Yes, he does, though I forget if you can air-block it or not.
And fun matches, Keits! Brocken = death by 1000 medium punches…
Yes, he does, though I forget if you can air-block it or not.
And fun matches, Keits! Brocken = death by 1000 medium punches…
Option Selecting Throws:
This is probably the most important thing you can learn when entering competitive WHP. So read up and read good.
Lesson 1 - The person defending ALWAYS has the advantage when throwing. I do not know why, but if I block something of yours, and you attempt a throw, and so do I, mine will always win.
Lesson 2 - Letting go of back or down/back while guarding makes you stop blocking. Pressing attack buttons, however, does not.
Combining lessons 1 and 2, the “Guard Option Select Throw” - While blocking, its usually okay to casually hit HP (or HK if you have a kick throw). (you will need to learn if your opponent is in range or not, but that will come with time) If you are doing this, and your opponent is too close and leaves a SINGLE FRAME gap in their poke string, you WILL throw them. Shockingly, many jumping attacks (like fuuma’s j.mk) do NOT leave enough blockstun, and you will get a free throw EVERY TIME these attacks are blocked. (There are exceptions, like with fuuma, if he does the j.mk deeper or off a wall jump… but if he does it high to land on you with, you get to throw him).
Counter Lesson 1 - Baiting the “Guard Option Select Throw” - If your opponent is GOST happy, you can use spacing to bait out an unwanted standing hard punch or kick. This can lead to punishment from most characters, and is useful even more so in person (when you can HEAR them wailing on HP while guarding). This takes practice too, and spacing is very important. On a side note, if you are on the ground and in throw range, an opponent waking up will get to throw you for free. It beats everything. Opponents that know this can be tricked rather easily, by standing right over them and jumping straight up as they wake up. They should wiff a HP, so you can land and throw or punish with whatever.
Lesson 3 - “Offensive Option Select Throw” - This is not as important, because for this to work, your opponent has to NOT be using the GOST technique outlined above. If you can somehow make your opponent scared to GOST by baiting and punishing it a few times, you may be able to OOST on them a bit before they catch on. To OOST, you need to use a jumping attack that leaves little blockstun (again like fuuma’s j.mk). When you land, you need to hit back or forward plus HP (or HK if you have a kick throw). If your air attack was deep enough, your character will do his HP and continue the blockstring (or combo!!). If it was not, the game will automatically option select for you and get you a throw. This is especially useful for a few characters that have GREAT close standing HP (or HKs), and for Muscle (he can OOST from a crouch, because he can throw from down/back + HP, and no one else can. his c.hp is pretty good too, so its a pretty good thing to learn to utilize with Muscle).
Hope this helps everyone step up their game!
[media=youtube]2qXi4WA75_c[/media]
air normals have many hits of autoguard and lead to infinites and this game is fun? lolz
I don’t think that link backs up your statement. :looney:
Yes, the game is hilariously fun. Did you watch the other 15 Carn vs Kidd matches where I consistantly win, despite all that?
The autoguard normals are VERY difficult to time, and the infinite makes kidd strong, but not even close to unbeatable.
Good games to Deadly Rave Neo. We played on Kawaks, which was just fine, so we can consider switching to that. Its friendlier to older machines i guess.
Keep working on that Muscle man, and get some tips from Josh.
GG’s to caliagent!
Sorry mugger throw is too good :lovin:.
You play Dragon much differently then Keits, so it took a while to get used it, haha.
Things to make note of:
Ryoko can actually counter Muscle’s ABC throw for some reason.
c.MP is a scary ass normal. Great to grab people who backdash into the corner. It hits twice, so the second hit will hit them as the backdash ends. You can do stupid block strings like c.WP, c.MP, dash in c.MP.Shit is dumb.
you can even infinite with [dash cr. MP]xN with Ryoko. It’s beast.
I thought so.
Im sure thats not even close to easy.
it’s not easy, but it’s not impossible. I can get a couple reps consistently if I try, although it seems to be easier on certain characters.
That was BS lol. Ryoko can counter and ABC throw. Her mugger throw setups are pretty crazy. Hopping knee->throw, fake rolling dash move -> throw, s.mp->throw. Half the time i was using Dragons flying kick just to runaway to the other side of the screen just to escape the mixups. She seems like a real pest for non projectile characters.
Good info Caliagent. Mixing it up and baiting the counter is going to be a priority vs Ryoko for a lot of characters, even ones with projectiles. Projectiles dont mean much to her, as she has the roll to go under most, and the walljump to go over most, AND the dp+mk to go over most, AND the dp+HK to go THROUGH a lot of them.
Well i was thinking erik. He seems pretty good against her since she can’t roll under the waves and he has jump back AB if she tries to jump over. Her counters are pretty cray since you can whiff and then buffer in mugger throw to bait
I will try Erick vs Ryoko next time i play Chibi and let you know how it goes.
Could anyone post all the various chains for the characters? I’m really starting to dig this game, and I can’t find chain info anywheres.
EDIT: other stuff, like a list of jump-cancellable moves and overheads, would be awesome too. I probably just don’t know where to look.
There really is no where to look. Josh and I are in process of writing a FAQ for all that good stuff though. As it stands, if you want specifics for a certain character, ask and we’ll try to post an answer as quickly as possible.
The combo system has virtually no true chains. Its just that a lot of things leave more hitstun than in other games, and links become chain-easy.
Will you be playing online with us, Throwthedice?
Edit: You actually get a lot of freedom when combing sometimes. I suggest turning the game to japanese mode so that you get a combo counter, so you can see what is working and what isnt.
To add to what has already been said, the autoguard only works for the first 2-3 frames or so. Going to the air is actually not in Kidd’s favor in that matchup - you can see this if you watch the other matches, as Keits was destroying me in that set. I need to play more defensively, honestly.
Also, only certain normals have autoguard. Kidd, Ryoko, Erick, & Gokuu have a lot of them - others, less so. Kidd is the only character with an air autoguard move and an infinite, and that infinite whiffs on most crouching characters.
Hope this helps,
Josh.
There actually is at least one true chain in the game: Muscle’s s.MK -> s.MP.
Everything else is links, seemingly, but rather easy ones for the most part.
Something else I posted before in that other thread: Holding a button delays your move by a couple frames. Gotta have the Akira knee touch for the quickest possible startup, though there’s a bit of leeway where it is still useful.
-Josh
Dirt easy links.
Try with J.max - c.wp, c.wk, c.mk xx qcf+wk xx j.mk
Easy easy! When in doubt about what links, magic series (wp > wk > mp > mk >hp > hk) tends to work, but you can often go in crazy directions with it.
Try with Carn - deep j.hk, close s.hp, c.mk xx mongolian tiger flash
Try with Rasputin - c.wp, c.wp, c.mp xx HK upkicks
How about a harder one, as those are all dirt easy? Try with Erick - c.wp, c.mk xx hammer