|
On February 25 2009 06:52 Excalibur_Z wrote:Show nested quote +On February 25 2009 06:17 Bill307 wrote: Indeed, uppercuts/shoryukens are a lot less dangerous when a blocked one results in a big damage combo.
But low level players punish with a sweep or their own shoryuken, dealing lesser or equal damage, so as long as your hp-shoryuken hits more often than it's blocked, it's a winning strategy. Can you give an example of how to punish a shoryu with a combo? Do you have enough time to start a jumping string? The best I can think of is something like cr.mk, EX Shoryu, which isn't much more damage than just a regular Shoryu counter.
Decent punish with ryu? s.hp, hp shoryu. I mean thats about 25% on most characters right there. If you have ultra and 2 ex learn to focus cancel into ultra after that, bam now its like around 50% damage for them missing one DP. Very good simple punishers.
To be honest I don't even go for the harder links with ryu online and im near 4k right now. They do really similar damage but more stun as far as I know anyway.
|
On February 25 2009 08:37 sung_moon wrote: is the time the ultra animation considered time where u can charge? thats the only possible way i see that was possible.... Yes.
|
Bill307
Canada9103 Posts
On February 25 2009 08:38 red.venom wrote:Show nested quote +On February 25 2009 06:52 Excalibur_Z wrote:On February 25 2009 06:17 Bill307 wrote: Indeed, uppercuts/shoryukens are a lot less dangerous when a blocked one results in a big damage combo.
But low level players punish with a sweep or their own shoryuken, dealing lesser or equal damage, so as long as your hp-shoryuken hits more often than it's blocked, it's a winning strategy. Can you give an example of how to punish a shoryu with a combo? Do you have enough time to start a jumping string? The best I can think of is something like cr.mk, EX Shoryu, which isn't much more damage than just a regular Shoryu counter. Decent punish with ryu? s.hp, hp shoryu. I mean thats about 25% on most characters right there. For Ryu, Ken, and Akuma, I recommend cr.hp hp-shoryu (or EX-shoryu) instead. The reason is that you need the close-hp in order to combo into shoryu, but sometimes they'll land too far away and far-hp will come out instead. So imo cr.hp hp-shoryu is more reliable.
Oh, and Ryu has a towards-hp command normal too, so it's also easy to screw up close-hp and get towards-hp instead.
|
On February 25 2009 10:38 Bill307 wrote:Show nested quote +On February 25 2009 08:38 red.venom wrote:On February 25 2009 06:52 Excalibur_Z wrote:On February 25 2009 06:17 Bill307 wrote: Indeed, uppercuts/shoryukens are a lot less dangerous when a blocked one results in a big damage combo.
But low level players punish with a sweep or their own shoryuken, dealing lesser or equal damage, so as long as your hp-shoryuken hits more often than it's blocked, it's a winning strategy. Can you give an example of how to punish a shoryu with a combo? Do you have enough time to start a jumping string? The best I can think of is something like cr.mk, EX Shoryu, which isn't much more damage than just a regular Shoryu counter. Decent punish with ryu? s.hp, hp shoryu. I mean thats about 25% on most characters right there. For Ryu, Ken, and Akuma, I recommend cr.hp hp-shoryu (or EX-shoryu) instead. The reason is that you need the close-hp in order to combo into shoryu, but sometimes they'll land too far away and far-hp will come out instead. So imo cr.hp hp-shoryu is more reliable. Oh, and Ryu has a towards-hp command normal too, so it's also easy to screw up close-hp and get towards-hp instead.
Why not c.hp xx lk tatsu (hurricane kick), hp DP for Akuma? It would even be arguably easier to execute--well maybe not since the DP motion is gimped, but it's more damage, meter, and stun without much hassle.
|
omg stupid eb games in canada, all sold out and its been out for a week right now :3
|
Bill307
Canada9103 Posts
On February 25 2009 12:21 Myrmidon wrote: Why not c.hp xx lk tatsu (hurricane kick), hp DP for Akuma? It would even be arguably easier to execute--well maybe not since the DP motion is gimped, but it's more damage, meter, and stun without much hassle. Oh yeah, forgot about that, good point.
|
thedeadhaji
39489 Posts
does 323+P still work for shoryu commands.
|
pretter sure it does, when I play gief I slam 32123+p to get banishing flats since I have square gates on my stick.
|
FUCKING NEWB RYUS TURNING PLAYSTATION OFF ROUND 1 IN RANKED MATCHES
OMFGGGGG
Woooo
The Line Starts Here ~~, gettin betterrr
|
Nowadays people can just press home/guide and go to dashboard or w/e lolz
|
ps3~! but ya i forgot you could do that. im new to ps3~ bastards. \ ohshit i got next
just slayed a 2k dhalism who i thought blew
|
Bill307
Canada9103 Posts
It's stupid that they can't give the other guy a loss for disconnecting.
I mean, if their XBox/PS3 stops communicating with you (e.g. they unplug it / disconnect it / press Home / etc.) then surely it stops communicating with the central server as well, so it should be obvious which player disconnected in those situations.
|
Bill307
Canada9103 Posts
On February 25 2009 15:32 MiniRoman wrote: just slayed a 2k dhalism who i thought blew Goodshitgoodshit.
|
Someone told me a disconnect always gives point loss but it's just a fixed amount for every dc
|
Bill307
Canada9103 Posts
On February 25 2009 16:13 SayaSP wrote: Someone told me a disconnect always gives point loss but it's just a fixed amount for every dc Hmm let's check on SRK...
lol yeah right, as if that site works anymore
OH SH IT'S WORKING!
|
|
I saw that on /v/ on 4chan.
as if they needed another fetish.
|
ahaha baby i wanna make love to your elbow? what a horrible pick-up line
|
Bill307
Canada9103 Posts
By the way, I was thinking some more about what Sirlin said about quick rise being the default.
I disagree.
I like how the do-nothing default is to get up slowly. It gives me a moment to think without having to worry about defending the next attack.
If the default was quick rise, then I'd have to actually do something to get up slowly. But if my reason for staying on the ground is to get a moment of peace, then I'm in a mindset where I don't want to think about pressing more inputs to stay on the ground. Furthermore, if I forget to quick rise, then I probably need a moment to collect my thoughts, anyway.
On the other hand, quick rising is only used when you are alert, so it's only natural that you should have to press the extra input to tell the game, "I am ready to get up immediately."
Of course Sirlin is some kind of Time God, so I'm sure he just stops time whenever he needs a break.
|
Give me reasons to NOT buy a ps3 or xbox this weekend DAMN, i can't resist this is the only game i want to play on a console
|
|
|
|