Kal said:Is there anything that stops a knocked down Ken's Shoryuken? I swear that move goes through everything (even when he isn't down lol) Do I have any other option other than blocking or dashing backwards?
Arde5643 said:Fuerte v Blanka? Patience and lots of it - you can't rush against Blanka at all whatsoever - you can, however, punish all of his specials and some normal moves.
Blocked blanka ball: free run slide.
Blocked rainbow: guacamole air throw, dash grab, delayed slide/tostada press/fajita buster.
Blocked blanka slide (early): free grab.
Against Blankas who like to do electricity on wake-up: tortilla propeller beats it clean, and a delayed tostada press will trade or beat it clean.
Walljumps are pretty useless here unless it's done at the corner for wake-up purposes - even if you trade tostada press with Rainbow ball, you get hit more due to your lower health.
Should Blanka decide to get in your grill? Back run with some well-timed tostada presses or Tortilla propeller definitely helps to discourage him or just back run to run away.
But when you have a life lead and try to rush him to finish him off, you'll get hit really, really really badly.
I kinda think of Blanka as an alternate-Gief - Fuerte has all of the counter-measure and defensive tools, it's just that offensively, Fuerte is at such a huge disadvantage that the end result is never worth it to rush against Blanka.
The problem is when Blanka has a life lead on you and decides to turtle - that's where your patience and skill will be really tested since you have to inch very carefully and deliberately in order to make Blanka make a mistake here.
TurtleSnatcher said:So I've been playing Cammy a little today.
Her EX Hooligan is so disgusting it isn't even funny.
So many people don't know that though.. and it can still go into a slide if I want it toohaunts said:so funny that i forgot to crouch..
Killa Sasa said:Are you doing the Ultra the way that it's described in the manual/move list, or the (better) way drohne and others discovered (charge db, df db, b, ub + 3k)? I use the latter and haven't got the incorrect input in a while. The first though, I screw up all the time. Damn near impossible on a pad.
Agent X said:Here's something unusual that I encountered in single-player Arcade mode today. I was using Ken, fighting against the computer-controlled Seth. At the end of round 1, I performed a combo which I think was close standing strong punch, into close standing fierce punch, into a Dragon Punch. This delivered the KO to Seth. After the KO was called, Ken went into a Shoryureppa. I don't know if I accidentally did the motion for it just before the KO. The Shoryureppa juggled Seth, but of course I didn't get the fancy background flash, since the KO occurred before the Shoryureppa. I was concerned that I had just wasted my Super meter for something that was completely unnecessary.
At the beginning of round 2, my Super meter was still completely full!
I just figured I'd mention it here, as I'm not sure if it's a bug or if it's the game's safeguard against "unnecessary" super combos. I'm curious to know if anyone else has ever encountered something similar to this.
viewtiful_dru said:The thing about "priority" is that its completely arbitrary and subjective.
There's no technical way to gauge priority. It's just a term used in place of "attack x beats attack y." Seeing as how determining what attack beats another is reliant on a number of factors (ie, timing, size of "blue"/"red" hitboxes, startup and recovery), trying to generally argue what determines "priority" is useless.
It's better to talk about things in specific instances, like, if Claw's c.MP is already active, will Ken's f+MK win since its startup is so quick? (vs stating that Rufus c.HP will lose to Balrog LP or whatever).
Agent X said:I just figured I'd mention it here, as I'm not sure if it's a bug or if it's the game's safeguard against "unnecessary" super combos. I'm curious to know if anyone else has ever encountered something similar to this.
I haven't faced too many decent Akumas online since I have pretty low BP (mostly play player matches) so not too sure on strat.TurtleSnatcher said:Great advice.. Thanks. Gonna try to time those runs and slides after blocked balls.
I'm also really addicted to Wall Jumps into Tostada Presses.. almost too addicted.. Its actually sometimes killing lol. I just need to slow down with Fuerte a little more until I get the initial knock down then go bonkers and tone it back down.
