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Capcom Jumping Back Into Fighting Games?

haunts said:
eat a lot of red meat before you get on XBL. it will make you more agrressive.

Oh, ask Lake, I'm aggressive like a juiced up ballplayer. Too much so actually as to where it's detrimental to me. But man, Makoto. *Sigh* I only ask one thing: what is her best "all-purpose" anti-air? Jump straight up and HK? Standing MK? Standing MP? Standing FP? Dash? LP Fukiage when they're right on top of you? It all seems so inconsistent for me.
 
The only SA I don't use regularly when I play seriously with Alex is the Stungun Headbutt. It's too predictable in most cases and can be countered easily. It does have some great applications, especially for massively pounding on the damage but it's usually hard to apply since you need to dizzy an opponent. Hyperbomb and Boomerang Raid both have multiple applications with Boomerang Raid being just a tad better because of more meter to toss out EX attacks. Then again, nothing beats a full taunted Hyper Bomb for damage. :lol
 
Yeah, Bob's main problem is he's always going for the damage. Which means he's always going for the wakeup 360/Gigas. Which means I jump and punish on the way down. Oh and d.FK is not a bad antiair. I tend to try to parry and karakusa.

And a fully charged hyper is amazing, but 8 rotation takes like 10 seconds, so it will never ever happens.
 
It shouldn't be a problem to get 3 taunts in during a match unless they're rushing you down the entire time. I believe throwing doesn't reset the damage so you can throw -> taunt -> throw -> taunt to build it up. Lemme check right now.

Edit: I was wrong, throwing does reset it.
 
I never implied that it was the whole round hence why I thought it didn't reset if you threw =p.

It increases the damage for the next combo, not just the next move. Alex's taunt is very fast though, it's two shoulder rotations and you're good to go. So even if you don't get 3 taunts in a row, you can still taunt once to increase the damage on your next combo.
 
bob_arctor said:
Oh, ask Lake, I'm aggressive like a juiced up ballplayer. Too much so actually as to where it's detrimental to me. But man, Makoto. *Sigh* I only ask one thing: what is her best "all-purpose" anti-air? Jump straight up and HK? Standing MK? Standing MP? Standing FP? Dash? LP Fukiage when they're right on top of you? It all seems so inconsistent for me.

Well, her best all purpouse anti air is probably standing MK but you have more options than just that.. Funny enough I dont use s.mk as much as I use c.rh, but it is the best because of the range.

so yeah..C.HK is a good anti air.

Standing MP is good if people llike to jump in and parry becuase if they parry the MP you can cancel into a Fukiage.

I have been using her ex fukiage a bit more and sometime her Kara-Ex Fukiage to pop them when they are jumpiung around. Ill follow up with a J. RH, dash in for the Karakara. Think about Fukiages is you have to be real comfortablew with the rest of the cast and the ranges of thier jumps and jumpig attacks. It takes a while to get the instinct to jus tthrow it out there and acutally make it work.

Dashing under is good to in some isntances if you can land close enough behind them to Karakusa.

If you parry the jump in attack, you can reset with jab and dash under them for the karakusa.
 
Right but you lose the opportunity to get beside the guy and pressure him on wakeup which I think is more important, unless you're against the CPU. They seem to always 'guess' right on wakeup.
 
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