The Official Fighting Games Topic - Page 33
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thedeadhaji
39489 Posts
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Bill307
Canada9103 Posts
We have another guy here whose name is Chun, and he also plays Chun Li. (And rapes us all with her.) He should have gone to T9, but I don't know what happened. =/ I haven't been following SF4, so this footage is like, totally new to me. I'm glad they kept the feel of the game 2D. Also, lol @ Rufus's belly movement during his standing animation. | ||
Bill307
Canada9103 Posts
Ryu vs. Rufus Crimson Viper vs. Rufus So Rufus is the new Yun/Yang with his divekick, it seems. | ||
SayaSP
Laos5494 Posts
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Bill307
Canada9103 Posts
Youtube channel with all the footage AHF tournament playlist (no MMs) (videos still being uploaded... edit: done!) Random fact: Sleepy (Metal Fiona) went undefeated in casuals, to my surprise. This included 3 wins against my Kamui. Now, considering I used to beat Sleepy with Kira back in March, this 0-3 loss should have made alarm bells go off, signalling that maybe my Kamui was not as good as I thought compared to my Kira. Well, should have but didn't. Anyway, here are some of the better matches that I've uploaded so far. AHF - X-Sapphire (Bolt Saki) vs Sleepy (Metal Fiona) - part 2 Games 2 and 3 of a bo3. The skill level isn't the highest, but the ending was close. X-Sapphire's main game is Accent Core, however he did win the previous Canadian AH tournament (on an AH vanilla machine) back in January. I think he hadn't touched the game since. Nevertheless, by game 2 he'd already recalled most of his combos and strats with Saki. By the way, he didn't realize the tournament was for AHF only, so he picked the AH vanilla version of Saki and we didn't notice >.<;;. + Show Spoiler [the match] + AHF - Bill307 (Bolt Kira) vs Marn (Dark Kamui, Dark Konoha) - winners bracket My winners bracket bo3 vs Marn, a rematch of our money match (which he won), which in turn was a rematch of C3 (which I won). The last 720 I did was really strange, because I did it subconsciously, or something like that o_O. That is, I didn't even know why I was doing 6GC 720A+B: my hands were just doing it automatically. I couldn't even remember what Marn was doing at the time, either. Then I saw it on video and was like, wow I don't remember Marn doing that at all. o_Oa It was a really weird experience, almost like I was dreaming. + Show Spoiler [the match] + | ||
Myrmidon
United States9452 Posts
Is it just the characters you were facing against Marn, or are you doing less 2-story-high splashes in general than before? | ||
Bill307
Canada9103 Posts
I wanted to do either j.A clash into clash dagger, or j.A clash into air super grab, but I ended up doing neither, not even once. =/ I also wanted to block his j.A, then since he always spams air normals, I could 6GC and do the air super grab. Except I suck at executing that move and so it never came out, and I just ate a combo the one or two times I tried it. I've only done it once in casuals so far, so I need to practice that trick more. I learned it from watching Hayao play Kira, btw. As for the "awesome Kira gimmick", I remember I tried it once, probably during the MM vs Marn. After a boot loop in the corner I hit him with one 5A. My plan was: if he teched the way most people do, I'd grab him out of the air, toss him into the wall, and he'd eat another unscaled boot loop. If he didn't tech, I'd do 2A into another iteration of the boot loop (which he can tech out of), then set him up again with 5A. But most people don't know that you can choose which direction your character flips in when they air tech. Most people are either holding back to block as soon as they tech, which makes their character flip against the wall. Or they hold nothing, which makes their character do a small flip in-place. But Marn's actually good at AHF , so he teched away from the corner. I'd never tested this situation because the computer always does the in-place tech in training mode. It turns out Kira's arm-grab-wallslam move whiffs in this situation, because their recovery trajectory avoids it. After it failed the first time, I knew it'd never work and so I never tried it again. Maybe if I'd delayed the arm-grab it would've got him, but I wasn't in the mood to risk it. Nowadays, in casuals, I've started using one of the Japanese combo enders, cancelling the last boot into the lightning super and doing an unblockable setup. | ||
thedeadhaji
39489 Posts
Participated in the last prelims for SBO the day before I had watched Umehara vs Nuki vs Mute Guile @ Mikado. too intense. No way I can participate in ST, so final tuneup for 3s. Ther was a mk color ryu who moved pretty decently so I was able to prepare alright. Prelim result was what you'd expect, nothing too unusual After the event Mester was playing 5:5 or better vs Nuki. As always it's quite impressive to do this against Nuki whose vs Yun is storng. I had JOE do the slide throw from cr.mk and he had quite a high success rate. Kuroda was saying that if you could do this it would be quite strong, but watching JOE made me wonder it would actually be possible to get this into actual gameplay. Genius as usual. This means that you can SGGK with cr.mk so it would make skill-y annoyin gplay that much stronger. Might become JOE as teh single strongest player -- but it wont. And so I felt in what was thought to be a time of stagnation in the 3s world, a time of revolution perhaps. Oh and Boss was reading the "evil" parameter of opponents. "This guy is emitting quite strong evil intent" "He's evil from birth" I dont care what you say about others, but please stop coming in in with Chun Li right after I win with Denjin Ryu. in comments: I think it's the fault of that Chun player who gave my makoto an 'evil' PA - Boss I saw Raoh shoot a win-PA to Boss while grinning lol - Gekimaru Unfortuantely there's no way I was over 5:5. The punishment against each mistake is way too brutal (laugh). I think vs Yun Chunli, Nuki is still the outright best. - Mester So I guess Boss was talking about Raoh being "evil" and fooling around with that b/c of the win-PA lolol | ||
MCMcEmcee