Any advice for Akuma Air Fireball Spammers..? I have issues getting in. Though last night I did well somehow and beat a 2800 BP Akuma which is quite a feat for me. (El Fuerte tips that is)
Killa Sasa said:Meet it with a jumping mp. And if you've got moves, you can also air throw that bitch. Break his back. I've lost to too many Bisons before i started countering all his BS.
He's on the list with Blanka.
Edit: this is a guile point of view. From what I can tell, you're an very good Guile player. If you're not using air throw much, start incorporating into your anti air game; it can also work on things like the rainbow Blanka ball. Took me a while but it's helped alot, and discourages the crossups that Guile is so weak against.
kurahadol said:I was trying to use Fei Long but his moves lack so much power and priority. I really want to use someone unique and stray away from the shoto path :/
Turtlesnatcher said:So I've been playing Cammy a little today.
Her EX Hooligan is so disgusting it isn't even funny.
I got it my first try on my HRAP w/ Sanwa buttons. Easy to do if you have responsive buttons, just feather the button with two fingers.lawblob said:Im' pretty sure this has been answered a million times, but how in the hell do I do Sagat's fake kick? Am I missing something? -_-
edit: NM, got it. There is no way I would try that in battle. The speed that requires is ridiculous.
Arde5643 said:I haven't faced too many decent Akumas online since I have pretty low BP (mostly play player matches) so not too sure on strat.
For any Fuerte or Akuma players, is this possible? Akuma does air fireball, Fuerte does habanero dash forward to slide.
Does Akuma have enough time to block or do shoryuken upon landing after air fireball?
I find walljumps to be really annoying to Akuma users as well if they like to spam fireballs (land or air variety).
Would probably be the case, far from an expert with Fei Long, so if everyone is disagreeing with me, I'm going to side with you guys haha.God's Beard said:Fei Long is strong and always seems to have high priority to me, maybe you're just getting into his rhythm? It just too bad his chicken wing doesn't dodge hadokens on reaction like cammy's hooligan does.
Won said:They slide should get him. At least it always connects for me. Air Fireballs are overall not really that big of a problem. Most of the time the dash is fast enough to just run past them. And if not EX just soaks them up and most Akuma players don't react fast enough to counter what ever you want to do.
Kind of late with my response, but good that you found the issue. What was it?_dementia said:Oh yeah, sorry for the sporadic lag yesterday MicVlaD, problem was on my end.
I had no idea, but then again, I seldomly pick charge characters (if ever). Tried it yesterday and it does work, but unfortunately it's a lot harder for me to pull off whenever I want to, because I'm so used to the "faulty" method by now. :lolFindMyFarms said:Hey just though I'd chime in. If you're inputting his teleport right after you press up, then you're doing it wrong. If not, then ignore this post lol.
There's a MUCH easier way to do it. If you've played charge characters before, you know that if you perform a sonic boom/kikouken/etc. you input the command for those techniques as charge back 2 seconds, forward, back punch. This is due to the fact that no one in the world can actually press forward and punch at the exact same nanosecond, and the game allows you a split second of delay between forward and punch to accomodate for that. Hitting back first and then punch allows you to start your charge for your next sonic boom before the animation for the first even begins.
This same theory applies to the Yoga teleport as well. You input his directions for the yoga teleport, then press up/forward, THEN press the three punches. You'll be able to stay a lot lower in the air. Also, with various inputs you can teleport/land at varying heights.
http://forums.shoryuken.com/showthread.php?t=176154
That thread pretty much explains it all. Like I said, if you already knew this, the just ignore this post lol. Hopefully this was of help to some new Dhalsim players at least.
It's not the most punishing counter, but I just play defensively and grab after every blocked Shoryuken when I expect them. Doesn't do significant damage, but it sure as hell annoys the other guy (especially once you start landing consecutive grabs) to no end.nakedsushi said:As much as I get bored of all the Kens I play, I can't help but failing miserably whenever one traps in in a corner and shoryukens the hell out of me. I usually play C.Viper. Is there a way to get out of that? I try to time a crouching fierce kick when they land, but for some reason, they end up doing it first.
