View Full Version : SVC Choas Faq
The Beholder
08-08-2004, 04:48 PM
Hey everyone.Well i dont know how to start,but ofcourse as you can all see this is my first post :).
I know Shoryuken from long time(since it start) but i wasnt a member......i wasnt that real fan to SNK VS capcom,Marvel Vs capcom.....etc
anyways,i wanna really ask you bout something guys,Is there's any SVC choas Fan?? or atleast a person who know a bit from this game??
well cause i've been searching for some people (fans for SVC),and it's just like hard to dig and find anyone who atleast like SVC.
Am not a very big fan of this game, but i just enjoy playin it, and so i decided to do a Faq bout SVC.
I've downloaded Gamefaqs.com faqs, but they were proully weak (without mentioning names please).I've allready made all of the aspects for the faqs, i just wanted to clean some from the faq and simple updates....the prob is how to upload it.
seroiusly i dont wanna put it in a site where it will not get a name or notice from other people, so i went toward you guys.Am a Tekken zaibatsu member(a tekken fan actually),and ofcourse i cant upload such a thing like that in such a tekken site only......i tried to talk to my administrator in www.ullysis.com, and tried convinse him to upload my faq, but tell now he just didnt reply.
If you can help me out guys please.lot of people told me bout showing it to you in here, or try to upload it in here......any help please??
anyways, here's a link to Tekkenzaibatsu, where i just stated some of my stuff in the Faq.(you shall find them at the end of the thread)
http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=66060
My screen name is the beholder (the same in here.....)
Note:What was wrote On TZ,had been now updated!
Please if you wanna see the rest of it, or know more bout it then just tell me...
i would really be honoured if you helped me out,and hope you like it by the way...
My Faq is bout >> New combos(Plus good combos) for some charecters(bout 12 of all of them),Tactics and new strategies,Bugs and some notes.
Thanks for reading and answering......see ya soon everyone
The best strategy is to pick Zero...
Later...
dark kyo
08-08-2004, 04:57 PM
try gamespot, ign, or cheatcodes.com
The Beholder
08-08-2004, 05:15 PM
Originally posted by dark kyo
try gamespot, ign, or cheatcodes.com
thanks.......but arent there anyone interested to know any of my stuff?? cause before i upload the faq,i want you to see it first and judge (as your the prof. player guys).....also,i would really like to share it in here
thanks agian anyways :)
Kouga
08-08-2004, 05:15 PM
Why do you need strategy when all you need to do is land an air DP with Zero or a close C with Geese to win? :lol:
No one plays SvC because it's super fucking broken....
The Beholder
08-08-2004, 05:37 PM
Originally posted by Kouga
Why do you need strategy when all you need to do is land an air DP with Zero or a close C with Geese to win? :lol:
No one plays SvC because it's super fucking broken....
:)
well actually am more to combos, specially for the other charecters except Zero and Geese......I know it's not quite abalance game,but some combos and new combos wont hurt, am i right?
am just gonna wait, if anybody wasnt like do beilive me then am gonna post some of my faq combos in here.........(a sample for like some charecters).
there's some people who are missed cause of Zero's and geese Game style,so i think i would give a bit for the others(Like Dimitri,Guile,Chun-li,Sagat,Takuma.......and lot more)
thanks anyway for postin and reading:)
The Beholder
08-08-2004, 05:46 PM
ammmmm.....ok, let me start it with some Bugs and Notes.
Note:this is the un updated version, there shall be an updated version within few days
==========================
III.Bugs And Simple Notes:
==========================
-If you were able to quickly cancel a super move before it's done,before even the super move light blight in,then the super will be canceled and also will be charged as if its been used from your super bar,I tried this bug with dahalsim,and here's a simple example >> dahalsim do qcfx2+SP, and opponent jump in deep with SK.Dahalsim will motion the super(as if he starts to take the breath for super yuga fire ball),but it will be canceled without even the super light blights in,also the super bar will delete one of your supers as if it been used.
-As soon as you start the game, if you did a super move and hit opponent as counter hit,then the super move will cost more damage than the normal non counter hit super.i tried this out and i think it's a bug (because it do only work at the begining of the stage,so i dont think it have somehing with stamina)also it does work sometimes and sometimes not.
-I heared a rumor bout an earthquake bug,i tried it out but it doesnt work.Anyways,am just passing it to you guys.Some people told me it doesnt work with me cause i play SVC on ps2,while all my friends and other faqs are on Arcade and Emu roms.
so here's the bug: Choose hugo, your opponent choose earthquake.Let earthquake do fat guilty super(qcfx+SK), and at the same time Hugo must excute his exceedmotion 360 then SP+WP).If it's done right,then Earthquake will be thrown by Hugo's exceed,while the damage that earthquake will recive will be doubled(a 100% life throw).
Still am not sure Bout it,but if any person who have SVC rom or can try out in the Arcade then contact me.....thanks
-sagat: when opponent is in corner,and he tried to sweep you while you normally preforming SK(but must be done summeltanoiusly), Sagat will normally escape the sweep and opponent will escape Sagat SK hit.After that,you will have the time to excute a free move, like, SP into qcbx2+SK, and then either Exceed or tiger uppercut(f,d,f/d+SP)(a full combo).This glitch only works on small charecter's, like Kim, Kasumi,Terry,Ryu,Ken,Ryo,Akuma and shin akuma.....etc.(any charecter that have the same sweep and priority like Ryu and Ken,also special sweeps cannot be buged like >> Dahalsim,Dimitri due to his long sweep).
-Geese Infinity: Yes,and even non maximum Infinity.Ofcourse it is a bit cheap for whom who use it will,It's mainly hard to excute but still deadly.The concept of the infinity is:
when in close,SP into f+SK(Successfull Connection of two hits), Into dashing SP, f+SK (Another succesfull connection, so now it's 4 hits).The hard part is to connect the dashing into SP,it is aint easy specially when you reach the forth peroid of infinity ,Cause you'll get faraway from opponent by the time you keep doin infinity so thats why you must keep it in clean dash.If you have Maximum bar,then you could easily aviod specially forth turn period and fifth turn peroid(ofcourse by using maximum cancel).At the end anyway,just finish the combo with, Example: SP, f+SK, qcf+WP(Repuoken,which will juggle opponent), into raging storm d/b,hcb,f/d+SP.
Special Thanks to Victory Blows,a Tekken zaibatsu Member
-Hugo's Secret way of jabs: I've discovered something weird with his special five jabs.Mainly if you kept pressinf d+WP,the maximum jabs as i said are 4,and they are even hard to preform 4xjabs.There's something like a bug in order to easy and very quickly connect 5xJabs for Hugo, just reform it like this:
while crouching, press and bash WP then WK, do em continouisly and after each other quickly(just bash it), WP,WK,WP,WK,WP.....Etc.
You'll get five Wp jabs,while you have pressed WK....They'll be very fast(the fastest jabs in the game) and a succesfull 5xjabs conection.It's probably a Bug cause you should press WK to speed the WP jabing,while WK move will be excuted just only 5xjabs from WP.
Also see tekkenzaibatsu link,if you wanna see some sample combos for Guile,Chun-Li and finally dimitri......
thanks for reading
kane_warhead
08-08-2004, 06:01 PM
Due this isn't a flame but Chaos is spelled as Chaos... not Choas. :D
The Beholder
08-08-2004, 06:04 PM
Originally posted by kane_warhead
Due this isn't a flame but Chaos is spelled as Chaos... not Choas. :D
Ohh heck!! i didnt notice.....lol, thanks for that
it's just a stupid spelling mistake from me.......real Pardon
Pat the Great
08-08-2004, 10:36 PM
Originally posted by The Beholder
-If you were able to quickly cancel a super move before it's done,before even the super move light blight in,then the super will be canceled and also will be charged as if its been used from your super bar,I tried this bug with dahalsim,and here's a simple example >> dahalsim do qcfx2+SP, and opponent jump in deep with SK.Dahalsim will motion the super(as if he starts to take the breath for super yuga fire ball),but it will be canceled without even the super light blights in,also the super bar will delete one of your supers as if it been used.
-As soon as you start the game, if you did a super move and hit opponent as counter hit,then the super move will cost more damage than the normal non counter hit super.i tried this out and i think it's a bug (because it do only work at the begining of the stage,so i dont think it have somehing with stamina)also it does work sometimes and sometimes not.
-I heared a rumor bout an earthquake bug,i tried it out but it doesnt work.Anyways,am just passing it to you guys.Some people told me it doesnt work with me cause i play SVC on ps2,while all my friends and other faqs are on Arcade and Emu roms.
so here's the bug: Choose hugo, your opponent choose earthquake.Let earthquake do fat guilty super(qcfx+SK), and at the same time Hugo must excute his exceedmotion 360 then SP+WP).If it's done right,then Earthquake will be thrown by Hugo's exceed,while the damage that earthquake will recive will be doubled(a 100% life throw).
Still am not sure Bout it,but if any person who have SVC rom or can try out in the Arcade then contact me.....thanks
-sagat: when opponent is in corner,and he tried to sweep you while you normally preforming SK(but must be done summeltanoiusly), Sagat will normally escape the sweep and opponent will escape Sagat SK hit.After that,you will have the time to excute a free move, like, SP into qcbx2+SK, and then either Exceed or tiger uppercut(f,d,f/d+SP)(a full combo).This glitch only works on small charecter's, like Kim, Kasumi,Terry,Ryu,Ken,Ryo,Akuma and shin akuma.....etc.(any charecter that have the same sweep and priority like Ryu and Ken,also special sweeps cannot be buged like >> Dahalsim,Dimitri due to his long sweep).
-Geese Infinity: Yes,and even non maximum Infinity.Ofcourse it is a bit cheap for whom who use it will,It's mainly hard to excute but still deadly.The concept of the infinity is:
when in close,SP into f+SK(Successfull Connection of two hits), Into dashing SP, f+SK (Another succesfull connection, so now it's 4 hits).The hard part is to connect the dashing into SP,it is aint easy specially when you reach the forth peroid of infinity ,Cause you'll get faraway from opponent by the time you keep doin infinity so thats why you must keep it in clean dash.If you have Maximum bar,then you could easily aviod specially forth turn period and fifth turn peroid(ofcourse by using maximum cancel).At the end anyway,just finish the combo with, Example: SP, f+SK, qcf+WP(Repuoken,which will juggle opponent), into raging storm d/b,hcb,f/d+SP.
Special Thanks to Victory Blows,a Tekken zaibatsu Member
-Hugo's Secret way of jabs: I've discovered something weird with his special five jabs.Mainly if you kept pressinf d+WP,the maximum jabs as i said are 4,and they are even hard to preform 4xjabs.There's something like a bug in order to easy and very quickly connect 5xJabs for Hugo, just reform it like this:
while crouching, press and bash WP then WK, do em continouisly and after each other quickly(just bash it), WP,WK,WP,WK,WP.....Etc.
You'll get five Wp jabs,while you have pressed WK....They'll be very fast(the fastest jabs in the game) and a succesfull 5xjabs conection.It's probably a Bug cause you should press WK to speed the WP jabing,while WK move will be excuted just only 5xjabs from WP.
thanks for reading
-please tell me english isn't your first language.
-in most Capcom games, counter hit anything will do more damage/stun than that same attack hit normally.
-no one plays this damn game any more, sorry to disappoint.
Ducky
08-08-2004, 10:59 PM
Your first bug isn't really a bug either. You just get hit out of the super after it uses your super meter but before the super flash.
The Beholder
08-09-2004, 02:30 PM
Originally posted by Pat the Great
-please tell me english isn't your first language.
-in most Capcom games, counter hit anything will do more damage/stun than that same attack hit normally.
-no one plays this damn game any more, sorry to disappoint.
yes am sorry for that, english is aint my first lengo :) (am an egyption,and sorry agian for that)
-I know that counter do more damage,but what was in there is a bug,cause there's no counter super that cost a whole bar!!
i tried to counter super,and damage is slightly higher,but doin a super with a bar of life then i think it's a bug
-i know................:(,a bit dissapointing
DUCKY:
I know,i just wrote Bugs and Simple notes................
FatalFuryD
08-09-2004, 03:37 PM
Ask Owned Member about this game, the guy is a snotty bastard about wins but he does know a lot of stuff on it.
I think you covered a lot of stuff. There's also the Tabasa unblockable, which you do the ghost, then you crossover with her air bird pricisely so you overlay the ghost and the bird at the same time.
My opinion about gcsf still stands, it was a good idea, it was just used in wrong kind of game.
