I think based on which direction your SPD motion ended with also determines it, but I’m not certain.
Yeah, from the minimal testing I’ve done it seems if you do a clockwise rotation and end at up, you move backwards, but if you end at u/f, you go forward. Conversely, an anticlockwise rotation ending at up/back will move you backwards, while ending at up moves you forward. If anyone wants to test it frame-by-frame in Kawaks or something that’d be cool.
I personaly play a lot of matches against Honda and whenever Im in the corner and
manage to get in a jab SPD I always land right next to them. Im talking zero distance between us.
Sets up a crossup splah perfectly everytime. 2 SPDS for the price of one!!!
So maybe it has to do with who your opponent is combined with the strength you decide to use for the SPD.
Ill do some testing and come back and post the results guys because this could be really benificial to us if we can control it. Ill test in the corner and if someone else wants to test in the center of the screen, be my guest!!!
Ok guys listen up because I found some intresting stuff here!!!
I did some tests just now using mame 0.64 on the ST world 940223 version.
I used the left corner ( p1 side ) in a match against Honda ( I decided to pick him since he is
one of the tuffer match ups ) and with zero space in between us.
I did a total of three SPDS with each punch button and got consistent results EVERY TIME!!!
You know what that means right ? = WE CAN CONTROLTHIS SHIT YO!!!
With a motion of twoard ending at up Zangief lands right next to Honda with Zangief spinning in a backards ( twoard the p2 corner ) motion. Same results with all three punches
With a motion of twoard ending at uptwoards Zangief begins spinning in a forward motion
( twoard the p2 corner ) and Honda landed far away everytime.
Same results with all three punches
It looks like the results depend on where you end the SPD motion.
When facing right, anything ending at somewhere with back in it or straight up or down, you get a spinning motion in the backwards direction.
Anything ending at somewhere with twoard, Zangief begins spinning in the forward direction.
I hope my contribiution helps yall and if someone wants me to test against another opponent
just let me know.
final note
I did a couple in the center of the screen and got the same results as in the corner.
Lol, I hope this wasnt common knowledge to everyone because its new to me and Im excited =)
wow you guys didn’t know you can control the SPD???
Yeah, i’ve always used his strong throw, it’s so good. Also, don’t forget you can do defensive throws too. When you block you can just option select by just tapping both strong and fierce to get a throw if your opp messes up a combo,block string, or tries to tick throw.
Good stuff. Thanks for the tip.
On Hyper Fighting, what are some good anti air besides a lariat?
s.jab. But lariat and c.lariat are his best AAs. Also the HF thread is here: http://forums.shoryuken.com/showthread.php?t=113811&page=29
So a lot of times when I’m doing cross-up body splash, tick throw into SPD I get thrown like 90% of the time after the cross-up, I never get to tick.
Is my timing on the splash just not right or what am I doing wrong here? What can I do to fix it? Is there some kind of mix-up I can use here?
Use cr.Jabs to push them out of their throw range first, then SPD.
For example, against Dic: cross-up splash, cr.Jab x3, SPD.
Your timing on the splash is probably off, you wanna do it as late as possible. And make sure that you press jab at the first chance, too. There are plenty of mixups after the splash, but don’t mix up the timing of the splash itself, there’s no reason to do that.
yeah, if you are getting thrown after they block your splash, then you are doing it too early. try to do it later
Man I hate the advanced Blanka players match up.
They know it’s super hard to stop that jumping bastard. Then if they decide to stay on the ground and you try to jump at them they use that face scratch move ( I’m not even sure what button it is. I think it’s standing strong.) I even tried jumping at him with a meaty jab lol!!!
Then if I try Running Bear Grab, his normals come out fast enough to stop it on reaction.
Some vs Blanka strats please?
The main thing Blanka wants to do is turtle against Zangief. This is one of very few matches where he turtles. Don’t be scared of a jumpy Blanka; it plays in your favour. I never jump on Gief.
Blanka is going to use his s.strong and s.RH to stop your jump-in attacks. If you stop jumping, he will use his c.fierce c.RH. You want this to happen. I know that sounds stupid, but bear with me. Try to use your c.RH to hopefully trade with something to get a knockdown. Jump VERY seldomly because making him guess will mean a mistake eventually. If you stay at his c.RH range, you can jump when he becomes predictable.
When you are in close, do not do a jumping meaty because his vertical ball will beat you or at least trade. Make sure you are out of his bite range when going for wake-up ground meaties. Be sure to make him guess.
Use c.jab in case he goes vertical ball happy. You can get in close after you beat it.
Being a Gief users as well, I know this can be a tough match-up. Just hope to score a knockdown and employ mind-games. The key to the match is to be patient and not to use too much jumping. That’s the best advice I can give. I’m no expert, though.
Here’s a vid to illustrate my point. When blanka jumps in, it usually is to his disadvantage. Be patient.
[media=youtube]GixF0sfFGbI[/media]
I know this has been answered several ways, but I’d like to affirm, that I can only do this with a Japanese arcade stick (my own custom one for example). I’ve never been able to do it much at all on the american/happ joysticks. More specifically, I’ve only confirmed this on a standard 8-way Seimitsu. Tons more consistency for me on that style of controller.
I’m not trying to steal credit or anything but you guys have to see this. I know it has nothing to do with strategy but I think you guys might like it.
Credit goes to nohoho for the link
Got something els for us. I just went back over the whole thread and didn’t see it mentioned so I’ll post it up. 720 does NOT have to be entirely completed. You can do it from
a straight jump up and roll directly from up and complete the first 360 then start the next 360 and finish at either toward or back ( depending on which way you are spinning )
I wanted to post it because I remember it being said that 720 HAD to be entirely completed and I thought it was in here but it must have been somewhere else.
It works in a very simple way: spin the stick really fucking fast. I can’t do it. Heck, I can’t even standing 360 on ST yet.
I think it’s really important that you spin it in a correct way as well, if you spin it hella fast the risk are that you mess it up. I can spin it very fast, but grabs very seldom comes out because I manage to do it too sloppy or something. Master the perfect spin, then work on your speed.