Yea I have all of the DSZ podcasts...but cant you just redownload them from denjin video?
Street Fighter 3: Third Strike Emulated! - Page 60
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Chill
Calgary25953 Posts
Yea I have all of the DSZ podcasts...but cant you just redownload them from denjin video? | ||
CharlieMurphy
United States22895 Posts
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CharlieMurphy
United States22895 Posts
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myrmidon2537
Philippines2188 Posts
Anyway, from what I see, I went to denjinvid and it seems like they took down all of it except episode 9, I'll go recheck but that's what I distinctly remember. oh and lol @ Charlie | ||
Chill
Calgary25953 Posts
http://odeo.com/channel/141887/view/ One of the parts doesnt work, if you have it gimme gimme because i cant find it | ||
myrmidon2537
Philippines2188 Posts
Oh and lots of thanks =) | ||
Bill307
Canada9103 Posts
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Chill
Calgary25953 Posts
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Bill307
Canada9103 Posts
16 players in 3s, 8 in AH, and 12 in GG. | ||
Bill307
Canada9103 Posts
On January 05 2008 01:13 BlackStar wrote: Ok, I downloaded this and got this working. Even on my rather old system it seems to run without real lag problems. But I am a huge fighting game noob. I never had a console or whatever. So I start playing with Chun-li. I got the basic controls down. And through random clicking I got off some combos and even a special attack three times. But I have this move list here from gfaqs and I can't really figure out how to do the more advanced stuff. Donno how off the timings are anyway. Any tips? I guess I'll help you on the path to the dark side . I've had some experience with Chun Li. I have no doubt that she's the best character in the game, especially at lower levels of play because she is also a relatively easy character to learn. She's my best character by far. To beat novices, there are only a few moves you need to know with Chun Li: 1. Standing fierce (hp): long-range abusable poke. Damage: 110. 2. Crouching forward (cr.mk): quick and low abusable poke. This is by far her easiest move to cancel into supers, so you should try to learn to do this. Damage: 90. 3. Back fierce (back hp): trades with or beats almost every move your opponent can throw at you, even uppercuts (but not supers). Fast. Good anti-air. Also good for building metre. Can be cancelled into supers, but it's much harder than cr.mk. Damage: 130. I think you should start by trying to abuse the hell out of these moves. Learn their ranges and speeds. Hopefully learn some situations where none of them are very useful and you need something different (I doubt the CPU will teach you this, though ). Once you're familiar with these moves and you can cancel cr.mk into her super occasionally, here are some more moves she has that you can start to incorporate into your gameplay. These are roughly in the order of how frequently I use them. 4. "Kara-throw" (at a distance: mk ~ lp+lk; in close: hk ~ lp+lk): Chun Li instantly moves forward and throws. Gives her a ridiculous throw range. To do it, start off by pressing mk (or hk) at the same time as lp+lk, then gradually press mk (or hk) earlier than lp+lk until you get the timing right. This is one of her biggest advantages, and it is definitely the 1st or 2nd "advanced" move you should learn, second only to her super. Damage: 120. 5. Close standing roundhouse (hk when close): comes out very fast (4 frames). Almost twice as fast as her back fierce. As fast as most characters' jabs and short kicks. Useful as an anti-air: whenever you try to parry someone's jump-in, you should often press hk immediately after trying to parry. If they attacked and you parried it, you'll hit them out of the air. If they did nothing, you'll still hit them. If they parry it, you can super jump away (super jump cancel) before they can retaliate. Damage: 120. 6. Standing strong (mp): faster than standing fierce or back fierce. Seems to have the same priority as her fierce moves(?). Useful in some situations where you might've used standing fierce or back fierce instead. Damage: 100. 7. Neutral Jump Roundhouse (jump straight up, then hk): good for hitting people out of the air, and good for hitting people on the ground as well. Has great range. For best results, against opponents on the ground, use it just before you land. Then you can combo it into cr.mk and her super. Damage: 130. 