Wasnt the tatsu escape thing nerfed in AE / 2012? Or was it just ryu's? It may not be possible anymore
also @ CaffeineFree
You should definitely not replace the square gate of your stick before youve even tried it lol.
Square gate is the standard, so just for the potential ease of playing on other peoples sticks at get togethers / tournaments, you should try it imo.
also imo, circle is garbage (imo, because you end up not blocking correctly a lot), and the only thing octo gates make you better at is half circles, which isnt as important thanks to sf4's input leniency.
Also if youre new to sticks in general, you dont want to mess up a shiny new awesome one D:
On July 27 2012 04:51 DwD wrote: I decided not to start with Viper -__- Seemed really hard from the whop ass I got online heh. I've been playing Ken for a couple of days now and I like him a lot now. Can almost 100% all my special moves when I'm in tight spots. Definitely making progress every day I think. Was just curious if someone had a good idea of when to ultra2? Obviously if I manage to block really good or if someone whiffs but is there a good attack combo I can do that opens the window for ultra to be used and not get blocked?
Also a dumb question. I was watching some twitch.tv stream of someone playing Ken and he managed to tornado kick across the entire screen while staying far up in the air. How the hell do you do that? Everytime I jump forward, instant tornado kick I lose altitude like shit. Maybe I'm remembering it wrong but I think he was backed up in a corner and just tornado kicked the hell out of there across the screen.
Superjump tatsu and you'll fly right outta the corner.
Uhh... not sure on this one (Ken does not superjump lol)
But you just have to input it quite fast. You need to tatsu while you're still moving upward. Easiest way I just did it was basically a really fast 360 motion starting with forward jump and ending with the tatsu (Hurricane Kick) motion, like 963214K. Easy on stick / pad, might be weird on a keyboard.
I think the guy above me's right. I know for sure Ryu's air tatsu got nerfed in 2012 and I'm pretty sure Ken's too. You can not do that anymore. You were right about the input though, you just needed to do it real fast
Ryu's and Gouki's got nerfed, Ken can still escape air tastu just fine. The input for it is pretty straightforward, just jump and do it. No super jumping, haha, you just gotta be fast.
@ the Ken thing, I literally JUST tried it in practice mode because I don't play Ken and when he said superjump I was like... ok no let's check this out lol.
On July 27 2012 09:07 Trumpet wrote: also @ CaffeineFree
You should definitely not replace the square gate of your stick before youve even tried it lol.
Square gate is the standard, so just for the potential ease of playing on other peoples sticks at get togethers / tournaments, you should try it imo.
also imo, circle is garbage (imo, because you end up not blocking correctly a lot), and the only thing octo gates make you better at is half circles, which isnt as important thanks to sf4's input leniency.
Also if youre new to sticks in general, you dont want to mess up a shiny new awesome one D:
Even though I brought up the gates, I agree about trying it first. As I mentioned before, I'm new to sticks / the scene, and took about a month on my square gate. But it was consistently frustrating me to the point where I simply wanted to try the other kinds for personal reasons. I ordered an octo and circle gate (shipped together and a few bucks, why not) -- I've never even bothered with the circle gate. I fell in love with the octogate as soon as I played one round after learning the game on the square.
The points you bring up are good though, and I've talked to old- and newcomers alike that have said square doesn't bother them at all, it's just how they learned. I heavily disliked it, so I tried octo and I much prefer it. I don't plan on going pro or playing much outside my own circle of friends where I'll always have my stick (or the only stick), and the FUN factor and ABOLISHMENT of frustration the octogate provided me was why I endorse it.
Everything is worth trying. I would NOT order the gate inserts until you've played on the stick first.
Installing them was painless and mess-free with a tutorial though, even for a noobie like me =P
I was going to ask how valuable hard knockdown would be for an evil ryu player off a ground punish combo(say you blocked a Ryu's L DP on wakeup).
However his meterless punish combo is 383 damage while his meterless hard KD punish combo is only 200 dmg, so non-KD combo wins there.