United States1609 Posts
If you expect a forward tech in that tech trap situation, try jump back boot or backdash 2B/3C/rocket toss. Just a thought. Jump back boot takes some timing since you want it to hit "meaty" into their tech, which can be awkward but if they are doing forward tech they might not be switching to block because they want to try to get away from the corner. Really though, it's really infuriating when I see Kira's go for tech traps ALL THE TIME which doesn't pay off if you're never actually finishing combos since then what's the point of teching? Not a comment directed at you personally, just a general thing. | ||
Bill307
Canada9103 Posts
On July 20 2008 21:33 MCMcEmcee wrote: Really though, it's really infuriating when I see Kira's go for tech traps ALL THE TIME which doesn't pay off if you're never actually finishing combos since then what's the point of teching? Not a comment directed at you personally, just a general thing. I totally know what you mean. Especially because I watch Kira matches preferentially, so I've seen it happen a lot. Really, unless the Kira player sucks and keeps dropping combos accidentally, you'd might as well not try to tech at all. Against a player like that, I wouldn't go for tech traps except in situations where I've already messed up my combo (e.g. when I do 2B then fail to sjc or rocket toss afterwards) or where I know I can't combo off of a random hit in the air. Edit: actually, against a player like that it'd be possible to continue a combo past its usual end, e.g. with splash loop, and then anticipate when they'll get tired of your "infinite" and tech trap. But imo you get much better risk/reward by transitioning into a lightning super setup in the corner. One thing I liked about my corner setup was that if they didn't tech, then I could just continue the "combo" for a couple more iterations before the pushback (which also seems to increase with each hit) forced me to actually end the combo. Even if I messed up and they fell to the ground without teching, I'd be missing only ~600 damage from not doing the combo ender, and I could still segue into a lightning-super unblockable setup. It's also dangerous for them because if they tech at a bad time (while I'm juggling them past the "end" of the combo), I might recover from my whiffed move fast enough to air-unblockable or air grab them, or 4D 720A+B to super them once they land, etc. Lastly, the best part was I worked out the timing so that I could either rocket toss them or continue to juggle them on reaction to whether or not they teched: I would not have to guess or anticipate either one. So now I'd have to think of something I can do on reaction to seeing them forward tech. Once Kira turns around, I can probably jump towards them as their tech recovery is ending, and mix up between j.A and air grab. Still, it's nowhere near as precarious for them compared to being stuck in the corner, and cancelling into the lightning super at the end of the combo puts them into a much worse mix-up. Next time I play casuals with Kira (except vs my friend Dan since he knows how to escape this as well), I'll lock someone who doesn't know about forward teching into this situation and get it on video. If all goes well, they'll be stuck in the corner until death. (Afterwards I'll tell them about forward teching so that they don't quit the game out of frustration or anything. ) | ||
Bill307
Canada9103 Posts
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thedeadhaji
39489 Posts
I doubt Chun's cr.mk slides at all so. | ||
Bill307
Canada9103 Posts
Isn't the added range from Ken's cr.mk kara-throw very small, though? =/ | ||
thedeadhaji
39489 Posts
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MCMcEmcee
United States1609 Posts
I imagine that they'd mostly be using his neutral throw, though... it's a bit more straight-forward to pressure off the shoulder toss than the knee bash, though I guess the knee bash gets better options against some characters (twins come to mind). If he's kara-ing c.forward into twd+jab+short without getting random fireballs, though... yikes. | ||
thedeadhaji
39489 Posts
btw new Vision Ranbat is now out. | ||
taeru
Malaysia57 Posts
On July 21 2008 06:58 MCMcEmcee wrote: c.forward kara-throw range is pretty okay, actually. It's just hard to do (there's a reason why all the good kara-throws are done standing). Not as much range as, say, Chun or whatever, but it's something. Pretty noticeable difference in DP range, so I figure the throw would be similar. If you could get it down, it could actually be pretty strong- I figure the input for it would option-select down parry, for one thing. I imagine that they'd mostly be using his neutral throw, though... it's a bit more straight-forward to pressure off the shoulder toss than the knee bash, though I guess the knee bash gets better options against some characters (twins come to mind). If he's kara-ing c.forward into twd+jab+short without getting random fireballs, though... yikes. hello, what is this option select that I've been reading around here? I don't quite understand | ||
Bill307
Canada9103 Posts
Edit: "SGGK" is a particular kind of option select. It's similar to my example above, except that you use a kara-throw, and you time your inputs so that if you get the parry, then an attack comes out rather than a throw. E.g. with Ken's cr.mk kara-throw, you'd do the following option select: down (low parry) -> cr.mk -> (release down) lp+lk. The timing to do this is probably very difficult. However, if done correctly, you'll either get a low parry and do cr.mk (NOT a kara-throw!), or you'll get a kara-throw. What makes this "SGGK" better than the parry/throw option select above is that if you get the low parry, you can combo off of the cr.mk into a super (or into mp.shoryu into super). | ||
MCMcEmcee
United States1609 Posts
1) c.forward kara-throw 2) hit-confirm c.forward It's a BIT easier because I guess you could conceivably do the super on reaction to a parry, but it's still kinda iffy for most people. Too bad his c.strong doesn't slide him any when you kara it, lol. -edit- someone needs to do the FBH dance at SBO ;o | ||
SayaSP
Laos5494 Posts
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