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Mango91
11-13-2005, 08:45 AM
Any tricks/ways I should play as Yashiro/Shermie/Chris?

EDIT: some Kula strats would be nice too. :)

Rave
11-13-2005, 10:18 AM
Yashiro has a pretty sick combo, I'm not sure but it's something like. Stand C, fwdA, hcf A+C, qcf A, qcfx2 A.
Also, cancelling qcb B off of his sweep is a good move to use every once in awhile. I'm not sure, but I think you can fully charge his qcfx2 if you cancel it off a sweep.
His stand B was also very good for poking.

I remember Chris' air CD and slide being particularly good in 98, I dunno about now.

Yeah, that's all my scrubby ass knows. :P

Mango91
11-13-2005, 10:49 AM
Thanks for the help :)

Although I would still like some more input from some more people.

Hand Hanzo
12-12-2005, 02:58 PM
Well, Orochi Chris can combo his :hcf: + :snkd: into his :dp: + :snka: and in MAX you can even do his :f: + :snka: before the :hcf: + :snkd:

Emil
12-22-2005, 01:34 AM
Yashiro has a pretty sick combo, I'm not sure but it's something like. Stand C, fwdA, hcf A+C, qcf A, qcfx2 A.

That is a bugged combo. And it's C/D, f+A, hcf+AC, qcf+C, then qcfx2+P. You must use qcf+C or they don't get launched.

I'm not sure, but I think you can fully charge his qcfx2 if you cancel it off a sweep.

That doesn't work, unless they are too slow on the rolling (and there's a big enough window to roll).

His stand B was also very good for poking.

His far B more specifically. Crouch A's are also good pokes. I suggest doing a crouch Ax3 into far B attack string for poking. Also, he has some good tools to stop hop abusers, just hop straight up and CD

I remember Chris' air CD and slide being particularly good in 98, I dunno about now.

Yes they are still very good. Chris jump CD beats almost all anti-airs, unless you are using someone like Kyo (his dp+C will cleanly beat almost any jumpin).

In any case, I prefer normal Chris over Orochi Chris, simply because he has more mixups at his disposal. However, it is quite questionable which is better. It seems Orochi Chris is higher tier than normal Chris according to tier listings.

Well, Orochi Chris can combo his hcf+K into his dp+A and in MAX you can even do his f+A before hcf+K

You don't need maxmode to do f+A, hcf+K combo. You can do C(or crouch B, then crouch A), f+A, hcf+K, dp+A without maxmode. In maxmode, you can cancel the hcf+K to dp+C, then super cancel qcb hcf+A. If you don't have the f+A part of the combo close enough, hcf+K does not do anything (but there is no whiff animation which is good).

As for Kula strats, she is my best. She is one of the best for locking down the opponent, keeping them in the corner. You want to abuse her close B and far B pokes, because they are exceptionally good. Cancelling to qcb+B, f+B is safe and pushes them back further, same goes for cancelling to qcf+A. Once in the corner, you have a ton of mixups. I do one of the following:

-distance yourself a bit, do crouch D cancel to qcb+B, f+B or qcf+A. If qcf+A hits, do her qcb+B, f+B, qcb+B, dp+C combo; you can also use stand CD cancels as well; the stand CD is very meaty, will beat most wakeup attempts, if it counter hits, you can cancel to qcb+D, f+B, dp+C combo in the corner.
-mash on some crouch B's, cancelling to qcf+A or qcb+B; when using qcb+B in any situation, you don't always have to cancel to f+B for safety. Sometimes don't cancel into anything, she recovers first, in which case you can either do more crouch B pokes, or tick throw
-hop in, into the above attack strings, or into the one below
-go right up to them and do C(1 hit), qcf+A. If they block this, you have a frame advantage. Thus, you can actually keep repeating C(1 hit), qcf+A in the corner over and over. Almost everyone who doesn't know about this trap will get hit, in which case you can go into the corner juggle combo. If they keep blocking, it will cause guard crush eventually unless they CD counter or roll. Expect a roll if they know the trap, and throw accordingly. At any point between yoru repeated C(1 hit), qcf+A's, you can go into crouch B's instead. Using a sweep or CD instead might be a bit risky, if the opponent decides to immediately punch after the qcf+A.
-do nothing; if they roll, you throw. If they jump (knowing that qcb+B has such good priority, just wait and dp+C them)
-backup and do qcf+C (the slow ice breath) just as they wakeup; This has very good recovery if they manage to roll it(although if you time it correctly, the window to roll will be very small). If the qcf+C hits, you can run up and do any ground combo. I suggest using:

C(2 hits), f+A, qcf+A, qcb+B, f+B, qcb+D, crouch C

This should be your main punishing combo, in the corner. However, it does not work if you started this combo off a jumpin, unless you use C(1 hit), and even then, I think the f+B whiffs.

Mango91
12-22-2005, 09:06 AM
^_^

Thank you very much!

Aaron Brooks
01-05-2006, 10:11 AM
I rather like this chris combo...

C, Cancel into MAX mode, C, Fwd A, qcb A, cancel the second hit into qcb B, cancel back into qcb A.. repeat that until you run out of meter.. finish with a dp k or a DM/SDM. Other than that I only know basic stuff with the new face team.

Emil
01-05-2006, 05:14 PM
I rather like this chris combo...

C, Cancel into MAX mode, C, Fwd A, qcb A, cancel the second hit into qcb B, cancel back into qcb A.. repeat that until you run out of meter.. finish with a dp k or a DM/SDM. Other than that I only know basic stuff with the new face team.

That combo actually doesn't work in the arcade version...I didn't know it worked in the PS2. You can't cancel Chris's hcb+P into hcb+K in the arcade version.

Magnus Jaguar
01-21-2006, 10:46 PM
:cool: I Need Some Combos Whit Yashiro If Anybody Know Plaese Poste It In Texas Denton Mvc2 Kof Cvs2 Playaes At Shuthweat Divition Tanks

SaffronsGhost
01-22-2006, 08:50 PM
What the fuck