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*InVeRs3*
01-18-2005, 11:34 AM
Inspired by Buk's tip of the day, maybe we can add our own quick tips, since this part of the forum is just dead. And if one of us is wrong, correct them nicely, so this won't be a flame war thread.

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S-Bison trick - fake a charge to set up his slide, hold the charge for about a second preferably for me, 3/4 away from the screen, then slide. This really works agaisnst those who never seen S-groove used before.

xX_Deus_Xx
01-18-2005, 01:28 PM
with geese, use only :lp: and :mp: shippukens, since the :hp: version creates a higher bounce, and more vulnerable frames on landing.

xX_Deus_Xx
01-19-2005, 06:20 AM
dont forget to taunt nearly raged k-groovers when your character is nearly dead. this will rage them and take away the meter they've built for the next round.

edit: also, if you are using k-groove, and both of you have very little life left, lose the round on purpose (except certain conditions like full a-groove bar). when the next round starts, eat a hit or two (a safe hit, eg i do canon spike and get hit by s.:hk:) and then finish off their character. this way you can get more meter, and with the time bonus, lose no life. its a little risky, but i prefer to do this when i can.

yqbd
01-19-2005, 12:31 PM
dont forget to taunt nearly raged k-groovers when your character is nearly dead. this will rage them and take away the meter they've built for the next round.
also let them do the super on you so it builds your meter if you are using a charge sharing groove.

Higher-Jin
01-19-2005, 09:55 PM
not trying to be a dick but is buk's thread around?

or did it die in the crash?

Gwai Lo ½
01-19-2005, 10:31 PM
not trying to be a dick but is buk's thread around?

or did it die in the crash?

http://www.shoryuken.com/forums/showthread.php?t=48665

Searching does wonders.

Guardcrush
01-20-2005, 12:23 AM
My tip's in your butt and the rest is waiting to go in.

Pimp Willy
01-20-2005, 02:31 AM
Random Akuma tip:

His DP does 3 hits, 1200/400/300 damage. For one of his BnBs, (c.lk c.lk, lk hurricane kick, dragon punch juggle) wait until the last second, so that the one hit is the first of the dragon punch. This will do roughly 800 more damage for minimal effort.

Dyse
01-20-2005, 11:56 AM
Good topic,

Random useless already known tip: Turtle against Any groove Blanka yields the best results.

UCRJesse
01-20-2005, 12:11 PM
dont forget to taunt nearly raged k-groovers when your character is nearly dead. this will rage them and take away the meter they've built for the next round.

edit: also, if you are using k-groove, and both of you have very little life left, lose the round on purpose (except certain conditions like full a-groove bar). when the next round starts, eat a hit or two (a safe hit, eg i do canon spike and get hit by s.:hk:) and then finish off their character. this way you can get more meter, and with the time bonus, lose no life. its a little risky, but i prefer to do this when i can.

Thats the worst idea i've ever heard. A pixel character has the potential to win the whole match, haven't you ever seen my sagat before? Why would you risk that much damage potential to get a little bit of meter that you were going to get anyways?

Dr.B
01-20-2005, 12:44 PM
Watch your asses at Evo 2k5!!! It's about to be Episode 3 in that muthafucka!!!

-B. :tup: :tdown: "Geronimo War Destroyer !!!"

Patester
01-20-2005, 12:50 PM
Thats the worst idea i've ever heard. A pixel character has the potential to win the whole match, haven't you ever seen my sagat before? Why would you risk that much damage potential to get a little bit of meter that you were going to get anyways?

