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u get full ultra animation only under 2 conditions that i know of
1. u get counterhit on the HP shoryu. u cant get counterhit on a combo then do it. just the HP shoryu 2.u you get them at a wierd anti-air angle. like if they jump and u catch them with HP shoryu and only 1 hit (sometimes even 2) it will always work.
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On July 22 2009 07:53 pachi wrote:Show nested quote +On July 22 2009 07:13 CharlieMurphy wrote: PPS- I wish they would make a new game with anime graphics like sf3 but with all the og characters like sagat and zangief. Would be awesome. http://tinyurl.com/n93xcaits in development man. I hear UDON (the people doing the street fighter comics) is doing the artwork for it. Is that a joke? you posted the HD remix screenshot. game is totally different.
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On July 22 2009 10:05 CharlieMurphy wrote:Show nested quote +On July 22 2009 07:53 pachi wrote:On July 22 2009 07:13 CharlieMurphy wrote: PPS- I wish they would make a new game with anime graphics like sf3 but with all the og characters like sagat and zangief. Would be awesome. http://tinyurl.com/n93xcaits in development man. I hear UDON (the people doing the street fighter comics) is doing the artwork for it. Is that a joke? you posted the HD remix screenshot. game is totally different.
....... hes fucking joking man
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Why does everyone online lag and button mash T_T
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sounds like every online game ever made
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On July 22 2009 10:05 CharlieMurphy wrote:Show nested quote +On July 22 2009 07:53 pachi wrote:On July 22 2009 07:13 CharlieMurphy wrote: PPS- I wish they would make a new game with anime graphics like sf3 but with all the og characters like sagat and zangief. Would be awesome. http://tinyurl.com/n93xcaits in development man. I hear UDON (the people doing the street fighter comics) is doing the artwork for it. Is that a joke? you posted the HD remix screenshot. game is totally different.
ahahahahahahahaahahahahaa
trolled by pechi.
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it was a terrible joke because it made no sense.
anyways, YESSSSSSSSSSSSSSSSSSSSSSS I finally did the fucking Akuma Hard trial #1 !! It seriously took me like 1-2 hours spread out to finally do it.
Now I'm on hard #2 and having trouble connecting the HP off the c.lk, c.lp . Does it need to be s.hp or stiff arm? I assume s.hp
On an unrelated note, I found out that you can also kara throw with hk as well as the standard hp (but it doesn't go as far).
And also I recently saw a video where i learned how to kara demon as AA when you use crouching MK (the move has the most ducking frames and you can buffer all the demon in it). Its pretty hard timing though. But a helpful trick is to just do lp,lp, back+lk+hp (this game made demon easier).
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On July 22 2009 12:29 CharlieMurphy wrote: Now I'm on hard #2 and having trouble connecting the HP off the c.lk, c.lp . Does it need to be s.hp or stiff arm? I assume s.hp
It's the close version hp you're looking for. It's a 2 frame link after the c.lp. Regular s.hp won't combo. IIRC Akuma's trials were among the easier ones, so I don't think the rest should be so bad (not like where hard #4 or #5 involve multiple difficult links as is often the case).
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On July 22 2009 12:29 CharlieMurphy wrote: it was a terrible joke because it made no sense.
you're just really dumb.
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On July 22 2009 16:15 H wrote:Show nested quote +On July 22 2009 12:29 CharlieMurphy wrote: it was a terrible joke because it made no sense. you're just really dumb.
you are a fucking loser.
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Karathrow with anyone except like ken is not worthwhile at all lmao also you need to link it faster
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Ahahaha CharlieMurphy go fuck yourself.
You are worthless.
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On July 22 2009 08:32 broz0rs wrote:Show nested quote +On July 22 2009 04:23 Trumpet wrote:Ken's best anti air is medium shoryu. if you want to punish a jumpin with ultra, use heavy shoryu fadc ultra. mp shoryu is 4 frame startup and much better for aa, hp is 3 frame startup with a worse hitbox but still solid since you can ultra off it. Ultra is 10 frame startup which is just plain garbage  Adeny, sounds like ken's hp shoryu just dropped dark templar on you on katrina with that level of rage  the problem with hp shoryu fadc to ultra is that the ultra doesn't get the full animation. i've seen some rare freak occurrences where it does connect for full cut-scene, but there's no consistent theory on it. I treat his ultra as if I was playing Yamazaki from CvS2. there's nothing better to punish bad jump-happy players than with a full animated Ken ultra.  lol yea, it does seem as if Adeny lost to a flowchart Ken. I'm assuming you kept getting punished on their wake-up? lol The ultra never gets the full animation from a HP shoryu-> FADC->ultra. However i does get the entire ultra animation when the HP shoryu results in a counter hit which jugles the opponent differently allowing for the full ultra animation.
