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On June 15 2011 12:07 Trumpet wrote: The matchup idea is so unfair. Whoever gets to be the anti-sakura sakura would win all our tournaments for free D:
wtf are you talking about ? Are you crazy or what ???? There won't be any anti-Sakura Are you a fucking troll ???? please bann him
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On June 15 2011 12:17 Diks wrote:Show nested quote +On June 15 2011 12:07 Trumpet wrote: The matchup idea is so unfair. Whoever gets to be the anti-sakura sakura would win all our tournaments for free D: wtf are you talking about ? Are you crazy or what ???? There won't be any anti-Sakura Are you a fucking troll ???? please bann him
Chill out man...
And i'm fairly excited, I actually got to play AE last night rather then just vanilla, Sakura feels alot more solid and I also found a liking for Juri - does anyone know if their is a definite date for pc rather then just July?
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So are there any Yun players here besides me and Trumpet?
I'm sorry guys, I've been giving it an honest shot but Makoto's the only girl for me. I'm a red bra addict, not red pantie ):
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Vatican City State1650 Posts
READ MY BLOG
[fakesteve edit: srs read his blog its awesome, i edited it out here because it's MASSIVE and i don't wanna scroll past it all day every day]
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Valhalla18444 Posts
i'm on xbl (AHeroicRetreat) if anyone wants to jam
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i've mained sak since vanilla and she's always had huge combo potential. the buffs are nice, and she's definitely viable. i'm working on picking up fei long though since it will inevitably be necessary =p
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Fei Long is pretty difficult to use though imo. If you want the inevitable easy route pick Yang, otherwise stick to Sakura, she's actually a really good character in ae
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Wow, Bonchan is so good against the twins. He really needs to attend EVO...
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On June 15 2011 10:30 Zlasher wrote: Sakura's actually top 10 in AE imo, her buffs were pretty baller.
And Kindevu and Momochi both play like 5 different characters lol, but yeah I guess they could be considered Yun players as well. After my switch to ae gief from ssfiv seth...
Holy shit, the buffs are incredible. L.spd/h.spd do even more damage than before, u2 is a bit better though I still only use u1, but the most important change is l.spd range. Now, I feel like I can grab with confidence opponents who were once too far away to grab.
Complement his high damage output and stamina with the addition of low-health characters without good zoning capabilities (twins) and ae gief looks better than sakura IMO.
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On June 15 2011 19:53 101toss wrote:Show nested quote +On June 15 2011 10:30 Zlasher wrote: Sakura's actually top 10 in AE imo, her buffs were pretty baller.
And Kindevu and Momochi both play like 5 different characters lol, but yeah I guess they could be considered Yun players as well. Now, I feel like I can grab with confidence opponents who were once too far away to grab. Grr... -_-
What's his match-up against Guy now? 7-3? 8-2?
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Been playing Yun more, haven't really worked hard in training mode, but he's definitely not easy to use versus competent, knowledgeable users. Ken and Zangief are both tough matchups.
I need to improve my Oki in terms of what to do after combos. Are there any setups that stuff lariat? What happens if he SPDs and we command throw, who wins?
Vs Ken, is it possible to cross him up with a divekick that is un-shoryukenable? It definitely seems a tall order to get close (if he uses standing jab / standing MP properly vs divekicks) and is decent with anti-air shoryuken. Even if we do, I feel a lot of pressure with my c.mp c.mp st.mp links. How are you guys executing that combo? For the first c.mp, I use c.mp + c.lk + c.lp, then I double tap the 2nd c.mp, then plink st.mp ~ st.lk for the st.mp.
Also, whenever my Yun is facing the right hand side, I always get command throw instead of upkicks when ending combos. It has to do with the fact that I accidentally buffer a back when doing the dp motion, but it is soooo annoying.
So much stuff to learn. How to Genei--Jin after all possible openings (Target Combo, lp shoulder, mp shoulder, anti-air lk. upkicks, etc...). Learning optimal punishes based on ranges, etc.
