Kid- The easiest way for me to connect a throw with ryu from an air combo is to do like sj.lp,lk, mp, mk ** after the mk you can throw**. I find it easier to throw after a sj.mk. I guess the trick is just to give a short pause after a move then hold forward and HP or HK. ex: launch, sj.lp, sj.lk, sj.mp,sj.mk pause throw. That is just how I do it. Everyone might have their own way.
Good Night Suga.
There’s no real secret to throwing during an air combo. The basic idea is just to let them recover, and then throw them right after they do. A couple things you need to know…
If are at the proper position to air throw an enemy, that does not mean they’re automatically positioned so that they can throw you. Ussually, it’s easiest to air throw when they are slightly below you. So, if you’re slightly above them, you’ll be able to throw them and they won’t be able to throw you, only Tech Hit.
Two, You want to use moves that let you recover before them. That way, you’ll be ready to throw them when they recover. Ryu’s sj.up.forward(Press MK while holding Up, during a super jump. You don’t want to use sj.mk, his normal Air MK. It knocks them down.) does that.
The ‘standard’ Ryu Air combo into Throw series, is :
c.fierce /\ sj.jab -> sj.short -> sj.up.forward,(Wait for them to recover) Air Throw, Shinkuu Hadouken.
Over time, you can get your timing down to air throw them sooner and sooner, until there’s nothing they can do but time a Tech Hit. Ryu’s air throw is done with MP or HP(He doesn’t have a MK/HK air throw), which one you use doesn’t matter all that much. With some situations, especially ground throws, it helps to use MP/MK instead of HP/HK, so that if you mess it up you’re at less of a risk.(Especially with Charlie. Accidentally doing a Backfist or Stepkick can screw you. If you see the backfist come out, it’s a good idea to either immediately cancel into his QCF+PP super, or into a Switch. They generally eat the switch while trying to throw you back.)
That’ll work on pretty much everybody. It’s very difficult to Air Throw Magneto(He has some form of warped hitbox after recover reel), and Cammy/Chun might be knocked a little too high(Try just using sj.jab -> sj.up.forward, slowly, instead), but it works well.
If you ‘juggle’ with the c.fierce(Like, if you launch them as an Anti Air), I’d suggest just using c.fierce /\ sj.jab, Air Throw.
As the level of play increases, this combo becomes less reliable, however. The setup is very obvious, and his air throw isn’t all that difficult to Tech Hit. An alternative, which still does good damage, is ( c.fierce /\ sj.up.roundhouse xx Shinkuu Hadouken ). You want to do the roundhouse early. This is also much more versatile. It’ll work after pretty much any time you land a c.fierce, on anybody, anywhere(But you’ve got better options if they’re in the corner.)
Storm’s got a couple different ways to go in XvsSF. Runaway, or rushdown. Learning how to use both, and when to use them, helps big. Her runaway is much easier to learn, though, essentially revolving around building meter with flyaway and float-cancelled sj.fierces, then chipping with Hail, ect. Others will be able to tell you more on Storm than I can.
I’m gonna ask a question and say a little about Storm…
Q: How come sometimes after hail storm, storm can do her mp projectile and sometimes she just floats to the ground? Does it have to do with waht you cancel into hail storm? I don’t know what it is specifically…
As for storm, runaway I consider boring. Superjump, airdash up above the screen, charge float canceled fp’s (hold up+mash fp), when you get back onto the screen do a lightning attack straight up. Most characters just can’t do anything about it, but some can. Magneto, for instance, can super jump and hyper grav, which will hit storm if she is not careful.
Rushdown is more fun. Make constant use of trijumping onto your opponent (sj, immediately canceled by airdash downforward, into an attack). I use lk, more out of comfort than real use. Find out what works best for you. This is insanely powerful, because you can do things like trijump lk, c.lk c.lk trijump lk -> jumpin combo. The opponent will have a hell of a time blocking all of this, and you can always crossup pretty easily to cause more torment.
