No way, Ryoko > *******
RANDOM RYOKO SHEEEEEIT
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Best punishment when you get an opening is s. HK into dp+HK. Bam bam, two quick hits and good damage, plus knockdown. Can be done off a dashing s. HK too. Of course if your lifebar is in the red, dash-in Mugger Throw should always be your best way of doing damage…
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If you get a close HP guard crush, best followup is s. MP xx dp+HK. Even if they manage to backdash out, I think you can kara-cancel the s. MP anyway and the dp+HK might hit them when they’re recovering from the backdash. (maybe… haven’t really tested this).
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It’s easy to get lazy and just keep mashing MK after a dp+MK for the followup attack. Don’t do this. As Keits pointed out to me, the best attack to do after a dp+MK is jumping HP, for several reasons. You can hit deeper with it (an early jumping MK will get you thrown when you land), it autoguards against some moves (although not that many), and you can option select it with her air throw command if they end up jumping!
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Dashing c. MP (2 hits), s. MK (2 hits), s. MP - all links together for 5 hits, making it a solid attack string. As an added bonus, the s. MP is actually bufferable! Best time to use this string is when they’re in the corner. Buffer the s. MP into dp+MK, and do a jumping HP on the way down. When you land, do a regular c. MP (not dashing, takes too long and can get you counterthrown), and then s. MP again (basically you’re omitting the s. MK part). Which you can then buffer AGAIN into another dp+MK making for an impressive lockdown string. Of course, you don’t want to overuse this, as plenty of characters have viable anti-air options.
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Dashing c. HP is a great poke to start some combos with, since it has pretty good priority and has to be blocked low. Dashing c. HP, dash s. HK xx dp+HK is great, but could get you killed if they block and you don’t hit-confirm properly. You can also do dashing c. HP, f+HP if you want to stay safe, but you can’t buffer anything off f+HP.
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f+HK throw does more damage than b+HP throw. However, the f+HP choke grab can potentially do more damage than f+HK if you mash well enough (and the opponent doesn’t countermash), but more importantly it also builds up half a bar (for dat HERO Mugger Throw).
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Ever miss a command throw even though you’re sure you did the right motion? I think I’ve discovered a little quirk in the move input that sometimes prevents command throws from coming out. Basically if you do a half circle motion and HOLD the joystick in the forward position and press a button, you’re somehow a lot less likely to get the throw and wind up getting a normal attack instead. What you need to do is RETURN THE STICK TO NEUTRAL and then push a button. This could take some getting used to if you aren’t already doing this.
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Now that you know why Mugger Throw sometimes doesn’t come out, how about exploiting a different part of the input system to have a better chance at doing it? When you complete the motion and return the stick to neutral, try pushing B+C+D multiple times! When you push B+C+D together on its own, no normal move ever comes out. The game gives you a little leeway to press a button to complete the motion after you’ve done the joystick inputs, so it’s actually possible to press a button more than once to add a little insurance that the throw will come out. If you’re trying to do some sort of tick into Mugger Throw, there is seriously no reason to only hit B+C+D once. If the first press doesn’t register because they were still in hitstun or blockstun, the second press could end up grabbing them! This also helps if you haven’t broken the habit of letting the stick return to neutral before hitting B+C+D. So if you press it twice, the first time being at the last forward position of the motion, and the second time being at neutral, obviously the second press will properly grab them. It might seem kinda mashy to have to hit the buttons multiple times like this, but ask yourself a question - how badly do you want that Mugger Throw?
Man fuck Muscle Power, I’m maining Ryoko all the way now :lovin:
Honestly if you get a guard crush at all your best bet is running in with c.MK and infiniting them to death.
what infinite?
i throw that infinite :arazz:
You mean c.MP, right?
I can’t get the timing on that at all, I don’t think I’ve ever gotten more than two reps of it even in practice.
Yeah.
I’m pretty sure that she can just run down the majority of the cast by buffering the damn thing into itself, on hit or block.
Pretty scary.
I just got into this game and definitely am finding it interesting. So far I’ve found myself partial to Judge Maximum since he reminds me of Collossus. And Collossus was hella fun to play in MvC2.
The controls are very difficult though. In particular, I’m having the hardest time pulling off super attacks. QCFx2>LP+LK is an easy motion but it absolutely does not activate for me. Likewise, pulling off his Head Crush (Actually, I’ve kinda figured out that it’s because I don’t seem to be allowed to buffer back with it O_o) is a crapshoot sometimes.
I’ve seen mention of a bug with charge moves in this thread, but no mention of what it actually is. Anyone mind shedding some light on it?
Super only works if your life is red. Its a close range super and wiffing it looks like a faster Hard Punch.
Headcrush is Down, Up + P. No charging. Just down, then up + punch. It must be NUETRAL DOWN, then nuetral, then nuetral up and punch. avoid those diagonals.