Lantis
08-09-2004, 04:58 PM
Originally posted by kane_warhead
Due this isn't a flame but Chaos is spelled as Chaos... not Choas. :D
Maybe he refers to the SvC *CHOAD* FAQ? :confused: :wtf:
The Beholder
08-10-2004, 01:52 PM
Originally posted by FatalFuryD
Ask Owned Member about this game, the guy is a snotty bastard about wins but he does know a lot of stuff on it.
I think you covered a lot of stuff. There's also the Tabasa unblockable, which you do the ghost, then you crossover with her air bird pricisely so you overlay the ghost and the bird at the same time.
My opinion about gcsf still stands, it was a good idea, it was just used in wrong kind of game.
thanks for that...i actually knew bout Tessa unblockables.i really think it's a good game,but unbalanced ofcourse and hella lot of errors.
Hey you said Owned member, You mean Owned people on this game?? or a member called Owned member or owned?? cause what ya meant that he's a guy......aghh,am i that bad in english??
i'll post some of my combo's right now,see i would be pleased if you saw them too (cause i really need your vote bout them,i wanna know if they'r good or not).
thanks,see ya soon
The Beholder
08-10-2004, 02:04 PM
==============
Done By:The Beholder
Faq Version.1
Combos and Tactics FAQ
ALASTIS COPYRIGHT INC.
Thephantommanes@hotmail.com
==============
IT IS A NEAT TRANSCRIP COPY OF THE ORGINAL ALASTIS PRODUCTS, IN WHICH YOU CANNOT COPY RIGHT IT UNLESS ALASTIS INC. AUTHORITIES.
THIS FAQ ONLY DONE FOR THE PURPOSE USE OF ALASTIS INC. ONLY.IT SUPPOSE TO SHOW EITHER GUIDE OR TACTICS OR STRATEGIES OR COMBOS FOR THE PURPOSE OF VIDEO GAMES FAQS.
Table of contents:
==================
I.Notations
II.Combos and tactics
III.Bugs and simple notes
V.Credits and Special thanks
I.Notations:
============
f Forward direction (Move forward)
u Up direction (Jump)
b Back direction (Move backward)
d Down direction (Crouch)
f/u Foward+Up direction (Front jump)
b/u Back+Up direction (Backward jump)
b/d Down+Back direction (Crouching,could charge b/d)
f/d Down+Forward direction (Crouching,Could charge f/d)
f,f Dashing
b,b Back dash or retreat
d,u Super jump
d,u/f Super front jump
d,u/b Super backward jump
360 Motion pad from u to clockwise or anti clockwise motion tell it reach u agian
u,u/f,f,f/d,d,d/b,b,b/u,u
f270 Motion from f clockwise tell you reach u
f,f/d,d,b/d,b,b/u,u
b270 Motion from b Anti clockwise tell you reach u
b,b/d,d,d/f,f,f/u,u
WP Weak Punch "A"
WK Weak Kick "B"
SP Strong Punch "C"
SK Strong Kick "D"
SP+sK Right throw, throws opponent to the other side (C+D)
WP+WK Left throw, forward throw (A+B)
-Power Bar diffinations:(proportioned to both the red and yellow life bar together)
1/4 Means 1/2 of the first yellow bar
1/2 Means the whole first yellow bar itself
3/4 Means 1/2 of the second red life bar
Full Means the whole first and the second bar themselves.
-Conuter:While guarding, SP+SK.Doesnt deal any damage.Takes a bit from super Bar
-Guard forward step: While Guarding, quickly press either f,f or f Plus any button.Must be done quickly
-Guard Back Step: While Guarding, Quickly press either b,b or b plus any button.Must be done quickly
-Guard crush: Happens when you guard alot untill your guard meter finishes up.Guard crush effect is stun to opponent,giving you properties of free hits
-Special Maximum Cancel: Mainly maximum cancel is like cancel a Special move or special hit or super moves into on to another.Some charecter's like Sagat,Dimitri,Akuma,or Chun-li are like able to special cancel(mainly most of the charecters can special max.cancel),Example: Sagat, f,d,f/d+SP for tiger uppercut,if you did SP or WP just quickly as soon as you excute Tiger uppercut(maximum bar for maxim cancel),he will cancel the uppercut into a tiger fireball(qcf+Punches or Kicks).These kind of stuff are special maximum cancel's,mainly most of them are aint usefull that much like dimitri's f,d,f/d+SP into SP (any charecter that can cancel an uppercut into fireball are mainly useless maximum cancel cause they can never connect).Note:Mainly any charecter with charging move cannot special maximum cancel.
Here are some simple examples of maximum special cancels:
-Dimitri: f,d,f/d+SP >> SP(For fireball)
-Sagat: f,d,f/d+SP >> SP(For fireball)
-Chun-li: Qcf+WP >> qcf+SP(For super)
-Genjuru: qcf+SP >> SP(For uppercut) or vise versa
-Traps: What are traps?? Traps are a non combo strategy but more to Tactic.It is were you get opponent to trick them in order to fall into other hit's connection(it maybe either followed by combo's,super,Special move, Throw....etc)
Example of some traps: Akuma and Shin Akuma Death could be used as trap,simply jump in deep to opponent with SK and then normally excute Death super(WP,WP,f,WK,SP).This will not be counted as a combo,but totally guarenteed and non escapable.
Look at the strategies for Shin-Akuma and Dimitri,these charecters hold lot of traps.
-Arieal Rave: A series of combo while you and opponent are in air and you are preforming a combo,a charecter who can arial rave: Like Kim kaphuan.
-Combos or juggle: A series of hits that can guarenteedly hit opponent while he can never escape.
-Super moves: A special move which accumelate super bar, in order to preform a super move
Exceed: A superable Move, which it's likely near to super.Great deal of damage will be dealt if it hits, and also only preformed one time in the whole battle and must be on the red HP bar.
-Normal Combo:Combo's that doesnt need the help of the Maximum bar,so that means no maximum cancel will be used in any of the followed juggles that will be mentoined.
-Maximum Combo:Combo's that does need the help of the maximum bar,so that means maximum bar will be use in any of the followed juggles that will be mentoined.
-Finisher: Finisher is the final finisher that end's the juggle,where you cannot juggle after the final finisher(Could be either a move,Special hit,A normal hit,Super or exceed).
-Tactics and Strategies:These are small info bout some usefull tactics and strategies that you may use in the game.
-Tips:Small Notes and tips just to help in any prevoius mentioned combos or tactics for the mentoined charecter,or it maybe some small info bout the charecter that may come in handy within the game.
-Combo Analyser:A simple combo analyser for some Hard combos or important combos.It will just bhelp in uderstanding the way for preforming the combo.
>> Maximum Cancel move (Only when mximum bar is on)
>S> Special Maximum Cancel (Only When Maximum bar is on)
[] Charge
"" Take A note
* Refer To
() Simple explination
{} Not guarentee to hit, or use for purpose of non guarentee move
_ You could also use(Meant Or)
ok,here's some sample of the combos....Just a sample!!!
Chunli:
~~~~
@Normal Combos:
~~~~~~~~~~~~
06-*1: Faraway from corner, jump in deep with WK, [d]+WP,WK,f/d+WK, u+SK(For Bird kick), qcfx+SK, qcfx2+SP or exceed(if it done in corner)
07-*1: Anywhere, Jump in deep with WK, [d]+WP,WK,f/d+WK, u+WK, f,d,f/d+SK, qcfx2+SP or In corner Exceed
Dimitri:
~~~~~
@Maximum combos:
~~~~~~~~~~~~~~~~
-(Semi Maximum combo,Semi Trap combo)Jump in deep with SK,SP,f,d,f/d+SP >S> SP(for firball)(in this instant buffer midnight kiss super),WP,WP,f,WK,SK(Trap)
-*2While Telepoting, f,d,f/d+SP >> qcf+SP+WP, into buffered WP,WP,f,WK,SK(Trap).
@Normal Combos:
~~~~~~~~~~~~~~~
-*1Jump in deep with SK, WP,WP, f, WK, SK (3 hits then into guarenteable super)(Trap)**
-*When in close,SP, qcf+Sp+WP
Hugo:
~~~
@Normal Combos:
~~~~~~~~~~~~~~~
-qcb+SP, qcb+WP, qcf+SK
-qcb+SP, qcb+WP, hcb+SK, f,d,f/d+SK or qcfx2+SK (for super)(This juggle better be done near corner or not faraway from screen in order to connect air throw)
-**qcb+SP,wp,wp, qcfx2+SP (For super)
Kim:
~~~
@Maximum combos:
~~~~~~~~~~~~~~~~
-When in close,Sp, qcfx2+SK, wait a bit then hcb+SK*(as soon as you preform the move charge [d]) >> u+SK >> qcb,hcf+SK(in air) (Arial rave combo)
@Tactics:
~~~~~~~~~
-Preforming qcb+WK when opponent guard,you'r completly safe then.Also,as a tricky link,you can keep qcb+WK into dd+WK_SK(also,if your in maximum mode and d,d+WK connect,then you have a free maximum cancel super >> qcb,hcf+SK_WK)
-In corner when you sweep opponent or he normally falls to the ground, you can keep cheaping by jump in air and then qcf+SK.This tactic is very usefull Vs. any charecter with dragon punch(f,d,f/d+SP),mainly kim's move(when in air, qcf+SK) will beat it,but take cover cause it opponent could punish you for this (example:Sagat Vs Kim, sagat can qcbx2+SK for a free hit super)
Shin-Akuma:
~~~~~~~~
@Maximum Combos:
~~~~~~~~~~~~~~~~
-When in close, f+SP, f,d,f/d+SP >> hcb+SP >> hcb+SP(for super cancel) >> qcfx2+SP(This combo could be done with Akuma too)
@Normal combos:
~~~~~~~~~~~~~~~
-Jump in deep with SK,then excute Death super(WP,WP,f,WK,SP) (Trap)
@Tactics:
~~~~~~~~~
-SHin Akuma's Exceed is totally not escapable,the only way to escape it is by Teleportation or evade.You can use it after Sweeping opponent to the ground,but it must be correctly timed in where it must be done while opponent getting up from the ground(in order to guarenteedly connect the exceed).This tactic is usefull specially in corner,in where non evader or teleporter charecter can evade it,you could also use this tactic after Shin akuma's Infinity
Here are the charecter's the could escape Shin-Akuma's exceed:
01-Dahalsim: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
02-Dimitri: b,f+SP,WK or f,b+SP+WK
03-M.Bison: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
04-Shin-Akuma: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
05-Akuma: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
06-Shiki: d,d+SK_WK or d,d+SP_WP
07-Earthquake: hcb+WK(Must be done as late as possible) or hcb+SK
08-Vega: SP+WP Only (Due to the long evade)
09-Goenitz: qcb+SK or WK
10-Mars People:
11-
(Un completed)
Terry Bogard:
~~~~~~~~~
@Normal Combos:
~~~~~~~~~~~~~~~
-qcf+SP, f,d,f/d+SK or qcb+SP or [d],u+SP or qcfx2+SP(for super) or qcfx2+SK(for super,better if it done near corner to let it all hit)
Takuma:
~~~~~~
-*While opponent crouching, f+WP, qcfx2+SK(for super) (A crouching Trap)
-When in close, SP, qcfx2+SK or f,d,f/d+SP
-While crouching,[b/d] then,SP into f+SK, qcb+SP or f,b,f+SP or f,d,f/d+SP
@Traps:
~~~~~~~
-When in close and better if opponent in corner,Jump with SK, d+WK,WK(or d+WK), hcb+S
:),these are just samples,there's hella more stuff,specially the new and undiscovered stuff or some death and hard combos.
Also, did any one discovered a death combo ?? ofcourse other than Geese and zero,and even not an infinity it's a death combo.....anybody know??
thanks for reading
Kouga
08-10-2004, 02:33 PM
Originally posted by The Beholder
Hey you said Owned member, You mean Owned people on this game?? or a member called Owned member or owned?? cause what ya meant that he's a guy......aghh,am i that bad in english??
He means the member of SRK "owned member". I haven't seen him around in a while though...
The Beholder
08-10-2004, 02:47 PM
Originally posted by Kouga
He means the member of SRK "owned member". I haven't seen him around in a while though...
ohh i see......sorry for my missunderstanding then
I'll try then,thanks for that
The Beholder
08-11-2004, 03:57 PM
guys,sory but i wanted to ask....Mr.wizard is the owner of this site right??
his last post was in like ages.......will he answer on my e mail or PM?
is there's any other admin. that i can talk to other than sir Mr.wizard?
thanks guys.....
Saotome Kaneda
08-11-2004, 04:45 PM
There are no true SvC lovers anymore, or KOF2k3, for that matter. I know that between myself and RF, we changed the entire K-Force's mind about at least one of the two games.