Combos are kinda simple, but her launchers are weird. Her s.rk and c.rk are what you will use the most. s.rk ignores weight, which is a must for combing chars like cammy, but gives a weird angle, and can be hard to combo after. In theory you can s.rk, airdash and combo, but the timing is strict. Against mid+heavyweights, use c.rk. It launches at a more normal angle. You will still be constrained by a weird angle and sometimes will not be able to combo, but the same airdash rule applies.
I am pretty sure she can get into her lightning attack infinite from anywhere on screen once an air combo hits. Try these combos
corner: launch ^ lp xx lightning attack downforward (almost immediately turn straight down), lightning attack up, lightning attack down, land, then just lightning attack up and down in rhythm with their body. Takes some getting used to, and is different timing for all chars, but i am pretty sure it works on everyone. Make sure you are not up aginst the edge of the screen , or else they will fly away from the corner and you will not be able to continue.
If you are somewhere mid screen, lightning attack straight into them, and try to learn how to juggle them so you can get a lightning attack to hit them in the corner when you are about to land. It takes more experience than anything, so play around with it.
Storm has so many tools, but a couple things to keep in mind.
-Lightning storm is very punishable, do not use it that often. Good chip damage. Projectiles like sonic boom can still pass through the lightning during this super.
-If you can, always superjump instead of jumping. If you try to jump and use float canceled FP’s, you will get one FP, and continue floating. Very little mobility, as you cannot attack after airdashing out of another attack. Superjump lets you do things like sj.fp xx airdash, lk, rk, land, combo, etc. Regular jump you can only get one attack.
-Her mp/fp (air)throw can lead into easy infinites in the corner. Walk forward and lightning attack up + down. Or just do lightning storm. If it is an airthrow, airdash to chase them, then start.
-Float canceled fp’s combo into each other. If you are floating down on someone large like Juggo and land a fp, keep floating and fping. You can get like 5 hits, then go into a combo.
-Lightning attack can be a decent poke, since you can string 3 together, and any one of them can lead into a combo(read: infinite). Try a couple lightning attacks, and if they are blocked, lightning attack up and away. If they start attacking after this, just use all 3 lightning attacks in their face. If they try to counterattack, they will get it.
This is all I have to say, sorry I am not very good at writing.
hi; it’s been a while since i’ve posted on srk.com, but i’ve more-or-less been in the background reading stuff now and then…
anyways, for all you storm users:
http://www.gamefaqs.com/coinop/arcade/game/3628.html
then click on my faq(same name as the one i use on this site)
should be a bit for you to work with… (includes the most reliable miscreen aircombos for storm, which all carry them into the corner… works on ALL characters)
lemme know if you have any comments or questions, and i’ll try to help… at least on storm, heh.
Thanx Prozac & Masher!
No problem Kid. Just though I would give me input. I dont know nearly as much as prozac. I am just a hardcore Rogue player. If you(or anyone) need any advice on Rogue just hit me up.
Good Night Sugah
Too bad none of this stuff works for the PSX verison of the game. I like Xmen/SF but I don’t own the Saturn one or have it emulated. I play Ryu and Nash.
Hmm random thing with rogue on team 1 and Akuma on team 2:
Have Rogue steal Kiss akuma. Do the raging Deamon super with rogue facing corner, wait for move to end then do a Good Night Sugah. The first few hits of the GNS hit akuma then she goes past him and continues the super without him. Akuma is still in the stun animation while Rogue is finishing the move. Then when she finishes the part in the air, she automatically appears on the ground and does the kiss throw. Sorta like NKI’s glitch with rogue where you would super when both characters were doing a super. Anyone see this before?
Shit… Could have sworn I left a post yesterday… Ah well, here goes.
Mr. Hadouken, you can go to www.ComboVideos.com(Gotta register), check the XvsSF Vids, and DL Didjitalinsanity’s XvsSF vid. It’s entirely PSX, and it’ll show you that you can still do some crazy shit.
But, what I was gonna post about, was mostly Storm stuff. ReCharredSigh has a pretty decent FAQ, and I’ll fill in some stuff where I Can…
You mentioned her Float-Cancels only working while flying. They work while flying, but they also work any time you’re falling(s.roundhouse /\ sj.jab -> sj.short, sj.short, sj.short ect works, ‘if’ you delay long enough for the sj.shorts to kick in just as you start falling). Basically, floating cancels the end of the move and returns you to a neutral state. This is what allows for the repeated air dashes in combos(There actually is no ‘One Air Dash Per Combo’ rule, there’s a ‘One Air Dash Per Chain’ rule, so all that’s needed to reset it is a Link. This enables Magneto f.dwn.short, f.dwn.short Fly Semi Infs.)
