Peter principle. Its a psychological thing. Your skill level will adjust to those you play.
that ryu was bad. if you would have blocked some of the more obvious DP’s it would have been slaughter.
the whole point of empty DF palms is to bait a punish. you did empty DF palm and got nailed hard by shit. …? be holding back the whole time.
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Worked pretty hard on this, lemme know what you think
Haha thanks. That was actually the hardest part. I was one person with two controllers trying to shoot fireballs and FATC in time AND teleport an equal distance and at the same time.
But I thought switching through the different colors and taunts at the teleport crossover point was a cool idea
Glad you liked it
Pretty slick vid there! Some of those combos are obviously not possible with just 4 super bars, but they were badass nonetheless. As for the extra “Demon” sequence, I just saw a vid of JR vs. The Sickness HD where he initiates a counter Demon at point blank range and loses… I was like “Whaaaaaaaaaaaat???” I was so sure the counter demon always wins.
It’s all about timing my friend. Gotta make sure they are close enough to grab almost immediately so you still have invincibility frames. At least thats how I think it works. In JR’s vid, he was slightly away from Sickness
And yea, the one combo with the two FADCs and an Ex Tatsu and I believe one other combo isnt possible, but I was just having fun. How did you like the hk.Tatsu cross up > f.HK reset > point blank Super set up? Timing it just right, the opponent sees no jabs so might get caught off guard
I’m sure I got off a counter demon from just about that range and won it… Still can’t explain how JR didn’t. Oh well. Yep, that reset combo was tight, but I bet it’s very unsafe to throw out during a match against some good comp. Still, it’s the kind of shennanigans that looks (and feels) so awesome when it lands!
You have to do the counter demon as late as possible. Too early and it will lose. A good way to get the counter demon to win is to hit the jab 3 times instead of two. It delays you just long enough so that your demon won’t lose.
I had an idea for a little combo with akuma. I haven’t seen it in combo videos but I don’t watch a lot of them so I apologize if this has been done already. If you do an EX air FB from a certain range (about 3 square’s away) from the lowest point possible, and you immediately forward jump and EX fireball your opponent again you will combo it so you get 4 hits and you can follow up with anything you like. Not a super cool invention or anything but just something that came in my mind and I thought I’d share it.
I’ve seen it but it’s nearly impossible to pull off in a real match against a decent opponent
Yeah, but i meant for combo videos, no way that i would try to land that in a real match xD
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Pretty good vortex first round, really fucking sloppy second round.
An akuma video i’ve seen a while ago had this done against Blanka 4 times in a row -> Typical combo (8 projectiles) must have taken ages to set up & it’s funny as it’ usually blanka that nothing works on.
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That Rog was terrible.
So, here’s some matches of me in a ranbat at UCI:
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I dropped a few combos and messed up a few times, but overall I think I did okay. Darn, Valle.
Actually everything in that video was sorta terrible…shooooryuken
Hey Richard, is that divekick set up on Ryu’s wake up safe? Or could he DP those? If it’s safe, what’s the setup?
You shoulda had Valle the 1st round of the second match. You should go for the chip out dp fadc dp when you had him cornered. Not sure if you just wanted to save meter or not.