I like SSIV’s atmosphere and music the best, but I never understood the CD system. How do you land those big combos? I’ve never seen a FAQs on it. I know you open by hitting them with BC, but all I know after that is AABBCCAABBCC
You begin a CD combo by connecting with f+CD, then you can follow up with (universally) A A B B C C A B C C C C C C. There are other smaller preset ones. Depending on the character, certain hits within the 14 can be canceled into specials. Other characters have some smaller chains that have special juggling properties too IIRC. If you choose to hit all 14, you get full POW if you haven’t killed your meter by raging (ABC).
the juggle one is F+CD BBC, very imporant for certain characters but everyone has it
the others are Cd AAA, or abc, oh like he said not everyone can juggle from it slash galford being one
As for bust amakusa, stupid damage on almost everything he does, dont matter where you get thrown you’re gonna lose at least 30% if not more, corner fireball loop when powed, his jumping C is so much better than ssvsp the range is stupid, slow to normal jumpers cannot go air to air with him, blah blah blah something like that it’s been ages
As for bust hoahmaru i dont remember, i just remember him doing stupid damage good speed, i only remember him being outstanding in the corner though
One character i remember being good and doing very well with is bust genjuro, stupid back turnt throw running B loop his qcf+slash move taking alot being comboable from about everything even his ducking C one of the few if not the only person who can combo something off of a low, infinent, bouncing projectile setups blah blah, i dont see what slash glaford has over him or hanzo, but then that’s just me, i aint played anybody for years
Weird, when I first heard about the tiers, Nak was the one I thought didn’t fit lol.
Bust Haoh I think is the overall best in the game. His A tornadoes are hard to get around and lead to a lot of damage. His jump C is godly and very difficult to anti air except by the SS way of run under -> dash attack. He gets tons of damage off any hit with CD but comboing into rdp+slash -> pounce, and he can combo his CD off of throw, though it takes a bit of practice and is character specific.
Galford has the best pokes in the game, bar none. He can do virtually uninterruptable block strings with low A, stand A, stand B, and dash up -> grab anytime you think they will freeze up. Throw leads into just low C or dash A, low B xx plasma blade. He can mixup there with run C, which is fast overhead and safe, knocks down. He has a low slide as well. He’s got dog tricks (which he still retains in 5sp) by calling overhead dog and teleporting from behind to make it cross up. He can zone with his various dog stuff.
Hanzo actually kind of sucks without POW, but becomes the best in the game when he gets it (better than Slash Soggy!). His raged fireball basically lets him dictate the entire match, and if you get hit by it you’re going to lose 40-50% followed by a reset which will net just as much damage. His fireball is beatable but you have to be careful and on-point. AB dodge helps a lot here.
Also TamTam is not actually very good. He is simple but he loses horribly to Haoh, Hanzo, Amakusa, Sogetsu…hell pretty much every good character rapes him.
Bust Genjuro is good, he is actually my main. His card ‘unblockable’ has a hole in that the actual card toss has enough recovery to hit him out of it in a lot of situations. It actually has much less recovery in 5sp (but more exe). It still is possible to use it for pressure and it’s one of his main tools, but it’s not as good as it first appears to be. I actually really like him vs Hanzo/Galford because they cannot teleport out of his aerial version of the qcf+S move.
BTW Slash Gaira and Bust Charlotte are also extremely good, considered as good as Amakusa/Sogetsu. Both of them are known as ‘ninja killers’ (vs hanzo/galford).
14 hitters always looked flashy, some of the things that made me like 4.
5sp had my boy Yoshitora, so awesome.
How good was he as tiers go?
Yoshi was considered mid in SSVSP. SSVSP didn’t have a huge tier difference though.
the question on my mind
why would CD combos start with B+C
yea why would they
The guy probably thought that CD stood for something. Like… ??? COMBO DEATH.
Quick question, is honorable death (round suicide) ever used at high level? I don’t watch too many match vids, so I’m unaware.
it’s for
COMBO DUMBASS
Usually no from what I’ve seen, but it kind of comes down to style. With someone like Hanzo if you are losing bad in the 1st round, like on the verge of getting perfected, it’s a smart trade. But most matches I see, people would rather ABC and try to mount some BS comeback than use the suicide. It’s definitely worth it sometimes.
In SamSho4 it’s worth it to get POW, so it’s used more often
In SSVSP, I only found one use for it. If you knew you were losing, and wanted to preserve your rage meter to start next round either close to POW or at POW.
I never saw another person use it though, and it pretty much only gets used 1st round.
i like samurai showdown, its a really “lo-fi” fighting game… almost like a real sword fight, even the commands are harder
anyone still play or even talk about ss1 or 2?
If you know you are going to lose, and don’t have full meter, it is better to let the opponent beat you. If you do this, you will gain more meter before you die, and you will not be adding to your opponent’s meter.
Dandy:
Hmm. I’d have to see this stuff in action, cause the stuff you described doesn’t sound to me any better than B.Amakusa’s general stupidity or Slash Sogetsu’s “strategy”. I really don’t see how Slash Hanzo, POWed FB and all, gets to be worse than “100% block damage” S.Soggy. You can at least wait Hanzo out - you don’t get that option with Soggy, who is going to pound you with water spouts no matter what.
I guess I’d have to see how Tam Tam is handled. I got the impression that Tam Tam shut down most of the cast with just three moves (dashing A, jump back C, command grab). I heard BUst Jubei was his counter.
As for Slash Nako, last I checked her dashing A was unpunishable and her speed was just insane. I’ve never seen her at high level in person though, unlike Soggy, Tam Tam and Amakusa.
If you’re already at MAX, different story, or if near MAX and have a char that has a low amount of time at MAX.
Of the characters I played, I’d be most likely to suicide with Jubei or Amakusa.
If you’re playing II, is Kuroko tournament-legal? Being playable in the arcade (though through a code in 2P matches) makes the case for allowing him, but is he truly game-breaking enough to ban?
The 100% block damage thing has no guaranteed setup is the problem. So you will never see that, though his powered spouts are really hard to get around. As for waiting out Hanzo, you can’t really do that. A good Hanzo is going to be in your face constantly and you just have to have very good defense to avoid dying in 10 seconds.
Here’s a tourney final with some of the best Hanzo players (probably THE best), hanzo: [media=youtube]fboXDTcqnoE[/media]
He’s the #1 player in Colombia and plays on 2DF, under than name ‘hanzo de colombia’. You can play him and witness first hand how Hanzo is. The Galford player has excellent defense and you can see how without POW, the character is nothing special and he has to use all his fundamentals and mixups. But once he gets it, it’s pretty much the same deal as Slash Sogetsu, you are forced to deal with him. BTW, Colombian players play with infinites and everything allowed.
SS1 if you ban Wan-Fu…
In SS1:
Wan-Fu > everyone else, to include Amakusa
[media=youtube]vbagSfEVBEM&feature=related[/media]
[media=youtube]ETUr8J3ZjQM[/media]
yea wow after seeing those videos i agree ban wanfu