There’s another version of the lightning attack infinite that works anywhere, anytime, on anybody except for Charlie(Even works on Jugg). On Charlie, you can only bring him to the corner with it(He’ll pop out of the corner if you keep doing it, if I recall. It might affect others the same way, but I ‘think’ it was just Charlie.) Only problem is it does crap for damage.
[ Lightning Attack Towards(Hit), Redirect Down/Towards(Land) ] x N. ‘This’ is what makes her counter so deadly, because one hit of it ‘always’ leads to the corner(Without OTG). This series is ‘really’ easy, as long as you can reliably do the Lightning Attack. As an infinite, sure, it does really poor damage, but in a tournament setting, that’s a good thing for Storm. Along with killing them, it drains the clock. Land it right off the bat, and you can cut the match time in half. As long as you don’t mess up the lightning attack command. However, it’s one of the most infuriating infinites to be killed by for that exact reason.
Also, ReCharred mentioned one of Storm’s strengths during flight, the ability to stick to you like glue while attacking(Imagine a SFA2 Custom Combo. Kinda like that.), by cancelling her blocked f.fierces into float, into ticks into ADs ect ect. The reason it’s not entirely safe, is because they can break it with a Push Block(Advancing Guard cancel… People here know about that? Push Block is a preset block period, and while in that phase, most hits do not add to your blockstun as usual, allowing you to pop out of blockstun in the middle of their attacks, often directly after blocking one.), and attack you while you’re vulnerable in Flight Mode. This weakness is complimented by another of her strengths in Flight, though. With complete control over her position, it’s very easy to cross them up, and most useful when done as a counter to their attacks.(Simplified example: You’re floating above Juggernaut. He does a s.fierce, and you dodge behind him, then attack him in the back while he’s in his attack animation) Hovering directly above an opponent can be very effective in two ways:
1.) It reverses their controls. They can’t do a Hadouken if they don’t know which way Towards is.
2.) Many characters have much more limited attacks directly above them. Characters like Ken, who have options, have few(His ShinRyuKen), and tend to be baitable.
Abusing that area can lead to them attacking in the wrong direction, and opening themselves up for a quick f.short. Other good things to know while flying, are Air vs Air combos that you can use(If you apply Fly Pressure correctly, they will most likely want off the ground.), and how to stay around even when they ‘do’ have a decent Air vs Air game. Her f.fierce is very important here. You can air dash indefinitely, you have much better mobility, you can cancel your f.fierces, and it’s a very good move in of itself, so with practice, hardly anybody can keep her down without projectile domination.(Gambit being one of the few that comes to mind. Don’t get owned by his sj.strong -> sj.fierce -> Blocked Card.)
And, um, you can do some stylish midscreen storm combos my air comboing into sj.forward(The move that knocks them away without setting FS), and air dashing after them with ad.short ect ect.
And, not sure if I mentioned her unfly business, but in general, you can’t block on the way down from Unfly, ‘until’ you get hit while in Fly Mode for that match. If possible, when you’re flying around and you haven’t gotten hit out of Fly Mode yet that match, it’s ussually good to take any oppurtunites for weak, isolated hits(I.E., Fly into a Sonic Boom or something.) That way, you’ll be able to cover your ass later on in the match, and you’ll be much more capable of baiting their attacks and then Unfly -> Blocking them.
Most of this info comes from playing ‘against’ good storms, not actually using them.
And yeah, I’ve heard of that glitch before. Basically, it’s because Rogue automatically moves forward while doing her super, but the corner keeps Akuma from moving with her(Which he would normally do). Similar things happen with the Team Super Glitch(Did NKI or JChen find that? I know NKI made a tutorial of it, but I remember seeing it in a JChen FAQ… Dunno), where another character’s super would alter their position while they were being hit by Rogue’s. I guess the Raging Demon’s odd On the Ground delay lets her get too close for comf0rt.
