You're Doing It Wrong (Addressing common mistakes/misperceptions with solutions)

Uhh I would mostly say because it’s easier to hit confirm. You really don’t want too many jabs cause the jabs themselves don’t much damage but they cause the more damaging hits to do less. This is why I usually hit confirm with crouch jab > crouch strong > x with Jin because it’s a good block string and hit confirm into good damage.

Just FYI… and I hope I’m not being a big mister know it all or anything… I think the most damaging juggle for Julia is Toward Strong > Toward Forward > Short Wind Roll > Crouch Fierce > HCB Fierce.

Your point is valid though :slight_smile:

I think it’d be nice to have a community effort to find and record each characters’ max damage/optimized combos so that there can be a definitive reference for anyone that is learning/using the characters. A video series/playlist containing these could prove to be very helpful and would improve the quality of the play we are seeing, as even in tournament footage we aren’t seeing optimization.

It depends how much scaling came before her juggle as to what is the better option for damage. In the case of a raw launcher, the option you listed is more damaging by a single hit point. However if any scaling has occured before the launcher, the option in my post becomes more damaging, and exponentially so as more hits are added to the combo. But to be honest I just picked a random juggle as an example. o_o

Really though the knockdown and spacing from the HCB + P ender is almost always preferable IMO.

I appreciate your post by the way, Jibbo. Here’s to hoping at least a portion of the community heeds that advice.

I could do a write up of every character’s optimized combos for common situations, but unfortunately I don’t have a capture card to record video from my 360. When the PC version is released, if this has not been done yet, I will do something like this. An Ibuki character guide as well.

Ultra David and James Chen had already when over this on focus Attack already…your just regurgitating what they pretty much said about the topic…so what if im being a jackass about it.

Maxing out damage is cool but if you can’t land those hits, it’s pointless. thats why Jabs and shorts are important for you to hit confirm and convert that into damage, we all know the formula for maxing out damage using a boost combo and in that same segment they talk about meter management, again no need to explain that if you seen the same stream/video as everyone else.

Something they didn’t go over, was maximizing the effects of your Gems and that is something I know about Very well…Depending on your Team Setup, you can organize a set tactic that can insure you to do heavy damage almost every time, every round…I’ll give out one example and you can figure out some on your own.

Team: Lili(On Point) Kazuya(Reserve)
Gem Load out Lili: Onslaught lv.1(connect 3 special moves) Onslaught lv.2(connect 4 special moves) Immense Power. lv.1(Connect 3 special moves)
Gem Load out Kazuya: Immense power lv. 1 (Partner connects a Launcher) Immense power lv. 1(connect 3 special moves), Immense power lv.2(Perform a SuperArt)

Notes: The General Strategy for this loadout and team set up is for Lili to Set up Kazuya’s high damaging Super from a Boost combo. Lili can easily meet the gem requirements from 1 hit confirm bnb and start filling the C.Gauge to the max, once 2 bars are obtained, landing the Boost combo is the final piece of the puzzle, from there, if the opponent is still alive from the 580+ damage SuperArt(depending on damage scaling before the super art) Kazuya will still have the 30% power boost to pursue the opponent, but mostly this strategy can 1 shot your opponent(I’ve killed Hugo’s and Geifs with this too).This Gem load out also allows for Kazuya to do solo high damaging combos as well, so it’s rather flexible.

Sure, it’s basic but it fundamentally shows boost gems working as a common strategy…something I don’t see many people do. Feed back is always nice but do it in PM’s please.

He’s not talking about hit confirms he’s talking about adding jabs after launcher or tag cancel. Which is stupid.

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who does that? o_O
I never really see that kinda shit to be honest…or I don’t pay attention to it…I have a low tolerance for stupid shit so I tend to zone out alot of stuff…so sorry in advance

Sometimes you’ve no choice. With King for example you can’t always connect with JKL after a launcher, so you have to jab first and then JKL. None of his other normals recover fast enough for him to JKL afterwards, so it has to be either jab or just st.HP straight into RJB, for example, which is less damage than jab, JKL, st.HP xx RJB.

I’m sure there are other characters with similar problems, maybe your opponent had to jab and you just aren’t familiar enough with his character to realise why.

Well those people aren’t doing it wrong lol. I think king can always get a knee except maybe in the corner but like hugo should start with cLP that’s fine. But then you see some kens and guiles start with jab and then complain about timeouts, it’s funny.

