uryo does favor many resets via srk cancel tho, since his execution is superb why wouldnt he :>
might be wrong but its something like that
Thanks. Yeah I want to know what induces a "meaty lk tatsu", making cr.mk + srk comboable. I understand the concept (tatsu hits on a later active frame), but not very knowledgeable on what causes it. I have been using cl.hp l.tatsu cr.hp ex.tatsu for far too long - I want to learn character specific / situation specific ones!
On September 19 2011 00:15 kyarisan wrote: if anybody wants to play me, i have xbl and PC, been playing sf4 since early 09, so if u want a challenge, ill give you my best shot. get at me
xbl: kyarisan pc: pckyarisan
You need to mention where your from, people from all over the world post in this thread.
uryo does favor many resets via srk cancel tho, since his execution is superb why wouldnt he :>
might be wrong but its something like that
Thanks. Yeah I want to know what induces a "meaty lk tatsu", making cr.mk + srk comboable. I understand the concept (tatsu hits on a later active frame), but not very knowledgeable on what causes it. I have been using cl.hp l.tatsu cr.hp ex.tatsu for far too long - I want to learn character specific / situation specific ones!
It's just using specific sequences of the lk tatsu loop against certain characters which creates a particular spacing. For example, if you do lk tatsu, cs.mk xx lk tatsu, cs.mk xx lk tatsu, cr.hp xx lk tatsu, cr.hp xx lk tatsu on standing Yun, the last tatsu will hit meaty and allow for cr.mk xx dp at the end. Of course, there are other setups that don't involve four 1frame links in a row, but that's the only one I know off the top of my head.
On September 18 2011 19:38 Zlasher wrote: The stick is like...almost identical to a madcatz TE lol
I don't see how its any easier modded than a TE either, so it'll probably be a more expensive version of a TE is my guess.
- Button instead of hex screws is easier to open - Flipping open and having access is easier than unscrewing and unplugging everything for access - Slots for holding spare parts - Single head for QD instead of two separate for each button - MadCatz joystick mount is custom modded to fit - Modding Razer Stick (Button/Stick Swap) does not break warranty - Stick is still in prototype and open to more innovation
Ah okay, I guess its the little things then. The buttons instead of hex key seems negligible, as is the slots for holding 2 buttons since you get the case when you buy spare buttons anyways that holds them. Like, the way I see it (and this is obviously a personal opinion) the Madcatz stick is already so easy to mod, in terms of actually simplicity to mod the stick itself it doesn't seem any different.
Ryu [Hadouken]: Damage has been increased from 60->70. Chip damage remains the same at 15. [H. Shoryuken]: Changed to be a 1 hit move, from the previous 2 hits. Start up is 3F. A deep hit (from active 1F to 2F) deals 160 damage, a shallow hit (from active 3F and up) deals 60 damage. First 4F from startup are invincible. Also [H.Shoryuken] cannot be EX Focus Canceled anymore, regardless of hit or block, so the risk and reward has been increased.
Ken [cr.HK]: Startup changed from 7F->8F. So [far LP] -> [far MP] -> [cr.HK] combo string will no longer work. [far HK]: Startup changed from 12F->11F, recovery from 21F->18F. On hit it now gives +1F, and on block -3F. [Thunder Kick] (f+HK): Entire frame length of the feint version shortened from 27F->24F.
Chun-li [EX Hyakuretsukyaku]: Distance the move covers until hit detection has been increased. Tough combos should be easier to connect with now. [close HP]: Causes additional 1F guard stun on opponent. Push back distance from a hit has been decreased by about half. So [close HP] -> [H. Spinning Bird Kick] combo is now possible (290 damage, 400 stun). [H. Spinning Bird Kick]: Damage and stun adjusted to 200. [Tenkukyaku] (MK during Kintekishu): Hit box enlarged downwards so it is easier to hit crouching opponents.
E-Honda [H. Hundred Hand Slap]: Hit box towards the end has been increased, allowing for easier full combo hits off a [cr.LP]. [EX Oicho Throw]: Stun damage increased from 100->150. [Orochi Breaker]: Command has been simplified so it will be easier to use from now on.
Blanka [EX Vertical Roll]: Now causes knockdown on hit. However on block, Blanka will now land even closer to the opponent so the risk is greater.
Zangief [far HP]: Deals knockdown damage on hit.
Guile [Flash Kick]: Deep hit now deals an additional +10 damage across the board: light 110, medium 130, heavy 140 damage. [Sonic Hurricane]: Damage distribution has been changed from the existing 150+15*4+90 to 90+30*4+90. Total damage has not changed, but [Flash Kick] -> [Sonic Hurricane] combo now does an additional 50 damage or so. [Reverse Spin Kick]: Causes additional 1F of hit stun, leading to a total of +5F on hit.