Owned Member/K4 hasn't been on in a bit, but I see THE ANSWER from time to time.
Kim Max combo.
(corner) Close C -> qcb+B XX qcb+P XX qcb+D(3rd hit) XX qcb+Cx3 XX Houou Kyaku
OR
Close C -> qcb+B XX qcb+P XX qcb+B XX Houou Kyaku/Exceed
OR(I've done this twice, it's stupid hard)
Close C -> qcb+B XX qcb,f+B(Empty Houou Cancel) -> Dash C -> qcf+D (3rd hit, near corner) XX qcb+Cx3 XX Houou Kyaku
I find it funny that Kim's Empty Houou Cancel isn't mentioned in the glitches.
The Beholder
08-11-2004, 06:42 PM
Originally posted by Saotome Kaneda
There are no true SvC lovers anymore, or KOF2k3, for that matter. I know that between myself and RF, we changed the entire K-Force's mind about at least one of the two games.
Owned Member/K4 hasn't been on in a bit, but I see THE ANSWER from time to time.
Kim Max combo.
(corner) Close C -> qcb+B XX qcb+P XX qcb+D(3rd hit) XX qcb+Cx3 XX Houou Kyaku
OR
Close C -> qcb+B XX qcb+P XX qcb+B XX Houou Kyaku/Exceed
OR(I've done this twice, it's stupid hard)
Close C -> qcb+B XX qcb,f+B(Empty Houou Cancel) -> Dash C -> qcf+D (3rd hit, near corner) XX qcb+Cx3 XX Houou Kyaku
I find it funny that Kim's Empty Houou Cancel isn't mentioned in the glitches.
Yes it's even weird to me! what is Houou Cancel??
i'll try it out tommorow,the best thing i did for kim was:
-In Corner, Jump With C,C qcfx2+SK, wait a bit then, qcb+D(Charge down as soon as posible)(3 hit), in the third Hit >> u+D >> in Air, qcb,hcf+D(for super......Exceed doesnt work)
it's great to see ya postin cool stuff dude......i'll go and check em out tommorow,Also if you have other stuff,why dont you post em?? dont worry i'll also post mine :)
thanks agian
Saotome Kaneda
08-11-2004, 06:50 PM
Originally posted by The Beholder
Yes it's even weird to me! what is Houou Cancel??
i'll try it out tommorow,the best thing i did for kim was:
-In Corner, Jump With C,C qcfx2+SK, wait a bit then, qcb+D(Charge down as soon as posible)(3 hit), in the third Hit >> u+D >> in Air, qcb,hcf+D(for super......Exceed doesnt work)
it's great to see ya postin cool stuff dude......i'll go and check em out tommorow,Also if you have other stuff,why dont you post em?? dont worry i'll also post mine :)
thanks agian
I ONLY use Kim. Houou Cancel is done in Max mode only. What happens is, you do a B Hangetsu Zan(hit or guard), then do qcb, f+K, and Kim will stand up while doing the Max Cancel(aka Dokodemo Cancel) flash. It only costs however much it does to do a Max Cancel, and it allows you to extend his Max combos a little more. I don't play SvC much anymore, so I haven't messed with it in a LONG time.
FatalFuryD
08-11-2004, 06:58 PM
Is his other pheonix cancel still there? you know, d,d+k into qcb,hcf+k when you have no meter. I can't do this so I can't confirm it.
Saotome Kaneda
08-11-2004, 07:21 PM
Originally posted by FatalFuryD
Is his other pheonix cancel still there? you know, d,d+k into qcb,hcf+k when you have no meter. I can't do this so I can't confirm it.
IIRC, no, it IS a Super Cancel though, in Max mode. I can check tonight.
Sp00ky
08-12-2004, 11:16 AM
What I've learned (some of this is already listed but what the hell)
Geese: Combo into Reppuken into Raging Storm = NASTY damage.
The infinite isn't that tough to land but it does take some getting used to the timing. This guy has some good keepaway games too.
Zero: Dear God. Save us all. It's like fighting a full Mags team in MVC2 with only one character. Threat of infinate at any time, plus he's cheap, has INSANE priority, and trying to rush him down is a lesson in futility.
Chun: Good wakeup games. She plays surprisingly similar to her 3rd Strike iteration (IMO). Offensive crouching LK = her c.Forward from 3rd Strike, and it still chains into the super quite well, only now the kick is EVEN MORE busted. (You can chain it from s.HP in close, c.LK, and more.) She also has 2 new command kicks that can chain into super. Doing a s.HP after landing the kick super doesn't seem to damage scale properly (It hits hard as hell for a juggle after super hit). SBK chains into her dp.K move. Her extremely high/fast jump allows her to evade alot of anti air supers if you can bait them (Terry's Power geyser is a good example.)
Goenitz: Played against one guy who had studied up on this dude. That fucking full horizontal plane air slash is nastier then it looks even with the recovery, but it also seems to be a good chunk of his game, and if you can bait one you can hit him with a rush super.
Guile: Good Sonic Boom traps. Great at faking you out/keeping you grounded, where he does the best damage. His corner game is really tight -- he can easily guard break you with corner traps and if you GCFS to reset your guard meter you'll usually just waltz into a combo/super.
I'll post some more if anything comes to mind.
danomyte
08-12-2004, 11:57 AM
any1 know where i can get the patch so I cando zero inf?
The Beholder
08-12-2004, 05:20 PM
Originally posted by Saotome Kaneda
I ONLY use Kim. Houou Cancel is done in Max mode only. What happens is, you do a B Hangetsu Zan(hit or guard), then do qcb, f+K, and Kim will stand up while doing the Max Cancel(aka Dokodemo Cancel) flash. It only costs however much it does to do a Max Cancel, and it allows you to extend his Max combos a little more. I don't play SvC much anymore, so I haven't messed with it in a LONG time.
Ohh i see then.....That's quite interesting
I tried to pull it out today but i did it with wrong notation,i shall try it tommorow then.
so from what ya said,the qcb,f+K could be used for infinity Maximum combo(just Maximum Bar combo).i'll try to do it for sure cause if i got it or something then i'll be able to do a death combo like what chun-li's have"100% full life bar combo"....here's an example of what i think >> C, qcb,f+K , dashing C as you said into qcb,f+k.....etc, then end it with any long life bar combo's (like the one i mentioned before).
Also,the cancel is done with any kick right?
Bout the other two juggles,i tried the Second one early cause that what i've remmembered so far.....anyways,i'll try to do the other one too
Thanks agian man :)
The Beholder
08-12-2004, 05:31 PM
There's a guy In Game faqs Called Rual torrez,he seroiusly posted something weird for Kim!
he cliams thta it's an infinity combo,but from what he wrote it's imposible to be preformed.
cA, B Haki Kyaku(*), S* Hou'ou Kyaku, dash in cA, B Haki Kyaku(*), S* Hou'ou
Kyaku, dash in cA, B Haki Kyaku(*), S* Hou'ou Kyaku, dash in cA, etc.....
S* means done in air
That's a wierd combo,he also wrote some impossible stuff which i seroiusly wanna know if they are even possible!
if you wanna get the Faq then go to www.gamefaqs.com , and download Rual torrez Faq for Kim, 55KB.
soatome kaneda,can you help me out with this?
The Beholder
08-12-2004, 05:47 PM
Originally posted by Sp00ky
What I've learned (some of this is already listed but what the hell)
Geese: Combo into Reppuken into Raging Storm = NASTY damage.
The infinite isn't that tough to land but it does take some getting used to the timing. This guy has some good keepaway games too.
Zero: Dear God. Save us all. It's like fighting a full Mags team in MVC2 with only one character. Threat of infinate at any time, plus he's cheap, has INSANE priority, and trying to rush him down is a lesson in futility.
Chun: Good wakeup games. She plays surprisingly similar to her 3rd Strike iteration (IMO). Offensive crouching LK = her c.Forward from 3rd Strike, and it still chains into the super quite well, only now the kick is EVEN MORE busted. (You can chain it from s.HP in close, c.LK, and more.) She also has 2 new command kicks that can chain into super. Doing a s.HP after landing the kick super doesn't seem to damage scale properly (It hits hard as hell for a juggle after super hit). SBK chains into her dp.K move. Her extremely high/fast jump allows her to evade alot of anti air supers if you can bait them (Terry's Power geyser is a good example.)
Goenitz: Played against one guy who had studied up on this dude. That fucking full horizontal plane air slash is nastier then it looks even with the recovery, but it also seems to be a good chunk of his game, and if you can bait one you can hit him with a rush super.
Guile: Good Sonic Boom traps. Great at faking you out/keeping you grounded, where he does the best damage. His corner game is really tight -- he can easily guard break you with corner traps and if you GCFS to reset your guard meter you'll usually just waltz into a combo/super.
I'll post some more if anything comes to mind.
Geese:I know that Geese infinity aint that Hard at all,but need just a bit trianing at the begining.
Zero:Seroiusly,this is the only Guy that i've never seen anyone playin with him.I even dont know his infinity or how it looks like.....Can you please help with this?
Chun-li:You better wait for my Faq (the chun-li part),cause i did lot of hella crazy stuff that you dont know em
Goentiz:Yeah,he's a bit Pian in the ass,and specially for the charecter's with No fire balls' nor teleport.But he could be easly countered for his dirty tornado work......goenitz isnt strong,but his cheap game style made him a bit pian in the ass.
I also wrote bout some anti Goenitz tactics......they may be a bit usefull ya know
THE ANSWER
08-12-2004, 08:25 PM
Hey dude I know is hard to write about CHAOS but dont worry the K-FORCE is here for you. I feel very confident that the 2 top players in chaos in the US are in our team meaning ERIC and maybe K4 also known as OWNED MEMBER here in SRK. K4 is the walking encyclopidia for this game he know everything you want to know from every character or want to discusse about.
BTW we had a tournament for chaos and it was pretty fun
Sp00ky
08-12-2004, 09:11 PM
Zero has 2 infinites that I have seen/used, I'm sure he probably has more I have not.
First one:
(Corner) dp.B, jump forward, dp.B, land, repeat.
No, I'm not kidding. (I'm told they fixed this on Ps2? Someone will have to test. I know for sure it works on the arcade)
Someone blocking in the corner can be forced into semi-infinate blocking with qcb+K repeatedly. If they GCFS you usually get a free opening into the first infinite. If they CD counter, they usually eat a shield to the gut.
Charge shot beats Shunkuu Hadoken/Haohshokoken/other super FBs.
Charge b, f + B nets a free meter if you eat a FB with it...
Charge b, f + D is easier to land then it looks and you can't do shit except turtle while hit by it.
If you do manage to get him into his red bar, his exceed is unreal and easy to juggle into.
df+B can OTG (WTF)
Lockdown games galore with his projectiles/assists.
That's enough to get you started =)
Edit: There's apparently another infinite that you can use from anywhere against a jumping opponent. It involves superjumping, then doing a dp+K to counter their jump in, then then sj, dp.K, repeat.
Saotome Kaneda
08-12-2004, 09:37 PM
Originally posted by The Beholder
he cliams thta it's an infinity combo,but from what he wrote it's imposible to be preformed.
cA, B Haki Kyaku(*), S* Hou'ou Kyaku, dash in cA, B Haki Kyaku(*), S* Hou'ou
Kyaku, dash in cA, B Haki Kyaku(*), S* Hou'ou Kyaku, dash in cA, etc.....
S* means done in air
1. S* does NOT mean done in air, that's the common notation for supers in SvC.
2. What he is doing IS the Empty Houou Cancel, but it works differently in this game. It LOOKS the same, but the white flash comes from the MAX mode cancel system. He just notes it differently.
3. This does answer the earlier question, and I have confirmed it, the Empty Houou Cancel is STILL there, although it's easier to do and you can actually do it off different moves IN Max Mode.
accord
08-12-2004, 10:37 PM
Originally posted by THE ANSWER
I feel very confident that the 2 top players in chaos in the US are in our team meaning ERIC and maybe K4 also known as OWNED MEMBER here in SRK.
haha, I would like to challenge the walking encyclopidia for some matches.
owned member
08-13-2004, 01:42 PM
Originally posted by accord
haha, I would like to challenge the walking encyclopidia for some matches.
Sure, just tell me when u r gonna come to camelot or if when would u like to get picked up from your arcade so we can play here.
But we will have to play for money ...
First to 10 gets $50 .... or $20 if u r broke right now :(
Im gonna be in camelot today and tomorrow in the morning to play some 2k2 with a new good player I met at EVO and that plays at AI and Pakman arcade.
The Beholder
08-13-2004, 04:00 PM
Originally posted by Sp00ky
Zero has 2 infinites that I have seen/used, I'm sure he probably has more I have not.