It is much safer to shoryu->FADC and hit confirm your ultra so you don't fudge it up against a properly timed meaty jump in.
edit:forgot to read the rest of the thread =(
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On July 23 2009 12:13 SayaSP wrote: Karathrow with anyone except like ken is not worthwhile at all lmao also you need to link it faster How is it worthless? It goes about a hand length further, no reason not to use it if you master it obv.
and Kefka, H, wtf is your guys' problems?
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On July 22 2009 07:45 Excalibur_Z wrote:Show nested quote +On July 22 2009 07:13 CharlieMurphy wrote: I agree with adeny actually, in sf4 almost every move pushes the enemy back a little (like sf2) so it caters to the fireball/dp turtlers. Since there are no parries, you can't jump in expecting to offensive parry as a counter. You just have to slowly move closer by jumping his fireballs or whatever. This is not very easy.
Aside from the imbalanced Yun,Chun,Ken the game's mechanics are better imo. And Yun is very aggressively played. Chun and Ken to a lesser extent, it mostly depends on the player. Justin Wong plays uber turtle with chun obv. The wakeup game is a lot less in sf4 too which also caters to turtling even in close range. You can't stuff SRK with s.mk or whatever, and again you can't offensive parry counter on wakeup (FADC is not the same thing when you have 3 Hit SRKs)
The parry system enables even the shittiest characters to be threatening with the right controller. So Sean can be much more powerful than Dan will ever be even when all his moves are WAY worse.
PS- personally I find even the shittiest opponents are a challenge just because of the aforementioned strategies because I can not parry their obvious attacks easily. Here is the flow chart, fireball, fireball, red fireball /ex fireball. If opponent jumps in - srk, if opponent is too close to fireball I jump in mk, s.mk, fireball.
Parry completely shuts down fireballs, because the dumb fucks realize that you are gaining meter and just standing there. In other words, it forces aggression via close range fighting.
PPS- I wish they would make a new game with anime graphics like sf3 but with all the og characters like sagat and zangief. Would be awesome. It's going to be difficult convincing you since it's pretty clear you started with 3s and not SF2, but parries negating projectiles was actually a tremendous design flaw. Essentially you're throwing out every possibility for ranged attacks, which eliminates concepts such as zoning that were so critical in SF2, and now SF4. Parry's simple design meant that it devolved into a game of long range pokes and hit confirm combos very quickly, because throwing out a big move was too risky. Sure it's fun to succeed in long parry strings, and could make for some exciting situations like the legendary Daigo parry, but it was too powerful and forced defensive play. Combine that with the super bars that could be pumped by whiffing normals, and you had an even more turtle-oriented high level game. The Focus system in SF4 is much improved, because you can only absorb a single hit and there is always a risk involved in focusing even a single attack. Focusing a lot of fireballs will get you quite a bit of Revenge meter, but at great risk to your health, since even a small jab that connects will cause you to lose all the life you're currently regenerating. Ultras in SF4 sort of force defensive play too, which isn't good, but it's better than what 3s had. Hopefully in the next revision of SF4 they modify the Ultra system a bit so that it encourages a more offensive style, such as lower base Ultra damage with scaling enhanced Ultra damage which decays over time. I will have to agreed with CharlieMurphy on this one. Crazy, I know. I started with SF2 arcade and followed the series ever since. Fireballs serve a different purpose in 3s. Fireballs are more useful upclose where they can act at parry bait and pressure. SF4 is way more turtle friendly than 3S. Though blindly jumping isn't recommended in any SF, in 3s it is easier to push forward through the air than SF4. All characters in 3s have high and low mixups which force the offense. People often go "on fire" and win from being way behind. It's not suprising that 3s is still top 10 in Japanese arcade. In fact, according to Arcadia jpn magazine, it is the only Street Fighter in top 10 right now besides Street Fighter 4. I doubt it is because it is such a "flawed game." Street Fighter 4 is good that it is a balance game, but if it had 1-2 character that rapes everyone easily then people consider it something else than great.
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The only reason it's in the top 10 is because it's still in SBO.
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On July 23 2009 17:32 H wrote: The only reason it's in the top 10 is because it's still in SBO. Because it is in SBO, that's why it is the top 10 in the arcades? Because SBO determines what Japanese people like? NO. Maybe it is because 3s is that well liked by the Japanese. Perhaps you don't like it, but the many fans that do, support it. More so than the other Street fighters. Even when SF4 came out, there was a huge backlash from within the SF community due to the lack of parries. Can't say 3s is there because it is a newer SF game. CVS2, a newer game than 3s, isn't at SBO.
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good call bro, you went out of your way to search for some worthless post I made on SRK 3 months ago. I guess now there is 3 of you.
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