Dhalsim [LP]: Causes additional 1F of hit stun, leading to a total of +2F on hit. So [LP] -> [EX Yoga Flame] combo now works. [Yoga Blast]: On hit, light and medium version recovery has been reduced by 10F, heavy version recovery has been reduced by 5F.
Balrog [Dirty Bull]: Command has been simplified so it will be easier to use from now on.
Vega [Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK). [EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.
Sagat [cr.MP]: Hit box has been enlarged towards Sagat’s base, fixing a problem that caused it to whiff against certain crouching opponents.
M.Bison [HK]: Damage from a shallow hit increased from 80->90.
C.Viper [Air Burning Kick]: Damage reduced from 100->90.
Rufus [Big Bang Typhoon]: Adjusted move properties so that opponents won’t drop out early after an air hit. [Target Combo]: Hit box of the 2nd hit has been enlarged downwards, making it easier to hit crouching opponents. [EX Galactic Tornado]: Opponents who are hit by the suction part of the move now gain an additional 7F of stun. It will consume a lot of meter, but by performing an [EX Focus Cancel] afterwards, Rufus will now be at a maximum +8F. This will allow for new combo opportunities.
El Fuerte [EX Guacamole Leg Throw]: El Fuerte’s stun after landing has been reduced by 3F, making it 10F total.
Abel [Breathless]: Removed throw invincibility from the lunge to hit detection period. It still has throw invincibility from startup to lunge period.
Seth [Shoryuken]: Excluding the EX version, when the 2nd hit is blocked, opponent guard stun has been reduced by 2F. Seth is now -3F when doing [Shoryuken (2nd hit blocked)] -> [EX Focus Cancel] -> [Forward Dash].
Akuma No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.
Gouken [Sakotsukudaki] (f+MP): Hit box enlarged downwards, active frames changed to 4F. Hit stop and guard stop time has been changed from medium attack length to heavy attack length. Hittable area has been reduced, making it easier to dodge crouching attacks. [Forbidden Shoryuken]: Startup greatly reduced from 11F->3F, which makes it easier to combo and counterattack with. [far MP]: Deals additional 1F of hit stun, and is now special/super cancelable. Thus [far MP] -> [M. Senkugoshoha] combo is now possible. [far HP]: Active hit frames changed from 3F->5F. [close HK]: Active hit frames of first part changed from 2F->5F. [Denjin Hadouken]: Lever rotations needed to speed up the move have been reduced.
That’s it for today. The base is still “SSFIV AE Ver.2012 Alpha,” but some characters have changed quite a bit, so please check out the location test if you can. Tomorrow we will reveal the Beta version changes for the remaining 20 characters. Look forward to it!
Ryu [Hadouken]: Damage has been increased from 60->70. Chip damage remains the same at 15. [H. Shoryuken]: Changed to be a 1 hit move, from the previous 2 hits. Start up is 3F. A deep hit (from active 1F to 2F) deals 160 damage, a shallow hit (from active 3F and up) deals 60 damage. First 4F from startup are invincible. Also [H.Shoryuken] cannot be EX Focus Canceled anymore, regardless of hit or block, so the risk and reward has been increased.
Ken [cr.HK]: Startup changed from 7F->8F. So [far LP] -> [far MP] -> [cr.HK] combo string will no longer work. [far HK]: Startup changed from 12F->11F, recovery from 21F->18F. On hit it now gives +1F, and on block -3F. [Thunder Kick] (f+HK): Entire frame length of the feint version shortened from 27F->24F.
Chun-li [EX Hyakuretsukyaku]: Distance the move covers until hit detection has been increased. Tough combos should be easier to connect with now. [close HP]: Causes additional 1F guard stun on opponent. Push back distance from a hit has been decreased by about half. So [close HP] -> [H. Spinning Bird Kick] combo is now possible (290 damage, 400 stun). [H. Spinning Bird Kick]: Damage and stun adjusted to 200. [Tenkukyaku] (MK during Kintekishu): Hit box enlarged downwards so it is easier to hit crouching opponents.
E-Honda [H. Hundred Hand Slap]: Hit box towards the end has been increased, allowing for easier full combo hits off a [cr.LP]. [EX Oicho Throw]: Stun damage increased from 100->150. [Orochi Breaker]: Command has been simplified so it will be easier to use from now on.
Blanka [EX Vertical Roll]: Now causes knockdown on hit. However on block, Blanka will now land even closer to the opponent so the risk is greater.
Zangief [far HP]: Deals knockdown damage on hit.