First one:
(Corner) dp.B, jump forward, dp.B, land, repeat.
No, I'm not kidding. (I'm told they fixed this on Ps2? Someone will have to test. I know for sure it works on the arcade)
Someone blocking in the corner can be forced into semi-infinate blocking with qcb+K repeatedly. If they GCFS you usually get a free opening into the first infinite. If they CD counter, they usually eat a shield to the gut.
Charge shot beats Shunkuu Hadoken/Haohshokoken/other super FBs.
Charge b, f + B nets a free meter if you eat a FB with it...
Charge b, f + D is easier to land then it looks and you can't do shit except turtle while hit by it.
If you do manage to get him into his red bar, his exceed is unreal and easy to juggle into.
df+B can OTG (WTF)
Lockdown games galore with his projectiles/assists.
That's enough to get you started =)
Edit: There's apparently another infinite that you can use from anywhere against a jumping opponent. It involves superjumping, then doing a dp+K to counter their jump in, then then sj, dp.K, repeat.
Owww....thanks for that,but hell yeah it doesnt work on the PSx2.
I've been tryin it all the time on the Ps2,and somehow i was really depressed.
Dp.B, into f/J into DP.B >> d.pB knocks you away from opponent,and forward jump into Dp.B is useless where it could be easily Blocked....so it logically right if it works on the arcade while not on the ps2 system.
Thanks agian for your stuff dude.
The Beholder
08-13-2004, 04:08 PM
Originally posted by Saotome Kaneda
1. S* does NOT mean done in air, that's the common notation for supers in SvC.
2. What he is doing IS the Empty Houou Cancel, but it works differently in this game. It LOOKS the same, but the white flash comes from the MAX mode cancel system. He just notes it differently.
3. This does answer the earlier question, and I have confirmed it, the Empty Houou Cancel is STILL there, although it's easier to do and you can actually do it off different moves IN Max Mode.
ohh i see....but still dude,Heck!! i've been tryin the cancel but it's not workin at all!
i did something weird for some times which is >> preforming qcb+K with the bligth of Maximum Cancel.Also,mainly notation qcb,f+k preforms a super,so it either come out as a super(notation, d,d/b,b,d/b,f+Kick) or either a normal SK.
From what written in the faq,then Rual torrez preformed all of these On arcade Version only!!
Still thanks agian dude :)....and i tried your other stuff too,they were cool,but still the juggle i mention is more damaging.
Your juggles: SP >> qcb+SP >> qcb+WK >> qcb+SP >> qcb+SK >> qcb+SP,SP,SP >> qcb,hcf+SK (and you cannot preform an exceed out of it!)
My juggle: When in close, SP, qcfx2+SK, wiat a bit then qcb+SK(charge [d] as soon as possible),then on the third hit >> u+SK >> qcb,hcf+SK(Arial rave combo finished with super of 1/2 life Plus)
thanks agian dude.....see ya soon,and keep postin your stuff,Also am aint a kim player at all i just wanted to post some of the juggles that may other dont know.
Please :if you have more stuff,can you post em ? also,well be ok for you to authurize some of em in my faq?
The Beholder
08-13-2004, 04:21 PM
Originally posted by owned member
Sure, just tell me when u r gonna come to camelot or if when would u like to get picked up from your arcade so we can play here.
But we will have to play for money ...
First to 10 gets $50 .... or $20 if u r broke right now :(
Im gonna be in camelot today and tomorrow in the morning to play some 2k2 with a new good player I met at EVO and that plays at AI and Pakman arcade.
Hey there dude.....I've been askin for a real player in this site :)
i think i found some people in hear,and maybe you??
anyways,Am doin a faq for SVC,and i wanted to upload it......But still,i wanted to ask ya guys bout some stuff to make sure that they are not known and new,or either a bit good stuff.
I am a Chun-li,Guile,Dimitri and Takuma Player....Mainly more profassional with Chun-li and guile.
wanted to ask ya if you can help me, i'll post my stuff and you help me out with your SVC Profassionality(if they'r like Old stuff,some off them could be added with something...etc)....and seroiusly i would be honoured if you helped me
My faq is bout Combo's,Tactics and strategies only! and they will be in brief detials so no worries at all bout the juggle discription.My faq is bout >> Chun-li,Guile,Dimitri,Hugo,Kim(some stuff only),SHin-akuma,Shiki,Terry bogard,Takuma....and two or more unidentified charecter's (like either sagat or voilent ken, or maybe both)
the idea for the faq was mainly for Guile and chunli only! but after i discovered lot of stuff for other's (like specially Dimitri,hugo)In which i didnt find any of my stuff in any of the other poeple's Faqs,i dicided to make a faq bout Combos only.
So can you help me with your knowledge??
if you want it privatly(which i more recommend)then here's my Mail >> the phantommanes@hotmail.com(MSN massenger) or even PM in here(or i PM my stuff to ya in here)
I am also a member In www.tekkenzaibatsu.com and www.ullysis.com(a moderator for T4,TTT,Sc2).......so you could like easy contact me if you wanted for any case...If you said yes that you can help me,then as soon as i sign in next time i'll PM my Faq to yeah
thanks a billion dude.......see ya
owned member
08-13-2004, 09:08 PM
Hi, the thing dude is that I dont come online as I used to, plus I dont play SVC too often now.
I used to play with all the characters but as of now ... only a few are worthy of selection in competitive gameplay, hardcore gameplay.
If u wanna be the best at that game u have to beat all the comp that challenges you ... and in my experience that only leaves ya to choose certain characters.
Regular ones:
1) Tessa
2) Ryu
3) Chunli & Guile
Secret ones:
1) R. Iori
2) Zero
3) Geese
If u wanna beat a secret character without choosing a secret one yourself, you MUST pick Tessa ... the others arent a threat.
But I guess that in a match between Zero & Tessa ... the girl will be the one that suffers the most.
Hopes that helps ^^
danomyte
08-13-2004, 09:23 PM
any1 know where I can get the patch for FBA to NOT restart when I do zeros inf??!!!!
accord
08-14-2004, 12:39 AM
Originally posted by owned member
But we will have to play for money ...
What happened to just playing games for fun? I missed those days.
accord
08-14-2004, 01:22 AM
Originally posted by owned member
Hi, the thing dude is that I dont come online as I used to, plus I dont play SVC too often now.
I used to play with all the characters but as of now ... only a few are worthy of selection in competitive gameplay, hardcore gameplay.
If u wanna be the best at that game u have to beat all the comp that challenges you ... and in my experience that only leaves ya to choose certain characters.
Regular ones:
1) Tessa
2) Ryu
3) Chunli & Guile
Secret ones:
1) R. Iori
2) Zero
3) Geese
If u wanna beat a secret character without choosing a secret one yourself, you MUST pick Tessa ... the others arent a threat.
But I guess that in a match between Zero & Tessa ... the girl will be the one that suffers the most.
Hopes that helps ^^
I would have to disagree with tessa being number one. She is deadly only if she GCFS into command grab, but the comp over in here in Taiwan learns to turtle when playing against her. Instead of attacking her with regular moves, smart players now jump in and throw or dash throws. One can also kick really deep and then jump straight up to avoid GCFS command throw.
Chun Li should be number one in my humble opinion. Her air throw has insane reach, her command throw into combos are way too damaging. Jumping B and D has insane priority. The only draw back is her exceed is too hard to pull.
i would say Ryu ties with Chun Li for the top spot. His dragon punch goes through everthing. Solid poking and easy to do damaging combos. But his hardest match is playing against chun li. Chun Li turtle all day long and you cant do shit about it. Try to jump and you;ll eat an air throw. Try to throw a fireball and you;ll eat a jump in combo.
I dont know shit about the secret characters because they are so fucking cheap and I refuse to be a cheap ass whore. But I'm confident to say that I can beat them 50% of the time.
The Beholder
08-14-2004, 06:38 PM
Originally posted by owned member
Hi, the thing dude is that I dont come online as I used to, plus I dont play SVC too often now.
I used to play with all the characters but as of now ... only a few are worthy of selection in competitive gameplay, hardcore gameplay.
If u wanna be the best at that game u have to beat all the comp that challenges you ... and in my experience that only leaves ya to choose certain characters.
Regular ones:
1) Tessa
2) Ryu
3) Chunli & Guile
Secret ones:
1) R. Iori
2) Zero
3) Geese
If u wanna beat a secret character without choosing a secret one yourself, you MUST pick Tessa ... the others arent a threat.
But I guess that in a match between Zero & Tessa ... the girl will be the one that suffers the most.
Hopes that helps ^^
haha,hey there dude.Thanks for replyin,but ammmm....cant you help more please? as i said specially combo's cause i wanna make complete check on My faq that it is good.
well,am not showing off but i travled to different countries and tell now i've never lost in tournies (First tourney was 1St, second tourney i was the 2nd and finally the third tourney my team win).
It's not bout computer i think,cause with computer is no prob at all,the prob is fighting different kinda people with different kinda stuff....also computer is always a cheater! lol,specially on expert mode
Am an arab as you see,so mainly hardcore master's are a little,that's why we sometimes travel to another country just to win in games(Such as Tekken).
Anyways,i've never seen a person playin with Zero before or either seen his infinity.....Devil iori is fuckin ass hole,his seroiusly annoying with his combo link and speed!
There's a guy here(i think,but am not sure bout it) called Violent crust >> seroiusly this guy is fuckin psycho!! his game style is absolutley fantastic....i've even inspired Takuma from him(ofcourse takuma is aint a tire),also his the first guy i saw preformin Geese mad infinities and killer juggles.
Anyways dude,thanks agian for your help and i really want you to help me more....am tryin to do a faq for the non playable charecters or less known charecters and some mad combo's.I really do need to check and learn from ya guys,specially you dude........
if you dont log that much on this site,then if you can give me your emial? i'll send my faq to ya and you tell me what ya think,but if your not interested from the begining or not into the mode then that's totatlly ok.....but just tell me that you cant do it or can :)
thanks a lot agian dude
see ya soon
Note: I think Chun-li should be second charecter and not first in the top tier,and i diss agree that either ryu or Tessa take that stand of number 1 top tier :) ....that's my oppinoin
El Maniatico
08-14-2004, 06:54 PM
HUGO FOR LIFE ^_^
The Beholder
08-14-2004, 06:55 PM
Guys i was readin a faq bout Guile and the guy who wrote the faq really said weird stuff!
I tried them a billion(while at the begining i know that they are no such a thing as these!) and they never work.
I dont know if the Arcade differ from the PSx2 system,but the combo's he said wasnt guarenteed at all.....if you can take a look with me please
1-jB(X), .b+A, A, f+A, f+C 5 RUSH hits
2-db+cA, df+cA, db+cA, uf+B/D, .db, df, db, uf+B/D
3-deep jC, .b+A, f, b, f+AC
4-jB(X), .b+A, A, f, b, f+AC
1# it is not guarenteed to hit A into f+A! even f+C,the only possibl thing is,when in close, C,into A sonic boom to f+C or even any move
2#Is this really possible? cause after preforming d/b,f/d,b/d,f/u+D there's no way to connect anything after it.......even in corner,the frames are to long to recover after this super......any idea please?
3#Agian,you cannot A into sonic boom or either a super! the only possible thing to connect super ot sonic boom is by >> when in close C then either sonic boom or super
4#Agian the same idea.....impossible
please,any idea if these really work?? cause i tried them,and am a guile player..........heck,i think i'll retire Guile if these does connect,lol
please also,any idea if these like only work on the arcade while psx2 not?? cause this faq was written to Arcade only
The guy's name is Evan Nicholish, the faq is in www.gamefaqs.com ,43 KB
thanks for reading
The Beholder
08-14-2004, 07:00 PM
Originally posted by El Maniatico
HUGO FOR LIFE ^_^
lol.....yup,Hugo is damn good,espcially his guareteed throw combos and multiple combo connection....
Dude if you know anything for him,why dont you post please?
thanks dude......also if you wanna know some stuff for Hugo,then i allready know lot if you want to :)
thanks dude.....c ya
El Maniatico
08-14-2004, 07:07 PM
JUST GCFS INTO HQB+K THROW AND QCFQCF+K SUPER. THATS HIS BREAD AND BUTTER
THAT THROW ALSO GOES WIT MOONSAULT, FORWARD + D, STANDING C, SHIT ALMOST ANYTHING YOU CAN PULL OUT YOUR ASS AND ITLL CONNECT.
ALSO HIS JAB AND SLAP ARE TOO GOOD. USE SLAP LIKE YOU GONNA STOPEM FROM MAKIN A JUMPER ON YOU LMAO GG.