8. Crouching Jab and Crouching Short (cr.lp and cr.lk): fast pokes to put pressure on your opponent when you're close to them to make them afraid to move. Her crouching jab comes out in only 2 frames, the same speed as a throw! But her crouching jab can be blocked and parried both high and low, whereas her crouching short can be blocked and parried low only. Damage: 20. 9. Crouching Roundhouse (cr.hk): a sweep kick that, unlike everyone else's, can be blocked and parried high. I find it useful as an anti-air sometimes, and to stuff certain pokes that her far fierce and back fierce can't beat (e.g. Urien's cr.mk, Yun's cr.mk). Damage: 110. In the end, you should try all of her moves, since almost all of them serve some purpose. The ones I listed above are just the ones I tend to use more often. FYI: in this game, there are 5 levels of priority, and almost all moves fall into them as follows: lowest: jab, short mid: strong, forward high: fierce, roundhouse, special moves super: all supers, all of Yun's moves in genei-jin (, all of Yang's moves in seiei-enbu?) top: all throws and command throws This is partly why her back fierce and her crouching roundhouse are so good for stuffing other moves. The other reason is that these two moves come out really fast. Also, most supers and some special moves (e.g. Ken's/Ryu's EX Shoryuken and Chun's EX spinning bird kick) are briefly invincible at the start, which allow them to beat other moves that have equal or greater priority. Example: throws have more priority than Ken's 3rd super, and you CAN grab him out of it (e.g. Makoto's command grab) (e.g. you parry the 1st hit of a shoryuken, then you try to throw and Ken cancels the shoryuken into a super: the throw will grab him on the exact same frame that his invincibility wears off). But it happens very rarely because if you grab too early, he'll still be invincible and if you grab too late, he'll hit you in your grab's start-up animation. There is exactly one frame where a throw can beat Ken's 3rd super. | ||
Bill307
Canada9103 Posts
This is Kuroda (Q) vs a Chun Li player. My friend pointed this video out to me. According to him, Chun Li's kara throw at 0:18 whiffed because Kuroda did a super jump, then cancelled it into Q's command grab. I am not sure how much I believe this explanation, because I did some tests with Chun Li and found that: 1. First, in parry training mode I recorded Chun Li doing her close roundhouse, cancelled into a super jump, cancelled into SA2. Then I parried the close roundhouse with Ken and tried to throw her. I found that if I threw immediately during the parry, the throw whiffed similar to the video above. However, if I threw just after the parry, at about the same time that Chun Li supered, the throw would connect. So clearly there is at least 1 frame of throw immunity, but the immunity cannot last for more than a few frames. 2. Furthermore, I could not cancel the above super jump into any of Chun Li's special moves, so I do not know if it is actually possible to cancel a super jump into a special (non-super) move. On the other hand, I can offer no alternative explanation for what happened in that video... @_@ | ||
chickenlittle
United States13 Posts
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Bill307
Canada9103 Posts
On January 08 2008 12:31 chickenlittle wrote: chun li is very, very strong, some might even say unbalanced.... Well, of course she's imbalanced . No one debates whether 3s is balanced or not: we all know it's not balanced, not by a long shot. | ||
Harem
United States11390 Posts
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CharlieMurphy
United States22895 Posts
PS- lol @ Q double taunting after special and getting SA in the face x2. | ||
myrmidon2537
Philippines2188 Posts
oh and c.mp is also a useful poke but can't be cancelled into supers. I think it has more range (A little) compared to c.mk or something... because they seem to use it often as well. | ||
Chill
Calgary25953 Posts
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Bill307
Canada9103 Posts
On January 09 2008 03:14 Chill wrote: I'm missing 7.1 and 4.2 (if 4.2 exists) of the ADSZ podcast I don't think there was a 4.2 o.O. I have 7.1 so I uploaded it here: http://www.sendspace.com/file/riydab | ||
Bill307
Canada9103 Posts
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Bill307
Canada9103 Posts
Mike (white Ken) vs Yang (yellow Ken) Around this time we noticed Yang was low-teching everything, so we advised Mike to stop doing low moves ^^. | ||
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