AWESOMEmoai said:so what's the general opinion on dan?
UC1 said:I know I said that last post was my last on this topic, this one really is I swear.
That's not what frame advantage means. Frame advantage is to do with what happens after your attack hits or is blocked, and whether there's a combo opportunity available, or if it can be punished. Read the whole thing I linked you to, it explains all that.
MicVlaD said:AWESOME
akachan ningen said:I didn't say that was frame advantage, I said it relates to it. As in, when a character has frame advantage, his next attack could still get beat out if the opponent's attack if its startup is fast enough. Again, this whole time you've been talking about speed, not priority. In your reply to viewtiful dru, you're doing the same thing, talking about something totally different than he is.
Speaking about speed in those terms is pointless anyway because how often do two character's moves start at the exact same frame in an actual match?
If it's not registering the MP, you might be doing it just that fraction of a second too soon.daw840 said:I am playing the challenge mode trials (in the training arena) with Abel and I am on level 5 challenge 2. It is the last challenge for Abel. It says to do a light punch followed by a medium punch (extremely easy compared to level 4, but whatever). The problem is it's not registering the medium punch. Has anyone else run into this problem? How did you beat this?
UC1 said:Wrong.
Dude, you're an idiot. This is like the most basic maths there is. It doesn't matter if the 2 moves start on the same frame, you can do basic adding and subtracting to figure out which will hit first. If they're both active and collide, it's a clash. The only reason that wouldn't happen comes down to hitboxes (i.e. one of the moves whiffing).
Now clearly you've had no idea how any of this works all along, and I've been kind enough to explain it to you several times and link to articles which explain it. Meanwhile you've been misusing terminology and talking out of your ass. At what point do you admit that you've got no idea?
I think it's for the best that I add you to my ignore list. Just hope that nobody takes you seriously as you blatantly make shit up that can't be proven. You honestly expect people to believe that you know the exact frame a move hits and beats another move that is also hitting? Are you able to slow down time until you can perceive 1/30th of a second? What a fucking jackass.
UC1 said:Wrong.
Dude, you're an idiot. This is like the most basic maths there is. It doesn't matter if the 2 moves start on the same frame, you can do basic adding and subtracting to figure out which will hit first. If they're both active and collide, it's a clash. The only reason that wouldn't happen comes down to hitboxes (i.e. one of the moves whiffing).
Now clearly you've had no idea how any of this works all along, and I've been kind enough to explain it to you several times and link to articles which explain it. Meanwhile you've been misusing terminology and talking out of your ass. At what point do you admit that you've got no idea?
I think it's for the best that I add you to my ignore list. Just hope that nobody takes you seriously as you blatantly make shit up that can't be proven. You honestly expect people to believe that you know the exact frame a move hits and beats another move that is also hitting? Are you able to slow down time until you can perceive 1/30th of a second? What a fucking jackass.
BitchTits said:If it's not registering the MP, you might be doing it just that fraction of a second too soon.
The last challenges on Normal for everyone are these type of short hit combos, once you've done a few you'll get the hang of the timing.
I also find it's helpful to not try to rush in to kill off Akuma once you have the life lead as Fuerte.Won said:They slide should get him. At least it always connects for me. Air Fireballs are overall not really that big of a problem. Most of the time the dash is fast enough to just run past them. And if not EX just soaks them up and most Akuma players don't react fast enough to counter what ever you want to do.
Thai said:help a scroto out folks,
I'm doing the trials, and can't get passed the third set (combos). How do I do ryu's Crouching Fierce into Shoryuken? I can't get the timing right
Vdragoon said:I love when I pick Ken and they bolt straight to Dan ... then lose badly.
akachan ningen said:hold df when you do the c.hp, instead of holding down. then just do the mini-DP motion.
blackadde said:haunts do you play on psn? i would love to get some games in sometime.