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And can someone please explain thoroughly the throw metagame? From my gaming experience, it seems as follows:
Throw beats crouching jab (why is this, don't they both start up in 3 frames?) Throw loses to crouching short (but most c.shorts start up in 4 frames so sometimes it ends up in a technical)
crouching jab beats out frame traps (beating them in startup) crouching short loses to frame traps (gets counterhit)
Lets say I am Yun and throw out an improperly spaced divekick (hits too high) - it seems he can throw me there everytime. Is there anything I can do about this, whether it be mashing reversal, command throw, backdash, etc.?
Also, how do we use non-3f reversals vs wakeup meatys? Is it totally non-effective to be mashing HK upkicks vs combos as Yun since HK is so slow to come out? Does that mean our startup get be interrupted?
Just seems like a lot of my failings right now has to do with my lack of technical knowledge about the game. Going to have to take another look at his frame data...
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Whoa, lots of misunderstood information in your post there. I'll start from the top though.
first, for setups after yun combos, after most knockdowns you can either divekick, crossup divekick, command throw, tick command throw, or meaty palm. because lots of reversals can go through palm, I actually do mine from a step back to where it'll whiff unless they press a button (except on characters like viper who have no moves but ultra that can beat palm). Only other setup I use after a combo is after a light shoulder (so we're both just standing) I'll throw out a mp-> fp to fish for counterhits.
How to stuff a lariat? anything that hits low. (cr.mk, cr.rh). If he wakeup SPD's as you try to meaty command throw, he'll win. Zangeif's command throw is 2frame startup, so it's faster than even normal throws, and has fucking ABSURD range too. SRK is down so I dont know the startup offhand of yun command throws, but it's probably around 5frames.
to do a dive that can't get shoryu'd, you have to place it the same way people place crossups to avoid shoryus. right on top his head, going past it, as he wakes up. there's no way to combo a divekick done like this, so there's not much reward to it imo.
I don't even bother with the multiple cr.mp combos atm. If you're dropping it alot, it's not really something to worry about, it'll just get in the way of actual improvements. st.mp is an AMAZING poke, on the other hand, and should be like the only button on your stick once your close enough that it can counterhit stuff. always buffer in a fp, but confirm before doing the b+fp because that last part is -8 on block.
Maybe using the shortcut (df, d, df) would help you avoid accidental command throws.
Geneijins are basically all the same. when you're first learning, the important ones to learn are the mp->fp-> b+fp xx GJ (you can just lunge into whatever you do for GJs) and the bnb into light shoulder xx GJ (st.rh into lunge into w/e) For most of the cast, once you get them to the corner (which I do with a mixture of hop kicks, strongs, and lunges) you can just do palm, palm, heavy lunge, repeat.
Now, your stuff about cr.jabs and cr.shorts... I have no idea where you got that haha. I think you misunderstood what some people said about crouch teching somewhere. the startup time of each depends on the character, of course. so 3 frame jab characters (balrog, yun, etc) can stuff SOME tick throw attempts with jabs. For the really fast ticks, you'd have to be mashing like a madman to get the reversal jab every time to stop them, and even then it wouldn't always work.
crouch teching is inputting a throw while crouching, which doesn't actually throw but will still tech a throw. If your opponent never tried to throw you, a cr.lk will come out. If they did try to throw you, you tech it.
If someone knows you're crouch teching, they'll stagger their block strings to allow small gaps. The idea is that you attempt your crouch tech in this blockstring gap, but they never tried to throw you, so your cr.lk comes out. but before your cr.lk has time to hit them, the next hit of their blockstring connects with you for a beefy counterhit. That is a frame trap. Jabs don't beat frame traps, quite the opposite. the only thing that "beats" frame traps is continuing to block or throwing them yourself if they have too much of a gap.
Generally, if you space a divekick too high (above the waist) you'll get thrown every time and there's nothing you can do about that, except, of course, to space your divekicks better!
Mashing HK upkicks isn't bad, it has some invincibility so it will beat stuff, but it trades with a lot of stuff as well and often not in yun's favor. EX upkicks is much better to mash on because it tends to beat things clean. It still loses to other reversals (flash kicks, dps etc) so don't expect it to beat everything though.