AND PALM BOMBER CONNECTS WITH ANYTHING TOO BUT ITS RISKIER CAUSE ITS SLOW.
WOW MOST OF THIS IS LIKE COMMON SENSE ONLY NOOBS WOULD FIND THIS AS NEW.
The Beholder
08-14-2004, 07:58 PM
Originally posted by El Maniatico
JUST GCFS INTO HQB+K THROW AND QCFQCF+K SUPER. THATS HIS BREAD AND BUTTER
THAT THROW ALSO GOES WIT MOONSAULT, FORWARD + D, STANDING C, SHIT ALMOST ANYTHING YOU CAN PULL OUT YOUR ASS AND ITLL CONNECT.
ALSO HIS JAB AND SLAP ARE TOO GOOD. USE SLAP LIKE YOU GONNA STOPEM FROM MAKIN A JUMPER ON YOU LMAO GG.
AND PALM BOMBER CONNECTS WITH ANYTHING TOO BUT ITS RISKIER CAUSE ITS SLOW.
WOW MOST OF THIS IS LIKE COMMON SENSE ONLY NOOBS WOULD FIND THIS AS NEW.
hey dude....yeah i know all of this stuff,except what ya wrote in the middle.
I really dont know names,so can you tell me the notation of Moonsualt? and is it after HCB+K>> f+D or Standing C....that what ya meant right?
Ok here's a very simple stuff(a sample of my Hugo's combo's that are written in the faq):
-Normal combo:hcb+C, Hcb+A, HCB+Any Kick(air throw), qcfx2+D_qcf+D(a bit faraway from corner)_f,d,f/d+D(normal air throw)
-Maximum Tactic >> d+A,A....etc(or use Hugo Jab bug x4 only), f+A >Maximum cancel> hcb+C, Hcb+A, Hcb+D.....etc or use Hugo MAximum infinity for 3/4 life bar combo's
Any idea bout what i said??
anyways,thanks a lot dude......hope and i like to see ya postin more bout combos and stuff.C ya
Impact Hound
08-14-2004, 09:06 PM
The game's OK, it really depends on the people playing in your area. NOBODY uses Zero except me, and only a few people use Geese, but there's a fair share of competition in the area. Demitri's played extremelywell by a pair of brothers in my area too. Not every arcade these cabinets run in are PWNed by uber-1337 c0mb0ma5tas. Of course, most people haven't made a full switch over to this game since it got swapped in for CvS2(a dumb choice; some arcade managers are retarded). It has a simpler, 90's feel to it, but doesn't hold up to the technically superior CvS2/GGXX/MvC2. Props for the secret boss from Ghouls N Ghosts & Demons Crest, though!
The Beholder
08-16-2004, 06:50 PM
The game's OK, it really depends on the people playing in your area. NOBODY uses Zero except me, and only a few people use Geese, but there's a fair share of competition in the area. Demitri's played extremelywell by a pair of brothers in my area too. Not every arcade these cabinets run in are PWNed by uber-1337 c0mb0ma5tas. Of course, most people haven't made a full switch over to this game since it got swapped in for CvS2(a dumb choice; some arcade managers are retarded). It has a simpler, 90's feel to it, but doesn't hold up to the technically superior CvS2/GGXX/MvC2. Props for the secret boss from Ghouls N Ghosts & Demons Crest, though!
^_^ .....i know,it's kinda like SF turbo and a bit non for a master game or technically superior as ya said.
i just enjoyed playin it,and i always find it everywhere.....so it's cool to play it though
If you got anything for zero,then post it up.....:)
Impact Hound
08-16-2004, 11:38 PM
Don't have any combos for Zero that I can pull off effectively yet... He just has so much variety and priority I mindgame people into submission. Fireball freaks get their power absorbed, annoying jump-in Ryu/Ken retards get schooled by the fdf+b spear-spin(i typically use this standing over a fallen enemy, which is nice block damage and unavoidable as they get up and are pushed back; any attempts to counter have proven foolish in my experience), his high/low dash combo super always keeps people guessing(usually wrong) and has a good intimidation factor, for looking cool, wasting time and good damage... I dislike accidentally throwing out mags when I have to defend once in awhile; the healing one always seems to leave me wide open when I had no intention of using it in the first place(jabs tick out corner trappers pretty well). I love messing with the D mag, which turns opponents into Hardhats. If you take your time, it typically means a free super, since most people will first run, then jump frantically, leaving them wide open for a Max Buster to the face. I tried the dash super a few times, and the low one can and is jumped frequently. Zero's charge shot is obscene; it takes some set-up, but if you have someone on the run, it keeps your game flowing and pressures them with its cancel-all properties. The slide and crouching spearstab are excellent low attacks with good speed and range. I've found no practical use for the wide slash(hcf+something), but it's OK to throw out once in awhile, it sort of looks scary, but slow and not much priority. Wall jump and the pogo spear are icing on the cake, no major use, but look good in your arsenal and are effective once in awhile. His standard jump-in fierce has a spinning quality I like and jump-in roundhouse has strong priority/angle too.
It's late, that's about all I can think of right now. Hopefully I'll pick up some combos tomorrow, if I get out there and early enough.
The Beholder
08-17-2004, 05:10 PM
Hey there down....thanks for the stuff,am actually nt a zero player at all and never seen one but i enjoyed what ya wrote.
I think i shall like take some of what ya said as a basic stuff for Zero and dedicate it my faq faq to ya......is it ok?
keep postin dude,i'll be waitin for yar stuff.c ya
The Beholder
08-17-2004, 06:05 PM
Hey guys, i wanted to ask bout some stuff in here.
Can anybody tell me bout the top tier charecters? and excatly in order?
Owned member said, Tessa,Ryu then Chun-li as the first 3 top tier, and bout secret charecter Devil.Iori,geese then zero.
so can anyone come up with the tier??
with all the great respect to owned member,i fully disagree with Ryu bein in the top tier and tessa as the first one......where's Guile,and dimitri? where's the rest too?
thanks everyone.....
The Beholder
08-17-2004, 06:22 PM
Guys i found these a bit interesting.It's the cpu pattern that you can possible fight in order.I found it in a great Faq done by Chris Mcdonald, from www.gamefaqs.com 210KB.
Here's what he wrote:
~~~~~~~~~~~~~~~~~~~~
dr. whO? also sent me a list of fight patterns when you're playing
against the CPU. Keep in mind that these are for stages 1-3 and 5-6
(since your fourth stage opponent is predetermined, as described above).
Pattern 1.Pattern 2.Pattern 3.Pattern 4
---------------------------------------
Kim.Balrog.Shiki.Guile
Dhalsim.Earthquake.Bison.Genjuro
Mai.Chun-Li.Kasumi.Tabasa
Vega.Choi.Sagat.Kim
Kyo.Ryo.Iori.Ken
Pattern 5 Pattern 6 Pattern 7 Pattern 8
---------------------------------------------------------
Tabasa Chun-Li Mr. Karate Choi
Sagat Kasumi Hugo Mai
Mr. Karate Hugo Shiki Balrog
Chun-Li Mr. Karate Dhalsim Genjuro
Ryo Guile Terry Gouki
Pattern 9 Pattern 10 Pattern 11 Pattern 12
---------------------------------------------------------
Kasumi Earthquake Dhalsim Iori
Chun-Li Balrog Hugo Guile
Shiki Gouki Kyo Vega
Tabasa Ken Bison Kim
Mai Ryu Iori Ken
Pattern 13 Pattern 14 Pattern 15 Pattern 16
---------------------------------------------------------
Ryu Terry Kyo Bison
Bison Choi Ken Balrog
Kim Earthquake Ryo Sagat
Sagat Genjuro Ryu Vega
Ryo Guile Terry Gouki
He also notes, "The last (6) have 8 chars from SNK and 8 from Capcom,
so you have a 50% chance to fight ROTB Iori and Honki ni Natta Mr.
Karate and a 50% chance to fight Violent Ken and Shin Gouki."
also,there's a simple guide for zero that he made.He wrote bout all the charecters,but i find this the most interesteing(am not a zero player at all,so i liked it)
------------------------------------------------------------------------
ZERO (aka "Rockman Zero" or "Megaman Zero")
------------------------------------------------------------------------
Press AB when near Upper
Press CD when near Tensou Buster Shot
d + B in air Jump Kahou Zuki
b + B Jouhou Zuki
f + B,B,B 3-Dan Zuki
df + B Naname Shitazuki
df + D * Sliding
ub into a wall, press uf Sankaku Tobi
qcf + A (air) * Buster Shot
qcf + C (air; can hold) Charge Shot
hcf + B (air) * Zed Saber
hcf + D (air; can hold) Charge Zed Saber
qcb + P (x3) * Triple Saber
qcb + K Shield Boomerang
f,d,df + B (air) * Triple Rod
f,d,df + D (air) Charge Triple Rod
f,hcf + P Irregular Hunt
Charge b,f + P / K Cyber Elf (Support)
Charge d,u + P / K Cyber Elf (Bakudan Setchi)
qcf,qcf + P (can hold) S^ Spiral Shot
qcb,hcf + B S^ Ultimate Saber (Dash)
qcb,hcf + D S^ Ultimate Saber (Sliding)
A,A,d,B,D X^ Cyber Elf Force
cancel chart A B C D
-----------------------------------------
standing near Cr c C C
standing far cr c - -
crouching cr cr c -
jumping up - - - -
jumping diag. - - - -
guard cancel Far standing D
super cancel Zed Saber, Charge Zed Saber
anywhere cancel from Jouhou Zuki, Shitazuki, Sliding, Triple Saber,
Zed Saber, Charge Zed Saber (but only into
Sliding).
- After hitting with the Jump Kahou Zuki, Zero will leap away. You
can make an attack while still in air, although if you leap over
your opponent, you must enter the command backwards, since you're
technically on the other side of the screen.
- The Jouhou Zuki is an anti-air attack
- The 1st input of the 3-Dan Zuki is cancelable.
- The Naname Shitazuki is a low attack that can hit an opponent who is
lying on the floor.
- The Sliding is a low attack, that can be used to pass under mid-level
attacks.
- You will notice that if you input the "Charge" version of a move, Zero
does not actually perform that attack. Instead, a green aura will
surround him for as long as the button is held. If you hold the
button until the aura changes to amber, then you can perform the
"Charge" version of that move by releasing the button. Otherwise,
nothing will happen when you release the button.
- Also, continuing to charge a move once your aura has changed colors
will not make it any stronger. If you are hit while charging, the
charge will end.
- While charging a move, you can only use command attacks and not
special moves, super moves, or Exceeds.
- The Buster Shot does no damage if blocked.
- The Charge Shot is a knockdown attack that will go through other
normal projectiles and even super projectiles.
- The Zed Saber and Charge Zed Saber have autoguard, but only for the
very brief moment when Zero is raising his arms before he starts
to slash downward. This even applies to the mid-air versions.
- The mid-air Zed Saber is a knockdown attack.
- The Charge Zed Saber itself does not actually strike your opponent.
Instead, the wave that comes out once the sword has been swung is
what hits. This wave is a knockdown attack, and it can negate
normal and super projectiles.
- What's more, you can cancel the Charge Zed Saber into another
special move, once it hits (including the Zed Saber or Charge Zed
Saber).
- You can juggle an opponent with the mid-air (D) Charge Zed Saber,
but only into the Spiral Shot or Ultimate Saber (Dash).
- In the corner, you can follow it with pretty much anything, except
for Zero's Exceed.
- The Shield Boomerang can hit an enemy, but they have to practically
walk into it in order for it to hit. It's best used for negating
normal and super projectiles.
- When the Irregular Hunt is used, Zero fires three shots into the air.
These shots cannot hit an opponent, but they will cause an enemy
from Rockman Zero to fall from the top of the screen after a moment.
One of the ten types of enemy can electrocute your opponent (and
another drills into them), but they all do the same amount of damage
and stun your opponent for the same length of time, leaving them open
to attack.
- Using the Cyber Elf (Support) move summons a Cyber Elf to help you
out.
A - Restores a small amount of missing life.
B - Vacuums up the projectile, netting you an extra level of
gauge power. Works on multi-hit projectiles, though the
remaining hits may still hit you.
C - Fires arrows at your opponent from time to time.
D - If it bumps into your opponent (and it is blockable, it
should be noted), your foe turns into a cyber elf for a
limited period of time, and can do nothing but walk,
crouch, or jump.
- You can summon each elf three times per battle (not per round). Note
that summoning the (B) elf while the (C) one is active will make the
other one disappear, and vice versa. If Zero is hit, any onscreen
elf will vanish (excluding the (D) version).
- When you use the Bakudan Setchi, a blowfish appears in front of Zero.