With 2 bars his normal punish combo would be 452 damage and his hard KD combo would be 405 damage.
So basically the question would be: Is a hard knockdown and 22 damage worth 2 bars? I'm guessing it is because Evil Ryu can set up a 50-50 crossup situation with empty jump possibilities to catch DP attempts
Evil Ryu builds a lot of meter so fadc combos are common because you can start the bnb off easy to hit moves like c.mk and on crouching opponents.
Whats this 200 damage hard knockdown combo?
Ideally evil ryu probably has a tricky time getting started so resets / oki chances are ideal. But probably not worth 200 damage. It probably depends a lot on character matchup.
Corner is probably more likely lp srk hp srk for damage but midscreen, you might want to favour LK Tatsu into reset with a c.lp or c.mp if the character doesn't allow sweep so you can keep pressure and go for the stun. An exception is guile with his unblockable
What's the point of Ibuki's forward dash move? (It's like quarter-rotate front + any kick and she dashes forward). I also can't seem to find a point in her super-flip jump thing.
The 200 dmg combo is just close MP -> HK Axe Kick.
lp SRK hp SRK does less dmg than just hp SRK so I don't really understand what you mean with that. However I guess you're correct in that a reset would probably be overall the best way to go, he has some nice cross-under tricks off that against some of the cast too.
On July 27 2012 13:48 Torte de Lini wrote: What's the point of Ibuki's forward dash move? (It's like quarter-rotate front + any kick and she dashes forward). I also can't seem to find a point in her super-flip jump thing.
On July 27 2012 13:51 MrMedic wrote: I have always wanted to get into streetfighter but the game just intimidates me with all the moves and combos I have to learn and every thing else.
Learn footsies with 0 comboes and you will beat 90% of the online players np
On July 27 2012 13:48 Shikyo wrote: The 200 dmg combo is just close MP -> HK Axe Kick.
lp SRK hp SRK does less dmg than just hp SRK so I don't really understand what you mean with that. However I guess you're correct in that a reset would probably be overall the best way to go, he has some nice cross-under tricks off that against some of the cast too.
On July 27 2012 13:48 Torte de Lini wrote: What's the point of Ibuki's forward dash move? (It's like quarter-rotate front + any kick and she dashes forward). I also can't seem to find a point in her super-flip jump thing.
It can dodge certain moves, and for mixups.
Not much use I guess, for Kunai or super?
LP SRK, HP SRK in the corner is for meter build. The damage difference after a combo is less than 10 dmg and maybe 30 stun but the meter build is around 110 vs 60 meter (1/5 of a bar).
SRK ender should probably be your go to combo if you can't do the sweep in order to make your resets less predictable.
Thinking about it, unless the reset into combo will kill or stun, you can probably just go for damage. Its not like the positioning after SRK is that bad. Close MP into HK Axe Kick is probably an option but 200 guaranteed damage is too much to give up in most cases
Was going to step in and support the MadCatz TE Soul Edition I picked up recently on a deal ($60 off, happens frequently during major tournaments) but this linked deal is also way too good to pass up for newer players interested in getting a stick.
I have the umvc3 hori (same stick pretty much) and I gotta say It's so amazing. I love it so much :3
Been watching Youtube/EVO/Peaceful Jay stream for quite some time now, finally got the game for PC during the Steam summer sales but it won't run for me (stupid Windows 8 preview)
Anyway, by far the most interesting character to me is Juri, but I remember seeing several people say she's far too advanced for a beginner to learn (in particular I think I saw Justin Wong say Juri is one of the hardest to learn in the entire game). I'm obviously not going to be entering tourneys anytime soon, but if my end goal is to be solid with Juri, should I be spending all my learning curve on her or would it be more beneficial to start with something like a Ryu to learn fundamentals first?
