but whiffing mk is already not good
I agree, but it might find some usage in a footsies game where you fool your opponent into thinking they are outside your range. Still not very useful, but it’s there I suppose.
Did anyone come across some kind of a Gouken mid-counter glitch or maybe its about Vega, i dont know?
Enter the training. Record Gouken doing mid-counter over and over. Than playback. When you time correctly, near the beggining of his move’s start-up. Vega’s cr.mk wwhiffs, so does his counter. Vega’s leg is inside Gouken, the active frames are still there. But neither of us hit the other.
I’ve checked the wiki, he has no kind of inv. frames.
We should look into that. I’ll also write to the Gouken forum. I think it is ridiculous and should be posted to capcom unity.
News to me. But is this something like this?
I’ve found similar problems against other focuses too, like E.Ryu’s IIRC. Rather odd.
Yes, its exactly something like this. The leg just penetrates his body without hitting. WHAT’S THIS?
I’m really amazed how they ruined many things that used to work perfectly. How can they f* up the properties of a move that they didn’t change anything about?
I remember that that happened in SSFIVAE2012 already. Not sure about older versions, but thats easy to test nowadays (my guess is this is this way since either Vanilla or regular AE).
You guys want to see something seriously funny? Pick Ryu, choose Hugo as your opponent. Training options >> crouch. Walk up to Hugo, and Tatsu. Tatsu will push Hugo back without hitting him.
In most cases the opponent ends up ducking under Ryu’s Tatsu and he can go over the other character. In Hugo’s case, he’s too big to duck under, but the push boxes collide and it pushes him back. However, for some reason, Ryu’s Tatsu hit boxes do not hit Hugo. Is it because when Hugo ducks, he has no hurt boxes from his chest and above? It makes no fucking sense!!
This game engine sucks, completely, it’s the worst SF engine I’ve ever played, ever! Even Alpha 3 engine is better and I hate A3 with a passion!
It’s because Tatsumakis generally have the property of “can’t hit crouching opponents”. Same thing with Sagat’s High Tiger Shot.
Right, but that’s a really dumb property when it comes to Hugo. I hope SF5 doesn’t have the retarded hit box garbage SF4 has.
Hey noob question here but is it easier to do vega’s cr.mk>cr.mp by planking the mp or just doing the mp on its own?
It’s easier to perform with plinking due to the very nature of plinking. With plinking, you give yourself (in this situation) one more frame to try to nail the link.
be sure to plink with lk when you’re over the mask instead of lp, or you’ll pick it up like an idiot
OK thanks guys. Also is there a list of all viable combos? I would Like to set up a list for myself so I can better organize my practice around my college schedule.
have a look at the combo posts there, should get you started. cr.lp to cr.lp isn’t viable unless you rigged your controller to be able to b-link. new combo that’s not listed is the cl.mk, cr.lp, cr.mp. also if the patch notes are to bleeive, we are able to get counterhit lp roll into cr.mp, which is a pretty great (yet risky) poke. and as hazlan showed us, cosmic heel to u2 is pretty viable.
cr.mk > cr.mp is a pretty easy combo though. If you can combo far st.LK to anything after easily then cl.MK to the same is easy, too. Probably the most difficult and risky combos is jab links.
Thanks guys. I’m getting most of the combos down now. Only having an issue with a few. Because its break I’ll look at all the post and make a list as a pdf/doc so new players can have a list. I do have a question about st.lk though. How do I use it properly. I see Zeus use it all the time and back when I was playing really hard in highschool I almost never seen that move used much so its Kinda hard to understand how to use it.
Use far st.LK, it links into cr.LP, cr.MP, cr.HP (I think…, would need to double check) or st.HK. Be warned, it doesn’t work on everyone, like Boxer, so you’ll need to know who to do it on and who not to. At close range, use st.MK instead of LK as it links the same as far st.LK, which close st.LK doesn’t.
It’s the first time I see this glitch
LMAO.
Never saw it, but its probably related to this. You can see that it looks like Claw is going towards one wall, but he goes for the other one. If you watch both at 0.25x you can see that they’re pretty much the same case, but in Sim’s scenario he somehow was way closer to Claw, hence he got hit before the opponent landed into the ground. Thats why I wanted to take a look at the inputs.
Anyway, it would be good if someone post that there so that more people can take a look: USF4 Bugs and improper set character data list. *SUBMITTED TO CAPCOM!*
(I can’t do it atm)
Posted.
Yeah it seems to be the same shit.