The button used determines the blowfish's location; (A) is slightly
above Zero's head, while (D) is closer to the life gauges. The
blowfish acts as a mine that remains active until your opponent
touches it (although you can block a mine blast), or until enough
time has elapsed. Mines can also absorb normal and super projectiles.
- You can only have one mine on screen at once. Furthermore, you only
get to create three mines per battle (not per round). If Zero is
damaged while a mine is on-screen, it will vanish.
- Also, if you create a mine while the (B) or (C) cyber elf is on
screen, they will vanish, and vice versa.
- Even if not charged, the Spiral Shot has the ability to pass through
other attacks that most attacks couldn't, such as Dhalsim's Yoga
Inferno. Charging it will increase the damage slightly, however.
- The Sliding version of the Ultimate Saber not only has a longer
horizontal reach, but it can be used to go under attacks.
- If you use the Buster Shot, then the Ultimate Sabre, the shot will
disappear in mid-air.
- When you use the Cyber Elf Force, a single cyber elf walks across
the screen. Not only is the elf unblockable, but if it touches
your opponent, you become completely invincible. So, if someone
throws a fireball at you but gets hit by the cyber elf first, their
projectile will pass through you.
- If the Cyber Elf Force successfully connects, Zero will gain back
a sizable amount of life, and he will glow pink for a while. While
glowing, his overall speed increases, his attack power goes up, and
he takes slightly less damage from attacks. What's more, the game
timer also goes down slower than usual (useful if you're about to
lose by Time Out).
- Zero comes from a GameBoy Advance series based on the popular
Megaman / Rockman games.
- An interesting side note: whenever Zero fights a boss character,
a warning message flashes on the screen.
Saotome Kaneda
08-17-2004, 07:19 PM
Hey guys, i wanted to ask bout some stuff in here.
Can anybody tell me bout the top tier charecters? and excatly in order?
Owned member said, Tessa,Ryu then Chun-li as the first 3 top tier, and bout secret charecter Devil.Iori,geese then zero.
so can anyone come up with the tier??
with all the great respect to owned member,i fully disagree with Ryu bein in the top tier and tessa as the first one......where's Guile,and dimitri? where's the rest too?
thanks everyone.....
#1: Tessa
Because if you do ANYTHING offensive that she has to block and you're still on the ground, you catch the unblockable. She can do Ghosts as anti-air because of how horribly slow it moves. She can toss Ice Vials at random and she has better air-to-air and air-to-ground priority than the ENTIRE NORMAL CAST. Yes, she beats Chun in the air. She does NOT need to use her supers, so she can even safely burn her bar on the BC version GCFS and not worry much.
#2: Ryu
SRK is still damn good AA. Hop Kick, on hit OR block Leaves him at advantage, and he can jump out of GCFS Throw counters. Thanks to that, he has a STRONG Guard Crush game. Hop Kick -> c.Bx2 -> db+D XX Shinkuu Hadouken does TOO MUCH for how simple it is, and it works ANYWHERE(dash after Hop Kick mid screen). Shin Shoryuken is an excellent Exceed as well.
#3: Chun-li
MINDLESS. Almost as stupid as her 3S version. j.B beats everyone(Tessa can Dove her out of the air) in the normal cast, and can hang with the bosses(minus Zero). Anything j.B loses to, j.D beats. STUPID damage off a combo consisting of no supers, c.Bx3 -> db+D XX Spinning Bird Kick -> Tenshou Kyaku(upkicks) -> SJ Cs. Exceed is only useful in combos.
Guile ain't up there because his air-to-air sucks, his air-to-ground sucks, and his only useful point is the Double SB, and no charge Flash Kick after a SB. If Guile can't get you to avoid one SB(Tessa and Ryu can out FB him, Chun can beat Flash Kicks), he can't do much.
Demitri is Fireball spam, plain and simple. If you try to rush down and use his chain combos, GCFS kills him. A great deal of chars can DUCK his fireball. His only good points are his other supers(both unblockable) and his Exceed. Other than that, the other bosses rape him. Much like Dan, if he doesn't have meter, they have no reason to be afraid of you.
The tiers pretty much go like this:
ZERO
R. Iori(on paper Zero shuts him down)
Geese(Geese isn't what he used to be)
Tessa
Ryu/Demitri/Chun
Rest of Bosses
Rest of cast
Saotome99
08-17-2004, 10:41 PM
Is Ryu really that high?
I always thought that Terry, Ryo Sakazaki, Mr.Karate and Kim had the advantage against him.
Saotome Kaneda
08-17-2004, 11:22 PM
Is Ryu really that high?
I always thought that Terry, Ryo Sakazaki, Mr.Karate and Kim had the advantage against him.
What can any of them do to keep Ryu from Hopkicking? Terry and Kim have to charge for their good AA, they can't really do their offensive game(they HAVE to jump sometime, only Kim can safely poke from the ground but it doesn't get him far), and their options after GCFS are very limited(Terry can fall back on df+C, but what can he do from there? Buster Wolf? Ryu's landed by then). The Sakazakis simply can't do much to keep Ryu off them without wasting meter. Ryo can DP, but unless Ryu is stupidly throwing them out, he'll usually whiff, Takuma's uppercut is trash. Haoh Sho Kou Ken is usually a waste of meter in both their cases, and both of their other supers have to be done early on to get Ryu BEFORE he lands from a hopkick. Once he gets a hopkick in, you're wasting meter to not get GCed, or, you're stuck on the defensive after he combos you.
Simply, Ryu is THAT good.
Saotome99
08-17-2004, 11:38 PM
HMM? I guess I really never have faught a good Ryu player, so thats why I'm asking.
Hopefully once I get it on the X-box I'll find out, since its live.
Ryo's fireball could help against the hop kick, not sure?
And you are right Ryo's uppercut has lots of priority in this game.
What about Terry's roundhouse. It travels a good distance and Terry's jab burn knuckle hardly leaves him vunerable.
Also Terrys trip kind of points upwards could that trade off?
With Kim I can time his Superrage attack(don't know the name) very good on jump kicks. I wonder if I can time it on Ryu's hop kick, mabey its to fast the hop kick?
Even though this game is unbalanced compared to CvS2. I'm still looking foward to playing this on X-box live. Also I hear they are taking the infinits off from Zero and Geese. Will they still be god like without them.
I guess I'll find out eventually.
Saotome Kaneda
08-17-2004, 11:58 PM
The thing is not JUST that his hopkick is so good, it's that his db+D has equal range, is safe as hell and is a free Shinkuu off hit confirm. I'm only focussing on the stuff Ryu does on his offense, because it's fairly easy to know what he'll do on defense.
Ryo's fireball will trade if he knows it's coming, but db+D will hit Ryo clean at the right range(hit cancel will come into effect). That and Ryo's fireball is SLOW. You're better off DPing on reaction, and fireballing on anticipation. Ryu still wins.
Terry's s.D and a Burn Knuckle are once again good for anticipation, but bad if you're trying to react. His sweep is slow though, You won't be intterupting a Ryu GB chain with it.
Kim's Houou Kyaku will TRADE. Kim's Hiten Kyaku(launch kick DM) will whiff(Ryu will land by then). Your best bet is to s.B(not C, it hits too late and doesn't stay out long) when he hopkicks. You won't get far but it'll back him up and make him think of sticking other attacks before the hopkick. Kim still loses. Hien Zan only gets you ticked to death if you rely on it. And this is from personal experience.
Zero infinite is gone, but Geese's is STILL THERE. Just harder to do. So hard it's not worth trying. His MAX semi-infinite is better to use anyway. And they're still the upper crust.
danomyte
08-17-2004, 11:58 PM
is there any1 lower then dan hugo& bison??
Saotome Kaneda
08-18-2004, 12:03 AM
is there any1 lower then dan hugo& bison??
No. Next question please.
Saotome99
08-18-2004, 12:09 AM
Kaneda? Are you planning to buy this on X-box too.
I hope to fight lots of people.
I'm glad the Zero infinit is gone and Geese's is harder to do. But how do you know since its not out on X-box yet?
And are they still considered in the god tier without them?
danomyte
08-18-2004, 12:24 AM
No. Next question please.
ok whats the tiering on PS2 with Athena & Red?? and will they add new stuff to the xbox ver?
The Beholder
08-18-2004, 06:01 PM
Hey Saotome Kaneda.Thanks for yar tier explination,and i think i am really convinsed.
Bout guile,seroiusly i think if he's on the low tier then he's gonna be the first of all of the other low tier charecters.
well,i beated lot of tessa players normally with guile Game style but that's not a deal at all and i also find that chun-li can easly beat her.....
As for Guile,he could easly force opponent to guard or force him to ease and retreat.
Sonic charge speed is quite faster,and so you can connect lot of sonic boom's together(simple example quick sonic boom into slow sonic boom into another quick....etc),also his air game with sonic boom could stop opponent from harising (a simple anti-Air) >> example,Sonic into Jump deep combo or either normal jump kick to stop opponent into air,or force him to either guard and stager
His Attack farly in big deal, b+D_f+D are one of his most used hits and specially b+D.You can charge a sonic bom from it,if faraway from opponent then you can escape sweep and fireballs(as quick guard),Poke or either safe retreat.
b+B or f+B are totally safe recovery,either if it been guarded or hit,you can also use it for mind game for sonic boom.
His f/d+B is way in good long range, f+C could be used for stagering and forcing opponent to guard.
Jump deep B into Pokes or retreat moves or either offensive are in great deal of use, J.B into poke to sonic boom or retreat hit's are great,you can easly force opponent to guard with your safe retreat or offense move(like another sonic boom charge into pokes).
Flash kick samersualt with B is at good recovery and better usage than D.samersault.
His [b],f,b,f+SK is a good recovered super,you can even quick do another one after the first end and you'll still be safe.
I know he's aint top teir but cannot be compared as to other's >> Like Terry,Takuma,dahalsim,Shiki,kim.....etc
anyways,let us leave this topic right now.....what bout the quickest Dragon punch in the game??
i find that Dimitri's,Ryo and Violent Ken are one of the fastest in the game, while sagat is the worst! and also takuma's dragon punch is a bit slow.(f,d,f/d+A >> that what i meant by Dragon punch)
thanks dude.....c ya
The Beholder
08-18-2004, 06:06 PM
Ok everyone,i did a chart bout the most damaging exceed in the game.
I tried it one several time specially on arcade and with my friends, and with different kinda stamina too
Am sure of my chart cause am also not the only one who tried it,here it is.
-Most Powerfull Exceed Ratio:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This Exceed ratio are done and tested or Ryu's Stamina Only.Stamina from charecter to charecter will differ makin some exceed damage either less or more damaging but with the same Ratio as if it done on Ryu(Aspect ratio rules).
Here's the order chart for the most powerfull exceed in the Game.
01-M.Bison(knwon in japanese version AKA Vega) - Kasumi - Hugo - Geonitz
02-Terry - Akuma
03-Takuma - Kim - Earthquake - Dan
04-Guile - Ryu - Sagat - Balrog(Knwon in japanese version AKA M.bison)
05-Athena - Geese - Red Araemer
06-May - Ken - Chun-li - Tessa - Dimitri - Violent Ken - Shin Mr.Karate - Marspeople*
07-Devil.Iori - Shin Akuma
08-Kyo - Vega - Genjuro
09-Shiki
10-Dahalsim - Marspeople*
11-Ryo
12-Zero
Note *:Marspeople Exceed,If it done from far distance from suacer explode then it'll cost more and so it'll take the 06 tier.If it done in close,then it'll take the 10 tier with Dahalsim
thanks for reading....
Saotome Kaneda
08-18-2004, 06:48 PM
ok whats the tiering on PS2 with Athena & Red?? and will they add new stuff to the xbox ver?
Don't know outside of online RANKING(IIRC there's no p2p).
With final bosses, the tiering goes as such:
Shin Gouki(Super fireball takes 20 frames to go across the screen, so if you stick ANYTHING out from full screen, you lose. Add the fact that only one super actually uses meter, and that one grabs you out of wakeup...)
Athena/ZERO/Red(no meter supers and stupid invul on her moves, plus s.D is goofy AA for her, and Red just puts random shit on the screen, and has unblockables on top of that, Zero is still Zero, though)
Honki Karate(Uppercuts are much better, Haoh Shi Kou Ken spam is much better, 2002 Ko'oh Ken can be tricky, but primarily uppercuts)
R. Iori
Geese
Tessa
Ryu/Demitri/Chun
Rest of Bosses
Rest of cast
The Beholder
08-19-2004, 03:15 PM
Don't know outside of online RANKING(IIRC there's no p2p).
