projectiles to zone but Strange has a deeper strategy revolving around putting so much shit on the screen to the point where you will just block something wrong one time and get put in a combo. He wants to space you with the projectiles so that he can move back far enough away where setting up graces is ideal. Which sets up rushdown…not zone.
The ideal situation being to getting the 3 yellow graces on the screen which sets them up in a full screen 50/50 from anywhere on the screen. They have to be in the corner or they have to take the mix up the 3 graces presents. Even 2 graces is still nearly about a half screen tracking 50/50 mix up and gives long enough hit confirm.
As an offensive tool, it’s nearly useless – its got too much startup to be safe without an assist or B Daggers in play. However, it’s useful for starting up the Impact Palm loop:
[media=youtube]6fFgWrVbWT4[/media]
Right now I think people just haven’t gotten over his execution and strategies yet. Coupled with extremely low health, it’s easy to get frustrated with the guy.
Shuma could do the same mixup esque stuff in vanilla but like akuma, none of it is safe and look where that got him in vanilla. I still don’t see anything that warrants less health than magfreakingneto. NOT IMPORTANT, but you don’t have all day to hitconfirm if you are going for the real way to combo off palm, and if you don’t use the fireball jump loop off palm, you get very little damage because you used up the groundbounce for your demonflip kick. There really needs to be some akuma specialists for this character who can tell me something that makes akuma extremely strong because I still don’t see how any of that stuff warrants 750k health. I played akuma throughout the entire vanilla game both with teams on point and as an assist. . . he lacked on point, whether or not people want to believe it, and he still does imo, and his xfactor duration feels much shorter than other characters. His assist is pretty good but again, 750k. . . I just don’t see it. The same way sentinel needs more than 900k. It’s just kind of silly. Although I will say, he has the trickiest grab setups in the game.
Akuma’s shit has always been extremely overrated for some reason. Here is a good example. While everyone was complaining about the priority of tatsu in vanilla, it should have been common knowledge that a lot of stuff can beat it fairly easily, but no one including tournament players seemed to know this.
[media=youtube]YPeHmnUVYkA[/media]
Oh my sweet vanilla healthbars RIP.
Honestly, I think Akuma has low health because it’s Street Fighter tradition. I don’t think Capcom took balance into account. If Akuma had a lot of health, wouldn’t that seem extremely out of character?
There’s plenty of other reasons why Akuma is better than Shuma so there’s that too.
Shuma is better than akuma imo now. I play them both extensively. I edited my last post. Read the last little bit+video.
I absolutely cannot believe this unless I see it in extensive practice by multiple people. Akuma’s tools far outweigh Shuma’s…I will go read your post and watch the video though. I can’t be closed minded…I guess.
Shuma has shit ton of tools that 99% of players don’t even know about +umvc3 changes
-Command grab now able to be comboed out of
-Jump s having the same effect as dooms jumping s
-Startup Invincibility on Hyper mystic Smash allows u to beat a lot of stuff (since release)
-Hyper mystic ray can beat bionic arm if used properly although the timing is hard
-nigga has some of the best resets in the business
-He is faster on the ground than akuma with that kara dashing spider shit
-Mystic Smash>dive kick even though it’s still pretty weak
-Better zoning than akuma
-Better rushdown than akuma with assists
-950k health
-if you know how to manage your charges really well, you can counter any teleport with mystic stare
Shuma got a shit ton of changes not in the change notes. I think he is a little better than akuma tbh.
THe only thing I don’t like about that combo video is that there is literally NO reason to get hit overhead by strange as he only has 1 normal that hits low (heavy which is pretty slow and you can’t really hit confirm off of it raw). So now reason to ever crouch block against the guy.
Everything he does is about left/rights so most of his combos in practical combo videos should be started off daggers or green slime ball + teleport or assist + teleport. Occasionally you might catch someone pressing buttons by mashing cr. L.
If you hit them with a yellow red 2 + combination of graces on the ground it puts them in a long enough hit stun after a M teleport so that you can land the impact palm chain, then activate fly to start the loop.
Still don’t got tatsu assist while Akuma still has tatsu assist.
he has mystic ray assist
Just as a follow up to this question, I tested, and you can do laughably easy unblockables with this and because She-Hulk’s torpedo bounces them so damn high now, it’s super easy to follow up with a full chain confirm into his typical combo. I was getting about 800k off of one unblockable. Hnnnggg.
That’s not bad but I don’t see it helping who will most likely become the top tiers of the game as well as akuma assist still will. Plus I don’t see how any of Shuma’s zone beats sitting on the speed and air XF capabilties of super fast, super safe air beam super from akuma.