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I had this problem for awhile against my brother’s Kazuya. He would always beat me in air to air confrontations. I learned that what he was doing is predicting my jumps and just doing super early jump attacks, or reacting w/ early jump attacks. I play Guile mostly and I just started staying on the ground more and picked my jumps smarter.

Another thing to do that works for me is to find your characters best in air button and perform a super early jump attack yourself. A lot of the time this would result in a trade for about equal life as most characters jump attacks do about the same damage.
Last but not least, Neutral jumping is great if your character has good nj moves. I also play Vega and both nj.HP and nj.HK are simply amazing against people who want to take the fight into the air.

Well you’re not only being a jackass about it, you also completely misunderstood my post, or just flat out didn’t read it. I was not talking about hit confirms. I was talking about juggles. ie. After a launcher or tag cancel.

Some characters’ launchers launchers don’t send the opponent as high into the air as others. Julia’s, for example, keeps them quite low to the ground. Off of a standard height launcher, however, King can connect uf. MK directly from a launcher. I admit it is marginally more difficult than other characters’ standard juggles, but the damage you sacrifice by putting in a jab is too significant to ignore.

I wouldn’t recommend using King with a character whose launcher doesn’t give you enough height to connect uf. MK directly.

Sounds good. It’d be good if users from the respective sub-forums of each character pitched in to help as well, as sometimes the combos listed haven’t been updated.

shrugs Jabs and shorts are more or less a non-issue, certain characters, need the jab or short to finish their juggles(due to low juggle points or few number of options), some extended combos utilize jabs and shorts in them as well… again it’s very character specific or situational. I can see it being dumb if they do jab jab jab shoryuken(Tag Cancel) jab jab Tatsu…for example but that kind of thing is going to happen regardless…like a ghetto reset.

Cross Cancels, aka “Alpha Counters” are more or less really good and pretty well designed in this game. More people should get into the habit of using it.

A good example I can give as to why they’re good, for a Bison player as myself, EX-Psycho alone is good to go against pressure but you can’t do it against disadvantage. People will block it and then punish. I also need a charge. Bison’s Cross Cancel is also an EX-Psycho Crusher animation, the good thing here is that I only hit Forward+Fierce+Roundhouse to blast through obstacles. Not only I escape, I slap them for a good chunk of health instead of just chipping and escaping.

Look dude, if you don’t know what you’re talking about, just don’t post. New players come here to learn. After a tag cancel or launcher, it is never good to use light attacks in the juggle. It is not a “non-issue”. The scaling it adds combined with the lost juggle potential is always too much to justify it.

Thanks for the advice folks. :slight_smile: I tend to not be really good at putting my fighting theory into words (which is weird to me because dammit, I’m a writer!) and fully understanding how things work the way they do completely, so it’s good to get these things clarified from time to time, especially with this game and how much new there is to learn.

The last game I got in on the “ground floor” at was Tekken 5, and I’ve probably forgotten a lot of that by now… >.>

Anyway…

With WNF allowing gems starting next week (IIRC), I wonder if we’ll see CCs more often since onslaught gems will inevitably rebuild meter faster? I need to put in more practice time on the timing and keep them in my mind - I’m still playing with the SF4 mindset when I’m under pressure, lol.

We should see more. The game is gimp without boost gems. All the extra damage and meter will make things more “hype”

Which is why it’s a non-issue >_>’ there is tons of information here on the board, if they want to learn they can, no one is stopping them. It’s not rocket science to look in a character thread and find damn near all the information you could ask for, like learning effective bnb’s…you know to completely avoid this apparent issue. Jesus…

If people are doing stupid combos thats them, let them figure it out on their own(See above). New players shouldn’t be coddled, that’s why SRK is screwed up now, people making dumb ass threads asking where do I find frame data? seriously…? they can’t find the frame data? really?

The fact that there is correct information elsewhere doesn’t justify making posts that are clearly wrong and stating them as fact. The attempt to make SRK a reliable source for information throughout the board is not “coddling” new players. This forum is the go-to place for information and discussion on fighting games. I’d prefer it stayed that way. Bad posts make the use of this board as a reference tool confusing for visitors. I don’t want that, and I don’t think anyone who gives a shit about the community does either.

First off I believe I’ve have not said shit that was false in terms of game terminology(If I did, correct it and be done with it). Second, stupid ass post like that are always going to happen, are you going to intervene every time someone ask a stupid question that could have simply been answer if they would have looked for it? Jesus it’s coddling no matter how you look at it if you go about it that way. Either way I don’t really care, and I don’t want to further derail this thread…If your going to quote this, please take it to PM’s.