With final bosses, the tiering goes as such:
Shin Gouki(Super fireball takes 20 frames to go across the screen, so if you stick ANYTHING out from full screen, you lose. Add the fact that only one super actually uses meter, and that one grabs you out of wakeup...)
Athena/ZERO/Red(no meter supers and stupid invul on her moves, plus s.D is goofy AA for her, and Red just puts random shit on the screen, and has unblockables on top of that, Zero is still Zero, though)
Honki Karate(Uppercuts are much better, Haoh Shi Kou Ken spam is much better, 2002 Ko'oh Ken can be tricky, but primarily uppercuts)
R. Iori
Geese
Tessa
Ryu/Demitri/Chun
Rest of Bosses
Rest of cast
Dude rest of the bosses like Shin takuma,M.bison,Sagat,Vega,Balrog........these?
M.bison is too dam weak,Vega too......hmmmm,am i right?
Sagat Damage is really incridable and mainly all his moves are quite effective.
Balrog,is he weak?? cause i think it's ok.....
also,what ya think bout the best dragon punch in the game?
Saotome Kaneda
08-19-2004, 05:31 PM
Dude rest of the bosses like Shin takuma,M.bison,Sagat,Vega,Balrog........these?
M.bison is too dam weak,Vega too......hmmmm,am i right?
Sagat Damage is really incridable and mainly all his moves are quite effective.
Balrog,is he weak?? cause i think it's ok.....
also,what ya think bout the best dragon punch in the game?
Shin Takuma = Shin Karate = Honki Karate
The 4 Grandmasters are not considered bosses in this game. And they're ALL low tier. Sagat can't stop people from jumping on him.
Two-way tie for best DP, Honki Karate's normal and "DM" Uppercuts, and Shin Gouki's.
The Beholder
08-20-2004, 06:44 PM
Hey everyone.I've finished hella most of the faq, it's like 90% completed
I would really like you to see these combos as a teaser for the Faq
It's bout Shin-Akuma.First here's the guide
I.Notations:
============
f Forward direction (Move forward)
u Up direction (Jump)
b Back direction (Move backward)
d Down direction (Crouch)
f/u Foward+Up direction (Front jump)
b/u Back+Up direction (Backward jump)
b/d Down+Back direction (Crouching,could charge b/d)
f/d Down+Forward direction (Crouching,Could charge f/d)
f,f Dashing
b,b Back dash or retreat
d,u Super jump
d,u/f Super front jump
d,u/b Super backward jump
360 Motion pad from u to clockwise or anti clockwise motion tell it reach u agian
u,u/f,f,f/d,d,d/b,b,b/u,u
f270 Motion from f clockwise tell you reach u
f,f/d,d,b/d,b,b/u,u
b270 Motion from b Anti clockwise tell you reach u
b,b/d,d,d/f,f,f/u,u
WP Weak Punch "A"
WK Weak Kick "B"
SP Strong Punch "C"
SK Strong Kick "D"
SP+sK Right throw, throws opponent to the other side (C+D)
WP+WK Left throw, forward throw (A+B)
-Power Bar diffinations: (proportioned to both the red and yellow life bar together)
1/4 Means 1/2 of the first yellow bar
1/2 Means the whole first yellow bar itself
3/4 Means 1/2 of the second red life bar
Full Means the whole first and the second bar themselves.
-Conuter:While guarding, SP+SK.Doesnt deal any damage.Takes a bit from super Bar.
-Guard forward step: While Guarding, quickly press either f,f or f Plus any button.Must be done quickly.
-Guard Back Step: While Guarding, Quickly press either b,b or b plus any button.Must be done quickly
-Guard crush: Happens when you guard alot untill your guard meter finishes up.Guard crush effect is stun to opponent,giving you properties of free hits.
-AA: Anti Air combo or charecters strategies and tactics.
-Sweep Distance: the excution of the juggle range must be takin in such a place as follows, the furthist possible range that a sweep move can sweep opponent is called Sweep range.
-Half Screen: Juggle Must be excuted starting from Half of the screen.
-Special Maximum Cancel: Mainly maximum cancel is like cancel a Special move or special hit or super moves into one to another.Some charecter's like Sagat,Dimitri,Akuma,or Chun-li are like able to special cancel(mainly most of the charecters can special max.cancel),Example: Sagat, f,d,f/d+SP for tiger uppercut,if you did SP or WP just quickly as soon as you excute Tiger uppercut(maximum bar for maxim cancel),he will cancel the uppercut into a tiger fireball(qcf+Punches or Kicks).These kind of stuff are special maximum cancel's,mainly most of them are aint usefull that much like dimitri's f,d,f/d+SP into SP.(any charecter that can cancel an uppercut into fireball are mainly useless maximum cancel cause they can never connect).Note:Mainly any charecter with charging move cannot special maximum cancel.
Here are some simple examples of maximum special cancels:
-Dimitri: f,d,f/d+SP >> SP(For fireball)
-Sagat: f,d,f/d+SP >> SP(For fireball)
-Chun-li: Qcf+WP >> qcf+SP(For super)
-Genjuru: qcf+SP >> SP(For uppercut) or vise versa
-Traps: What are traps?? Traps are a non combo strategy but more to Tactic.It is were you get opponent to trick them in order to fall into other hit's connection(it maybe either followed by combo's,super,Special move, Throw....etc)
Example of some traps: Akuma and Shin Akuma Death could be used as trap,simply jump in deep to opponent with SK and then normally excute Death super(WP,WP,f,WK,SP).This will not be counted as a combo,but totally guarenteed and non escapable.
Look at the strategies for Shin-Akuma and Dimitri,these charecters hold lot of traps.
-Arieal Rave: A series of combo while you and opponent are in air and you are preforming a combo,a charecter who can arial rave: Like Kim kaphuan.
-Combos or juggle: A series of hits that can guarenteedly hit opponent while he can never escape.
-Super moves: A special move which accumelate super bar, in order to preform a super move
Exceed: A superable Move, which it's likely near to super.Great deal of damage will be dealt if it hits, and also only preformed one time in the whole battle and must be on the red HP bar.
-Normal Combo:Combo's that doesnt need the help of the Maximum bar,so that means no maximum cancel will be used in any of the followed juggles that will be mentoined.
-Maximum Combo:Combo's that does need the help of the maximum bar,so that means maximum bar will be use in any of the followed juggles that will be mentoined.
-EX Combo:Combo that involve excuting of an Exceed.
-Finisher: Finisher is the final finisher that end's the juggle,where you cannot juggle after the final finisher(Could be either a move,Special hit,A normal hit,Super or exceed).
-Tactics and Strategies:These are small info bout some usefull tactics and strategies that you may use in the game.
-Tips:Small Notes and tips just to help in any prevoius mentioned combos or tactics for the mentoined charecter,or it maybe some small info bout the charecter that may come in handy within the game.
-Combo Analyser:A simple combo analyser for some Hard combos or important combos.It will just bhelp in uderstanding the way for preforming the combo.
-NEW*: Means that this is a combo newly edited and listed with the new Faq version
>> Maximum Cancel move (Only when mximum bar is on)
>S> Special Maximum Cancel (Only When Maximum bar is on)
[] Charge
"" Take A note
* Refer To
() Simple explination
{} Not guarentee to hit, or use for purpose of non guarentee move
_ You could also use(Meant Or)
-- Connected move togeth
Here are Shin-Akuma's Combos:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@Maximum Combos:
~~~~~~~~~~~~~~~~
01|-When in close, f+SP, f,d,f/d+SP >> hcb+SP >> hcb+SP(for super cancel) >> qcfx2+SP
02|-In corner,When in close,f+SP, f,d,f/d+SP(1 hit only) >> hcbx2+SP , f,d,f/d+SP(1 hit only) >> qcfx2+SP
03|-In corner,On Earthquake or Hugo only,From sweep distance,When in close,Super Jump Toward opponent and quickly f/d+WK_b/d+WK, d+WP,d/b+WK,d/b+SK, qcb+WK, hcbx2+SP(For super)(do not do it very quickly or else it will not connect after landing qcb+WK), f,d,f/d+SP
04|-On Earthquake or Hugo Only,In corner,From sweep distance,Super Jump Toward opponent and quickly f/d+WK_d/b+WK, d+WP,d/b+WK,d/b+SK, qcb+WK, f,d,f/d+SP(1 hit only) >> qcfx2+SP
05|-From sweep distance,Super Jump Toward opponent and quickly , f/d+WK_b/d+WK , SP, f,d,f/d+SP >> qcfx2+SP
@Normal combos:
~~~~~~~~~~~~~~~
06|-*In corner,from sweep distance, u then qcf+SP, quickly jump and then qcf+SP.......Infinity
07|-Jump in deep with SK,then excute Death super(WP,WP,f,WK,SP) (Trap)
08|-In croner,From sweep distance,Super Jump Toward opponent and quickly f/d+WK_d/b+WK, d/b+WK,d/b+SK, qcb+WK, f,d,f/d+SP or qcfx2+SP(For super) or hcbx2+SP(for super)
09|-From sweep distance,Super Jump Toward opponent and quickly f/d+Wk_d/b+WK, sp, qcfx2+SP(for super) or hcbx2+SP(for super) or f,d,f/d+SP
10|-On Earthquake or Hugo Only,From sweep distance,Super Jump Toward opponent and quickly f/d+WK_d/b+WK, d+WP,d/b+WK,d/b+SK, qcf+SP
11|-In corner,From sweep distance,Super Jump Toward opponent and quickly f/d+WK_d/b+WK, d/b+WK,d/b+SK, qcb+WK, hcbx2+SP(for super), f,d,f/d+SP
12|-Anywhere, From sweep distance,Super Jump Toward opponent and quickly f/d+WK_d/b+WK, d/b+WK, Wp,WP,f,WK,SP(for exceed
@Tactics:
~~~~~~~~~
-SHin Akuma's Exceed is totally not escapable,the only way to escape it is by Teleportation or evade.You can use it after Sweeping opponent to the ground,but it must be correctly timed in where it must be done while opponent getting up from the ground(in order to guarenteedly connect the exceed).This tactic is usefull specially in corner,in where non evader or teleporter charecter can evade it,you could also use this tactic after Shin akuma's Infinity
Here are the charecter's the could escape Shin-Akuma's exceed:
01-Dahalsim: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
02-Dimitri: b,f+SP,WK or f,b+SP+WK
03-M.Bison: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
04-Shin-Akuma: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
05-Akuma: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
06-Shiki: d,d+SK_WK or d,d+SP_WP
07-Earthquake: hcb+WK(Must be done as late as possible) or hcb+SK
08-Vega: SP+WP Only (Due to the long evade)
09-Goenitz: qcb+SK or WK
10-Mars People: hcb+SK or WK
@Tips:
~~~~~~
-Exceed is homing specially when it's done in corner, the only way that you could get pass through it is by teleportation(any charecter that can teleport, like Dhalasim,Shiki,M.Bison,Akuma,Shin Akuma And voilent ken)
-Shin Akuma's super are infinit! except for the death
-Shin Akuma's Death is faster and longer in distance but weak in damage(As comparing to Akuma)
-*Shin-Akuma's infinity Must be done quickly and with short jump, and dont Jump forward or backward by mistake or else the infinity will be cancled.
-Any Combo that Involve Air hadouken then this combo could be used as a semi infinity to life combo juggle, Example;From sweep distance, jump qcf+SP, quickly jump agian into a quick qcf+SP excution....etc, until you reach 22 Hits, Super jump toward opponent and quickly f/d+WK_d/b+WK, d/b+WK,d/b+SK, qcb+WK, f,d,f/d+SP >> qcfx2+SP(for a maximum combo), or end it with qcfx2+SP for non maximum combo.
thanks for reading
Saotome99
08-21-2004, 05:39 AM
Sagat can't stop people from jumping on him.
Thats odd his DP basically has the priority that it has in CvS2, its even traded off with some exeeds which is not a good thing damage wise but it shows how good its priority is. And I've even used his fierce punch as they are about to jump. As well as his fierce kick is pretty good too. The only move that I don't usually use is his tiger knee.
A lot of good info Beholder.
The Beholder
08-21-2004, 09:16 PM
Thats odd his DP basically has the priority that it has in CvS2, its even traded off with some exeeds which is not a good thing damage wise but it shows how good its priority is. And I've even used his fierce punch as they are about to jump. As well as his fierce kick is pretty good too. The only move that I don't usually use is his tiger knee.