I wouldn't worry about reading frame data. Frame data is useful for things like if you have questions about whether or not specific punishes work (can I punish another yun's blocked ex shoulder with st.lk, for example). Most gameplay, spacing, and blocking issues are much better worked out in game.
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25 of June is the Date you can order and the date it is released on Amazon and in Game in the UK
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On June 15 2011 23:28 Lucumo wrote:Show nested quote +On June 15 2011 19:53 101toss wrote:On June 15 2011 10:30 Zlasher wrote: Sakura's actually top 10 in AE imo, her buffs were pretty baller.
And Kindevu and Momochi both play like 5 different characters lol, but yeah I guess they could be considered Yun players as well. Now, I feel like I can grab with confidence opponents who were once too far away to grab. Grr... -_- What's his match-up against Guy now? 7-3? 8-2? Against guy, most of his moves can be stuffed/traded w/ lariat, and those that can't are easy punished w/ h.spd or stuffed w/ headbutt. Just avoid guy's airthrow (make guy come to you or break your way in w/ green glove or step-in kick) and gief should be fine. I'd say it's a 8-2 if the gief plays it right. Then again, gief is solid in most matchups (excludes Seth/dhalsim).
Protip: use gief's c.hk or s.hk->l.spd at a range similar to the starting positions. The step-in kick will put them in block position while closing the gap. It's a good way to open rounds IMO.
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can anyone post some good basic bnb combos and punishes for someone who is just starting out with Sakura can practice?? checked SRK.. but there are soooo many combos listed.. hard to tell which ones are the best..
also what are the best ways to combo into her ultras?
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ohnoes.. a long ass FS post incoming.
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On June 16 2011 02:22 101toss wrote:Show nested quote +On June 15 2011 23:28 Lucumo wrote:On June 15 2011 19:53 101toss wrote:On June 15 2011 10:30 Zlasher wrote: Sakura's actually top 10 in AE imo, her buffs were pretty baller.
And Kindevu and Momochi both play like 5 different characters lol, but yeah I guess they could be considered Yun players as well. Now, I feel like I can grab with confidence opponents who were once too far away to grab. Grr... -_- What's his match-up against Guy now? 7-3? 8-2? Against guy, most of his moves can be stuffed/traded w/ lariat, and those that can't are easy punished w/ h.spd or stuffed w/ headbutt. Just avoid guy's airthrow (make guy come to you or break your way in w/ green glove or step-in kick) and gief should be fine. I'd say it's a 8-2 if the gief plays it right. Then again, gief is solid in most matchups (excludes Seth/dhalsim). Protip: use gief's c.hk or s.hk->l.spd at a range similar to the starting positions. The step-in kick will put them in block position while closing the gap. It's a good way to open rounds IMO. Yep, glad I'm not the only one who feels that way(match-up being 8-2), poor Guy And it's annoying that you can't really punish(combo or at least more than one attack -.-) misgrabs unless Gief is in a corner or you are already jumping. And regarding the damage, grabbing is always worth the risk. The "problem" is that there are so many Yun/Yang players now and Gief is doing pretty well against them, so more people will play him eventually which in turn affects the Guy players.
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On June 16 2011 02:52 stk01001 wrote: can anyone post some good basic bnb combos and punishes for someone who is just starting out with Sakura can practice?? checked SRK.. but there are soooo many combos listed.. hard to tell which ones are the best..
also what are the best ways to combo into her ultras? Don't really play Sak, but an ez way to link into ultra is from ex hurricane kick juggle
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Would be interested in basic Sakura info myself. Just played a Japanese friend in Endless (I live in Taiwan and changed Xbox flag to Japan) and his Sakura thrashed me (Yun/Akuma) 10-0..
Seems like it's very important to throw out c.mk with shoryu (which strength?) buffered. clp clp cmk -> shoryu is also a great punish.
He was very capable of frame trapping and always scored the maximum damage as punishes. Also very capable of FADCing for long combos that often led to stun. Wish there was a convenient way to upload the video to Youtube as I'm sure I could get some constructive criticism and he is a very solid Sakura.
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