On July 27 2012 15:19 zelgadissan wrote: Been watching Youtube/EVO/Peaceful Jay stream for quite some time now, finally got the game for PC during the Steam summer sales but it won't run for me (stupid Windows 8 preview)
Anyway, by far the most interesting character to me is Juri, but I remember seeing several people say she's far too advanced for a beginner to learn (in particular I think I saw Justin Wong say Juri is one of the hardest to learn in the entire game). I'm obviously not going to be entering tourneys anytime soon, but if my end goal is to be solid with Juri, should I be spending all my learning curve on her or would it be more beneficial to start with something like a Ryu to learn fundamentals first?
On July 27 2012 12:46 Shikyo wrote: I was going to ask how valuable hard knockdown would be for an evil ryu player off a ground punish combo(say you blocked a Ryu's L DP on wakeup).
However his meterless punish combo is 383 damage while his meterless hard KD punish combo is only 200 dmg, so non-KD combo wins there.
With 2 bars his normal punish combo would be 452 damage and his hard KD combo would be 405 damage.
So basically the question would be: Is a hard knockdown and 22 damage worth 2 bars? I'm guessing it is because Evil Ryu can set up a 50-50 crossup situation with empty jump possibilities to catch DP attempts
It's not just the hard knockdown and damage, you also have to take positioning into account as well. The normal BnB that involve fireball FADC will almost carry your opponent to the wall from your starting position.
Check out 2:10. WTF wall carry. That shit pushes harder than Guy's shoulder check -.-
Axe Kick FADC would also work.
Do keep in mind that even without meter his normal combos push pretty far out anyway. If you could manage to carry your opponent all the way to the corner without meter i don't see a reason why you should spend 2 bars for that tiny much dmg and a hard knockdown. Having 2 bars scares ppl shitless.
On July 27 2012 15:19 zelgadissan wrote: Been watching Youtube/EVO/Peaceful Jay stream for quite some time now, finally got the game for PC during the Steam summer sales but it won't run for me (stupid Windows 8 preview)
Anyway, by far the most interesting character to me is Juri, but I remember seeing several people say she's far too advanced for a beginner to learn (in particular I think I saw Justin Wong say Juri is one of the hardest to learn in the entire game). I'm obviously not going to be entering tourneys anytime soon, but if my end goal is to be solid with Juri, should I be spending all my learning curve on her or would it be more beneficial to start with something like a Ryu to learn fundamentals first?
Pick up Juri if you like her. She plays differently from Ryu and the only thing which can transfer is footsies but you still have to learn Juri-specific footsies (spacing).
On July 27 2012 15:19 zelgadissan wrote: Been watching Youtube/EVO/Peaceful Jay stream for quite some time now, finally got the game for PC during the Steam summer sales but it won't run for me (stupid Windows 8 preview)
Anyway, by far the most interesting character to me is Juri, but I remember seeing several people say she's far too advanced for a beginner to learn (in particular I think I saw Justin Wong say Juri is one of the hardest to learn in the entire game). I'm obviously not going to be entering tourneys anytime soon, but if my end goal is to be solid with Juri, should I be spending all my learning curve on her or would it be more beneficial to start with something like a Ryu to learn fundamentals first?
Pick up Juri if you like her. She plays differently from Ryu and the only thing which can transfer is footsies but you still have to learn Juri-specific footsies (spacing).
On July 27 2012 15:19 zelgadissan wrote: Been watching Youtube/EVO/Peaceful Jay stream for quite some time now, finally got the game for PC during the Steam summer sales but it won't run for me (stupid Windows 8 preview)
Anyway, by far the most interesting character to me is Juri, but I remember seeing several people say she's far too advanced for a beginner to learn (in particular I think I saw Justin Wong say Juri is one of the hardest to learn in the entire game). I'm obviously not going to be entering tourneys anytime soon, but if my end goal is to be solid with Juri, should I be spending all my learning curve on her or would it be more beneficial to start with something like a Ryu to learn fundamentals first?
Pick up Juri if you like her. She plays differently from Ryu and the only thing which can transfer is footsies but you still have to learn Juri-specific footsies (spacing).