A lot of good info Beholder.
hey dude.Thanks as for the start :)
Bout sagat; He's not that good ya know and also not that bad
for his DP, it's too slow to excute it as compared to other move of DP's example >> when sagat falls to the ground and opponent aprroaches, he cant quick tiger uppercut unle opponents juper while sagat standing or moving silly toward ya
His DP in air, he becomme invincible when it comes to the end in the air, but some jumping move could stop her excution as it starts...like simply deep Jump D, will stop DP if it done at the right time due to sagats DP slow Frames and excution(not like in CVS.S2).
D, in anti jump due to her so long range, so yes it's beter than DP due to its quickness and less frames
hmmmm, am i right??
Omnipoint Deity
08-22-2004, 01:00 PM
Tessa is above all characters with the exception of Zero. Tessa CAN give Geese a run for his money. And don't get me started on her VOD(verge of death) combo. I have to go now but, I'll post it as soon as I return.
The Beholder
08-23-2004, 06:35 PM
Guys do anyone know Hugo's,Genjuro's,Kyo's,Geese's and Shiki's Maximum Infinity combos??
specially Hugo's infinities?
Also, In a Faq guide, are any rules that i must Mention in order not to let anyone use my Faq and abuse it ?(like takin combos, parts and stuff from my faq and cliaming that he's the one who did it?)
thanks
The Beholder
08-24-2004, 07:45 PM
Guys can anyone help me with tabasa??
i tried to play with her, but i think she's kinda da hard a bit i :lame: .
Anyways, can anyone tell me bout her tactics and stuff? specially unlockable.
Am not a tabasa player at al, i just dont like her but i wanna know how to play with her.....kinda like boered from the other charecters, see ya...and thanks
The Beholder
08-27-2004, 07:22 PM
Ummm......no help??
OK, anyways here's the Upgraded stuff for Shin-Akuma
@Maximum Combos:
~~~~~~~~~~~~~~~~
01|-When in close, f+SP, f,d,f/d+SP >> hcb+SP >> hcb+SP(for super cancel) >> qcfx2+SP
02|-In corner,When in close,f+SP, f,d,f/d+SP(1 hit only) >> hcbx2+SP , f,d,f/d+SP(1 hit only) >> qcfx2+SP
03|-In corner,On Earthquake or Hugo only,From sweep distance,Jump then qcf+SP,Quickly Super Jump Toward opponent and f/d+WK_b/d+WK, d+WP,d/b+WK,d/b+SK, qcb+WK, hcbx2+SP(For super)(do not do it very quickly or else it will not connect after landing qcb+WK), f,d,f/d+SP
04|-On Earthquake or Hugo Only,In corner,From sweep distance,Jump then qcf+SP,Quickly Super Jump Toward opponent and f/d+WK_d/b+WK, d+WP,d/b+WK,d/b+SK, qcb+WK, f,d,f/d+SP(1 hit only) >> qcfx2+SP
05|-From sweep distance,Jump then qcf+SP,Quickly Super Jump Toward opponent and f/d+WK_b/d+WK , SP, f,d,f/d+SP >> qcfx2+SP
@Normal combos:
~~~~~~~~~~~~~~~
06|-*In corner,from sweep distance, u then qcf+SP, quickly jump and then qcf+SP.......Infinity
07|-Jump in deep with SK,then excute Death super(WP,WP,f,WK,SP) (Trap)
08|-In croner,From sweep distance,Jump then qcf+SP,Quickly Super Jump Toward opponent and f/d+WK_d/b+WK, d/b+WK,d/b+SK, qcb+WK, f,d,f/d+SP or qcfx2+SP(For super) or hcbx2+SP(for super)
09|-From sweep distance,Jump then qcf+SP,Quickly Super Jump Toward opponent and f/d+Wk_d/b+WK, sp, qcfx2+SP(for super) or hcbx2+SP(for super) or f,d,f/d+SP
10|-On Earthquake or Hugo Only,From sweep distance,Jump then qcf+SP,Quickly Super Jump Toward opponent and f/d+WK_d/b+WK, d+WP,d/b+WK,d/b+SK, qcf+SP
11|-In corner,From sweep distance,Jump then qcf+SP,Quickly Super Jump Toward opponent and f/d+WK_d/b+WK, d/b+WK,d/b+SK, qcb+WK, hcbx2+SP(for super), f,d,f/d+SP
12|-Anywhere, From sweep distance,Jump then qcf+SP,Quickly Super Jump Toward opponent and f/d+WK_d/b+WK, d/b+WK, Wp,WP,f,WK,SP(for exceed
@Tactics:
~~~~~~~~~
-SHin Akuma's Exceed is totally not escapable,the only way to escape it is by Teleportation or evade.You can use it after Sweeping opponent to the ground,but it must be correctly timed in where it must be done while opponent getting up from the ground(in order to guarenteedly connect the exceed).This tactic is usefull specially in corner,in where non evader or teleporter charecter can evade it,you could also use this tactic after Shin akuma's Infinity
Here are the charecter's the could escape Shin-Akuma's exceed:
01-Dahalsim: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
02-Dimitri: b,f+SP,WK or f,b+SP+WK
03-M.Bison: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
04-Shin-Akuma: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
05-Akuma: f,d,f/d+SP+WP_WK+SK or b,d,b/d+WP+SP_WK+SK
06-Shiki: d,d+SK_WK or d,d+SP_WP
07-Earthquake: hcb+WK(Must be done as late as possible) or hcb+SK
08-Vega: SP+WP Only (Due to the long evade)
09-Goenitz: qcb+SK or WK
10-Mars People: hcb+SK or WK
@Tips:
~~~~~~
-Exceed is homing specially when it's done in corner, the only way that you could get pass through it is by teleportation(any charecter that can teleport, like Dhalasim,Shiki,M.Bison,Akuma,Shin Akuma And voilent ken)
-Shin Akuma's super are infinit! except for the death
-Shin Akuma's Death is faster and longer in distance but weak in damage(As comparing to Akuma)
-*Shin-Akuma's infinity Must be done quickly and with short jump, and dont Jump forward or backward by mistake or else the infinity will be cancled.
-Any Combo that Involve Air hadouken then this combo could be used as a semi infinity to life combo juggle, Example;From sweep distance, jump qcf+SP, quickly jump agian into a quick qcf+SP excution....etc, until you reach 22 Hits, Super jump toward opponent and quickly f/d+WK_d/b+WK, d/b+WK,d/b+SK, qcb+WK, f,d,f/d+SP >> qcfx2+SP(for a maximum combo), or end it with qcfx2+SP for non maximum combo.
Can anyone help me out with Tabbasa please??
Thanks
The Beholder
09-01-2004, 06:20 PM
Hey everyone.
I've finally did the faq :D......it may need a little bit stuff but i was just bored doin them.
So, if any one wanna download the Faq then here's the link
http://www.ullysis.com/forums/showthread.php?s=&threadid=700
www.ullysis.com
If ya need any combo explinations or anything then ask and i'll answer all of you questions for sure.
Thanks :china:
enjoy the site and the Faq.
Thanks to everyone in here and who viewed my Thread.
Omnipoint Deity
09-01-2004, 08:04 PM
Guys can anyone help me with tabasa??
i tried to play with her, but i think she's kinda da hard a bit i :lame: .
Anyways, can anyone tell me bout her tactics and stuff? specially unlockable.
Am not a tabasa player at al, i just dont like her but i wanna know how to play with her.....kinda like boered from the other charecters, see ya...and thanks
I can help you ALOT with her so much that you'll be defeating expert Geese players. She has good priority, the BEST keep-away character in the game, and her unblockable ghost glitch, which puts her WAY over the top. Now, let's get started:
Strategy & Tactics - Whenever someone tries to cross Tessa up with a jump-in 2 in 1 combo, just simply dash forward and hit standing-RH or dash back toward your opponent as they land and do her command grab followed up by the unblockable ghost glitch, which I'll explain in a minute. Here's another: Whenever your opponent tries to jump in on you and not trying to cross-up then, it's free df+RH and follow up with time bomb super(hcb,hcb+LK or RH) central or just simply hit forward+FP(upward diagnal ice pillar). If someone is trying to jump at you from full screen or even mid screen then, just jump away and while still in the air release her dove(d+RH). Also, she has an up close standing FP(dragon), which is an overhead attack. Catch someone that's crouching and it's big damage time. Do her up close standing FP then, cancel into command grab then, do her ghost glitch or cancel into df+RH and follow up with her time-bomb super.
Combos - I'm only gonna post her most damaging combo, the VOD(verge of death) combo: Jump in deep with RH then, standing RH, cancel into command grab, do her unblockable ghost glitch, and as soon as the ghost hits then, do standing FP or standing RH and cancel into her Exceed(hcb,hcb+LP+FP), and as soon as she's done posing from her Exceed and while your opponent is still in the air then, immediately do her time bomb super. This combo is FEARED by all 'cause it can happen so quick that your opponent wouldn't even know what to do and is speechless about the VOD damage.
Now, how the ghost glitch works? Do her command grab and as soon as she's done posing then, do her Ghost(f,qcf+LK or HK). Now, while the ghost is almost to your opponent, jump in the air and throw out her dove above the Ghost's head. If you've done it right then, your opponent can't block it. Once the ghost hits then, you can do whatever you want.
I'll post more if you or anyone else have any questions about Tessa and her matches.
Saotome Kaneda
09-01-2004, 08:38 PM
Hey everyone.
I've finally did the faq :D......it may need a little bit stuff but i was just bored doin them.
So, if any one wanna download the Faq then here's the link
http://www.ullysis.com/forums/showthread.php?s=&threadid=700
www.ullysis.com
If ya need any combo explinations or anything then ask and i'll answer all of you questions for sure.
Thanks :china:
enjoy the site and the Faq.
Thanks to everyone in here and who viewed my Thread.
Looks good, but SPELL CHECK. Not a diss, but unless I skim over most paragraphs, it stabs me in the eye every time I see a misspelled word. Good stuff man. Refine it some more and post that up on FAQ sites.
The Beholder
09-02-2004, 05:00 PM
I can help you ALOT with her so much that you'll be defeating expert Geese players. She has good priority, the BEST keep-away character in the game, and her unblockable ghost glitch, which puts her WAY over the top. Now, let's get started:
Strategy & Tactics - Whenever someone tries to cross Tessa up with a jump-in 2 in 1 combo, just simply dash forward and hit standing-RH or dash back toward your opponent as they land and do her command grab followed up by the unblockable ghost glitch, which I'll explain in a minute. Here's another: Whenever your opponent tries to jump in on you and not trying to cross-up then, it's free df+RH and follow up with time bomb super(hcb,hcb+LK or RH) central or just simply hit forward+FP(upward diagnal ice pillar). If someone is trying to jump at you from full screen or even mid screen then, just jump away and while still in the air release her dove(d+RH). Also, she has an up close standing FP(dragon), which is an overhead attack. Catch someone that's crouching and it's big damage time. Do her up close standing FP then, cancel into command grab then, do her ghost glitch or cancel into df+RH and follow up with her time-bomb super.
Combos - I'm only gonna post her most damaging combo, the VOD(verge of death) combo: Jump in deep with RH then, standing RH, cancel into command grab, do her unblockable ghost glitch, and as soon as the ghost hits then, do standing FP or standing RH and cancel into her Exceed(hcb,hcb+LP+FP), and as soon as she's done posing from her Exceed and while your opponent is still in the air then, immediately do her time bomb super. This combo is FEARED by all 'cause it can happen so quick that your opponent wouldn't even know what to do and is speechless about the VOD damage.
Now, how the ghost glitch works? Do her command grab and as soon as she's done posing then, do her Ghost(f,qcf+LK or HK). Now, while the ghost is almost to your opponent, jump in the air and throw out her dove above the Ghost's head. If you've done it right then, your opponent can't block it. Once the ghost hits then, you can do whatever you want.
I'll post more if you or anyone else have any questions about Tessa and her matches.
WOW!!
haha, thanks dude......:D
non of these that i actually know! so i really enjoy them a lot :D
thanks agian...:china:
If ya have anything else then please post, i'd be really honoured...see ya soon dude
The Beholder
09-02-2004, 05:06 PM
Looks good, but SPELL CHECK. Not a diss, but unless I skim over most paragraphs, it stabs me in the eye every time I see a misspelled word. Good stuff man. Refine it some more and post that up on FAQ sites.
lol, hey dude.....
well, am so so sorry for that, i'll sure re check the spelling...I was goin to release Version 3 so i'll update it to version.4 with corrections.
and thanks :D
see ya soon dude
The Beholder
09-04-2004, 07:27 PM
so guys....Anyone else seen my Faq :D ?
I'll upgrade it soon enough,there will be more combos and little bugs.
Hey satome kaneda, how can i upload my faq through other sites?
Omnipoint Deity, dude your stuff works as a charm ^_^.....do ya have any more stuff?
thanks
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