UltraDavid's How-To Q Thread

This is just a theory because I don’t have 3S at home anymore, but…

When I was watching Kuroda’s Urien matches, he was able to punish Ken’s Air EX Tatsu to escape the corner with HK Tackle the other way. I think how this works is…

…when you are facing the right side of the screen, you hold back. But when your opponent jumps over you to the other side, you keep holding the same direction, and then press kick for the Tackle to come out.

Once in a while when the opponent would try to jump over me, I would try to do a throw when they land, but a dash punch would come out instead(or a tackle with Urien). Put two and two together, and this should be how Urien is able to do that Tackle on the other side.

Back to Q, and this is just my guess, but:

The input is probably HK C&DB->charge back->f,b+HP(time it so that the opponent is flying to the other side)->keep holding the same direction even after the dash punch connects->HP.

:hcb:+:hk: -> :r: , :l: + :hp: -> keep holding :l: -> :hp:

I may be wrong with the correct button for the C&DB, but I’m sure that both Dash punches are HP. Switch around the inputs just in case.

This is also probably how Kuroda was able to do an immediate Dash Punch to close in on Yuki Otoko during their Coop Cup 4 match during the 3rd round. I was try to figure out how Kuroda was able to do this for the longest time, but after watching the Urien match vids, this is most likely how he was able to pull it off.

Hope this works out for you guys, even though it’s just my theory.

Where !!

The only clip of Kuroda’s Urien play on Youtube.

[media=youtube]GmCkS0iobsw[/media]

This one I had to dig around for a bit, but you could tell it’s him.

???UR???2 - ?? - ??? - ???

LOL DID HE JUST PUNISH KEN LIKE THAT !!! :pray:

Man for sec there I thought you had that infamous dvd :sad:

I wish. I don’t live anywhere near Gamespot Versus, and eBay prices for all the DVDs are bullshit.

I have yet to see a urien DVD anywhere on the net for sale :\

3s has auto correct too. I think you use the buffer technique and get it regardless. Sometimes I’ll dash on their cross up and end up dashing the wrong way. It’s just tighter and actually difficult compared to sf4 auto correct.

Regarding the backwards Dash Punches, I find it difficult. I can do the instant backwards Dash Punch after SA1 fairly consistently, but I’m having a LOT of trouble doing it after a Dash Punch that bounces them backwards.

I was trying FK.C&DB > FP.Dash Punch > Backwards FP.Dash Punch against Alex recently in the hope that it may be a viable C&DB combo without using meter, but I can’t get it to connect. On the few occasions the reverse Dash Punch has come out, it’s just barely missed him.

[media=youtube]lEV8MPzeq-k&feature=youtube_gdata_player[/media]

Ok so do the first dash punch, charge back torwards the corner. Then as soon as the dash punch hits move the stick to the opposite side (non corner) press torwards (to corner) punch.

Ps. I have the urien DVD. :looney:

???3rd Q 4?PSGGK?? ? ???(??)

That’s…dirty!

Thanks, LBR! Hope you keep on beasting over in Tokyo.

And I never would’ve thought to use his karathrow for SGGK. I wonder if it works for SA1 as well…gotta test this out soon!

Nice, can you make sure for me that it’s definitely not possible against Alex though? I can’t tell if it’s just me.

Sick sickness!

Am i the only one to think this is not that good?
I mean, this is just an option select (not even a proper SGGK IMO, as the normal used will not hit) parry/(kara)throw into super, but that super is mashed whatever happens, not confirmed at all from anything, even from parry (that’s why they also show it vs HP SRK and SA3).
Also, it needs a flawless execution or you’ll just probably waste your super and 1/4 of your life…

Maybe i missed the tricky part?

I thought it enabled kara super? I’ll watch it again and check when my bandwidth is not being destroyed, maybe I was wrong.

Well, range doesn’t matter in examples shown in the video.
I just check as i didn’t think about that before, kara SA2 is doable with
2362 (or 23632),4+Mp,3+xP (or 6+xP)
Crazy range, cornered Q can hit a Yun having his head under the timer :d
It’s probably what KYSG do in end of first combo here [media=youtube]7va8s–5SxM[/media]

Works with neutral Mp too but example above won’t hit anymore…
One frame to activate, motion cannot be stricter due to slaps (no down/back allowed): 100% inhuman :smiley:

Lol, good job on the test. It is definitely not worth practicing?

I don’t think, kara dragon/palm are pieces of cake in comparison.
I tested with FBA paused, and inputting motion frame by frame, not by myself of course!

Haha, that’s what I suspected. So even if b.mp is unviable, n.mp is also unviable?

Same motion so i guess no.
Does kara throw with cr.mp add significantly range? Maybe this one is worth trying, it should be way easier.