Again, it is NOT a charge move.
That explains literally all of my trouble. Of course it’s not gonna work if it only works at low life >_<.
And that also explains why I can’t buffer my headcrushes either.
Misleading FAQs for the win :. (Note: Not talking about this thread; I was using random movelists off the internet)
Okay, so I’m set with J.Max. Thank you much Keits ^_^.
I’m still kinda interested in what the charge bug actually is all the same. You mind clarifying?
Now that my execution issues are resolved I am freaking loving this game. I’m considering Janne as a secondary, but I’m totally sticking with J.Maxx as my main. Catch is just so freaking win ^_^.
2DF is also much better than I expected. If you ever see me hanging around on there, throw me a challenge ^_^. I wanna improve my game.
Cabunkle: get on Efnet and go to #srksnk to do some matchmaking for 2df WHP.
The charge glitch is as follows:
When charging down/back, the stick must return to nuetral-back before going to forward to do charge back-forward moves. Similarly, you must go to nuetral-down before nuetral up when doing down up charge moves. You CAN charge both with down back, you just have to adjust the way you fling the controller when doing the actual move.
Keits, when you get a chance can you write out some of those Dragon combo’s you were showing me?
BnB is Dash HP, qcf+HK (Hit confirm)
If blocked, do qcf+lk instead.
c.MK, qcf+lk is basic poke.
c.HP guard crush into dash c.HK or dash c.MK,qcf+lk.
J.HK crosses up and stuns long enough to land and DASH into HP.
His attacks are very basic. Its his movement, pressure, and mixups that are really troublesome.
Thanks man. I’ll get to work on that
So one thing I learned the other day is that Ryoko’s ABC counter doesn’t grab most moves that hit more than once. Dragon close/dash AB, J. Max close CD, J. Carn jumping CD, etc. Jack is a real nightmare for her because she can’t grab either his standing CD or jumping AB (Interestingly, Ryoko CAN low counter another Ryoko’s dashing crouching B, even though it hits twice).
The first hit of J. Max’s crouching D has to be low countered, but the second hit (if the first one misses because it’s out of range or whatever) has to be high countered.
I’m thinking of compiling a chart of which moves of each character can be countered, but that’d be a lot of work. Maybe somewhere down the line.
Giving this the old bumparoo thanks to josh’s endorsement on the front page.
I’m really liking the game and Rasputin is pretty fun. I should start playing this on 2DF. Will WHP be at NEC?
WHP will be at any tournament Josh or I go to. I will not be at NEC. Josh?
I’m going to NEC.
:lovin:
Hey guys, I’d like to enter my name into the fray of new but enthusiastic players.
I played WH1 a lot and WH2 a little back in the day, and am an avid SF player(all of em) so I’m a noob but not totally worthless.
I have a bit of character ADD so my tastes change, but as it stands, Dragon is definitely my main, and I’m lovin Jack and Ryoko as secondaries. I have some questions for all you experts…
General-
What’s are some good ways to intitiate tick throws in this game? Jump attack - throw? Crouch light attack, walk up throw? Seems like Im often pushed out of range when I try these.
What’s the story on wakeup games? Seems jump ins work well, but run up meaties look like they tend to be thrown. But do reversals have invincibility frames and such?
Dragon-
Similar question to above. How much can I rely on dragon kick for anti air and reversal? Shuldd I be blocking attacks or dragon kicking? Basically I feel consident with his offense, not so much with his defense.
I saw on page 19 keits mentioned dragons mixups. What are some of these? Just mixing qcf k combos/strings with ticks? Or is there a good high low im missing?
In vids I saw keits using a lot more cMK than cLK. CMK is definitely fast, but cLK can get more hits and is more tickable it seems. Pros and cons of each? Would a string like cLP cLK cMK qcf LK be good?
Jack-
What are some good pressure strings and combos? Looks like any light into sHK. I saw in vids keits do sHK to the drill lookin move. I got that to work on block but not hit. Does that work as a combo and im messing up? Or only asa a block string?
Is qcf p safe on block? And can it be stringed into? Basically I just need to know some good options for jack in close. Strings, mixups, etc
JHK, jMK, and jHP are all sweet jump ins though in vids I saw keits using mostly jHP where I would’ve guessed that’s the 3rd best. Any reasons why one would use one of those or the other? I experimented a little with all 3 and tended to like jHK most, but would easily change if given a good strategic reason to do so.
Ryoko-
I guess this is just a rehash of my general question on ticks. Am I looking to scare them into blocking my combos/strings then just dash in with a mugger throw? Since I know they’ll be scared of mugger and they prob run from it, am I looking to dash or rolling HP into it or something?
Sorry for the 3rd degree, but if im gonna get into this, gotta cover some basics. Thanks in advance, guys!
-Jesse
SnackCakes on ggpo and 2df
Itstimetog0 on aim (the 0 is a zero)