Okay, correct me if I’m wrong, but I thought in XSF that you could combo airthrows.
yeah you can connect combos with throws in the air
You cannot throw someone while in hitstun in XvsSF. However, if you throw them on the same frame that they recover, it adds to the combo meter. In any case, it still requires waiting for them to recover, and altogether, combo’ing throws is extremely unpractical in matches. Not only is it more difficult, but it’s less effective in terms of damage, and just as easily avoidable(As stated, they cannot throw you back if you are positioned correctly. They ‘can’ Tech Hit, in either case).
So, for all intents and purposes, No, You cannot combo throws in XvsSF. Throws can always be avoided with Tech Hits, and as such, with the true definition of a combo, Throws don’t count. They’re only really good resets.
this is feartetsuo :sad:, I though I had found something new :sad:… Oh well. Rogue 4 life!!!
Prozac- You got any advice for playing Rogue?
Good Night Sugah
Your rogue is years better than mine, Fear. Preach on.
Edit: Top secret rockin’ trick you can use to slightly up your skills. Whenever possible, don’t just cancel into a super. Cancel into a stronger attack, ‘then’ immediately into a super. Like, instead of doing LK -> MK -> Rogue Super, do LK -> MK -> HP xx Rogue Super, and cancel the HP before it hits. You get credited for the Meter for the HP instantly. Her super comes out really fast, and her HP comes out really slow, so it’s not all that hard to do it. I kinda just thought of the rogue link, but I mentioned it, because when I remember to, I ussually do Air Throw, j.fierce xx Shinkuu Hadouken with Ryu, unless it’s on Jugg/Mag/Sabre. Builds that little extra bit of meter. This really kicks in when using characters that can abuse projectiles. Gambit j.fierces, Shoto j.fierces, ect ect, all great for instant-buffering into moves.
wait so ur telling me that since throw combos can be tech hit’ed it isnt a combo?
Dasrik was just trying to ride my ass and criticize my definition of combo’ing air throws. Do I think that people shouldn’t use Air Throws in combos? Hardly. They can be ‘very’ effective. However, they ‘can’ be escaped… So… In a tournament setting… By definition… It’s a reset, not a combo. And if possible, when you want the win, you have to weigh the risk of the reset with the reward. In XvsSF, a lot of characters can break into Infinites from basic setups, so the reward is small in high level play, with a higher risk.
Personally, I think ‘Tournament Play’ mentality screws over too many games. I air throw all day, tech’d or not. Just more fun.
well it should be as along as it connect and adds up to the combo meter its a combo cuz it just like saying adding combos which knock you to the ground just to juggle you back up isnt a combo cuz you can roll
anyways nice avatar lol, thats like 2 years old or something, many <3 for still wearing it, its so messed up now that i come to see it again
Who’s Av… ComboM’s? Mine? o.O I like it, heh.
And, well, Roll combos are kind of a different class of combo too. Heh. Actually, most roll combos are ‘less’ reliable than Throw Combos. In a competitive setting, you can’t get away with a string that leads up to a Roll, unless you ‘seriously’ mix them up with crossups ‘and’ timing, or there’s something else interfering(I.E.: Online Lag).
The fact is, not all combos are equally reliable. That doesn’t matter a whole lot in Exhibition, as long as the combo still brings something new to the table, but it means a lot in Matches, where some stuff won’t fly and you’ll get punished for trying it. I can handle both, but it’s important to make the distinction. This thread can help out both. I won’t be dropping a whole lot on crazy new combo links, but it’s not because I haven’t found them… It’s because there’s already something in the works for them.
urs, i remember making a couple of shidousha hyouden avatars incluing urs when i first came to srk
anyways for me rolling is more reliable than a grab, tech hits are everywhere, but rolling has its draw backs for another reset or throw
wuts ur top tiers listing on this anyways?
not even i dont understand why sometimes you can do that, hail storm is just the most random super ever O_o the best way to actually make it happen is to tiger knee the hail storm though, that way it thinks you’ve sj’d and you’re free to attack with anything after it i think.