Guile [Flash Kick]: Deep hit now deals an additional +10 damage across the board: light 110, medium 130, heavy 140 damage. [Sonic Hurricane]: Damage distribution has been changed from the existing 150+15*4+90 to 90+30*4+90. Total damage has not changed, but [Flash Kick] -> [Sonic Hurricane] combo now does an additional 50 damage or so. [Reverse Spin Kick]: Causes additional 1F of hit stun, leading to a total of +5F on hit.
Dhalsim [LP]: Causes additional 1F of hit stun, leading to a total of +2F on hit. So [LP] -> [EX Yoga Flame] combo now works. [Yoga Blast]: On hit, light and medium version recovery has been reduced by 10F, heavy version recovery has been reduced by 5F.
Balrog [Dirty Bull]: Command has been simplified so it will be easier to use from now on.
Vega [Bloody High Claw]: Hit properties have been adjusted. For example, the Ultra will now combo properly after a [Cosmic Heel] (df+HK). [EX Sky High Claw]: Hit box has been enlarged downwards, making it easier to connect the whole thing.
Sagat [cr.MP]: Hit box has been enlarged towards Sagat’s base, fixing a problem that caused it to whiff against certain crouching opponents.
M.Bison [HK]: Damage from a shallow hit increased from 80->90.
C.Viper [Air Burning Kick]: Damage reduced from 100->90.
Rufus [Big Bang Typhoon]: Adjusted move properties so that opponents won’t drop out early after an air hit. [Target Combo]: Hit box of the 2nd hit has been enlarged downwards, making it easier to hit crouching opponents. [EX Galactic Tornado]: Opponents who are hit by the suction part of the move now gain an additional 7F of stun. It will consume a lot of meter, but by performing an [EX Focus Cancel] afterwards, Rufus will now be at a maximum +8F. This will allow for new combo opportunities.
El Fuerte [EX Guacamole Leg Throw]: El Fuerte’s stun after landing has been reduced by 3F, making it 10F total.
Abel [Breathless]: Removed throw invincibility from the lunge to hit detection period. It still has throw invincibility from startup to lunge period.
Seth [Shoryuken]: Excluding the EX version, when the 2nd hit is blocked, opponent guard stun has been reduced by 2F. Seth is now -3F when doing [Shoryuken (2nd hit blocked)] -> [EX Focus Cancel] -> [Forward Dash].
Akuma No additional changes since the “SSFIV AE Ver.2012 Alpha” location test.
Gouken [Sakotsukudaki] (f+MP): Hit box enlarged downwards, active frames changed to 4F. Hit stop and guard stop time has been changed from medium attack length to heavy attack length. Hittable area has been reduced, making it easier to dodge crouching attacks. [Forbidden Shoryuken]: Startup greatly reduced from 11F->3F, which makes it easier to combo and counterattack with. [far MP]: Deals additional 1F of hit stun, and is now special/super cancelable. Thus [far MP] -> [M. Senkugoshoha] combo is now possible. [far HP]: Active hit frames changed from 3F->5F. [close HK]: Active hit frames of first part changed from 2F->5F. [Denjin Hadouken]: Lever rotations needed to speed up the move have been reduced.
That’s it for today. The base is still “SSFIV AE Ver.2012 Alpha,” but some characters have changed quite a bit, so please check out the location test if you can. Tomorrow we will reveal the Beta version changes for the remaining 20 characters. Look forward to it!
Is there like a link for an end-all-be-all Ken strategy guide? Or just a good place that teaches you the basics of playing as him. I'm trying to mass games right now but I'm pretty terrible and just wondering if there's something out there >.< I've been to like Shoryuken and what not but I was just wondering if there was something more basic. Thanks in advance
i struggle against jump kicks, where the opponent jumps over your fighter and kicks him from behind, making it really hard to wakeup. fighters that can do that are viper, gen, deejay ... maybe more. how do you react to those?
On September 21 2011 22:23 Corvi wrote: i struggle against jump kicks, where the opponent jumps over your fighter and kicks him from behind, making it really hard to wakeup. fighters that can do that are viper, gen, deejay ... maybe more. how do you react to those?
There's barely anyone who can't do that (Claw and Boxer) and you simply block them as if they had jumped at you from behind.
On September 21 2011 17:55 Fiercegore wrote: Is there like a link for an end-all-be-all Ken strategy guide? Or just a good place that teaches you the basics of playing as him. I'm trying to mass games right now but I'm pretty terrible and just wondering if there's something out there >.< I've been to like Shoryuken and what not but I was just wondering if there was something more basic. Thanks in advance
you are now the greatest ken player. real life action