I think he means in desperate situations, taunt would waste someones K groove. Although I don't see how the second situation would work either; as a throw would probably do sufficient damage to 'rage' the K groove.

xX_Deus_Xx
01-20-2005, 01:24 PM
Thats the worst idea i've ever heard. A pixel character has the potential to win the whole match, haven't you ever seen my sagat before? Why would you risk that much damage potential to get a little bit of meter that you were going to get anyways?

just because winning the whole round usually doesnt happen without meter. you're right in that, yes they can win the rest of the match, but hey, i figure its free meter, and all i have to do to win the round is trade off a few hits. in a k-groove vs. k-groove fight, this can be pretty useful to know. for example if both you and your opponent have barely any life left, and you win the round, this can actually turn into an advantage for the other player (especially if the fight ran out the clock). now when the next round starts, you're going to land a few hits, bring up his rage, and he'll kick your ass. now you're both on your second character. and the round was very short. his life bar has probably reovered to a :hp: worth of damage by now, but his rage bar could be halfway or more. which leaves the guy with super, while you dont have any for yourself. this is especially bad because k-groove determines meter build on your part by the type of hit that you take, not the strength of it. so eating a fierce punch + 35% rage bonus = eating a fierce punch. so yeah a lot of times this may not be useful, but it definately is great to know when you're playing against another k-groover.

edit: sometimes in this situation, i'll win the match and stand there so they can just finish off my first character. that doesnt give them any kind of advantage when my second character comes in.

FreddyL0c0
01-20-2005, 01:25 PM
neverthless, thinking of killing off ure own character and leaving the other with a pixel of a life is not a good idea, cause, as UCRollerblader pointed out, u might pay dearly in the end for this "idea".

Pimp Willy
01-20-2005, 01:29 PM
Taunting a K-Groove player to waste the last bit of their meter is a good idea... dying on purpose for a meter advantage isn't.

From full screen, if you have almost no health, and they have almost a full Rage bar, toss out a taunt. Now that forces them to use their rage against a character with no health, which basically wastes it, so they cannot rage against your full health character. A throw will not always work, it is risky because going for a throw and eating a poke will not rage them... a taunt guarantees the rage.

Now, onto random corner juggles with King:

King can link her f, d, df K move in the corner after most of her attacks (including the b, d, db K multi hit move). Experiment with different combos, she has some that can nearly dizzy somebody using the juggles.

xX_Deus_Xx
01-20-2005, 01:42 PM
random king tip: land a j.:hk: > roll > throw

opponent goes OMGWTFBBQ

my friend did this to eric choi :tup:

random rolls are fun

edit: no need to comment how stupid that tactic is(i already know its stupid), its just insanely funny to see it actually work

Leezy
01-20-2005, 10:57 PM
Yeah, that whole kill yourself for meter is probably not a good tactic, especially in a K on K battle. Y'all remember that JDing gives you life back, right? A good K-groover hit you a couple times, JD life back, hit you some more...by that time they run away and make you come after them, running precious life gaining seconds off the round. By the time you kill them, you may not be able to recover the life lost with the meter gained. Plus, if they hit you 3 times and taunt, you might lose your meter too = S.O.L.

Hmm...throw tricks on Zim...

*InVeRs3*
01-20-2005, 11:33 PM
Rock has a pretty buff Anti Air game, one of the best in the game. His command counter is a 100% counter (not sure about supers though) his s.hk beats most jumpins, and his c.mp beats a lot of crossups. His j.mk/lk has rolento~esque j.lp priority.

vasAZNion13
01-21-2005, 01:55 AM
Rock has a pretty buff Anti Air game, one of the best in the game. His command counter is a 100% counter (not sure about supers though) his s.hk beats most jumpins, and his c.mp beats a lot of crossups. His j.mk/lk has rolento~esque j.lp priority.

eh, i don't think it matters too much, but his crack counter doesn't work on spiral arrow. (at least not 100% of the time.)

noodleman
01-21-2005, 05:20 AM
you need to do a high counter to counter special moves. And no, it doesn't counter supers. Only Geeses's counter supers (the lp/High version). note that for geese, high counters are used to counter all specials/supers, even low hitting ones (Sagat's tiger raid for example). Rock is similar with special moves (use the high counter to counter cammy's spiral arrow).

vasAZNion13
01-21-2005, 11:53 AM
Rock is similar with special moves (use the high counter to counter cammy's spiral arrow).

oops, sorry about the vague comment.
i meant, when you do high counter against cammy's spiral arrow, you'll whiff the crackshot ?sometimes?.(well, in my case the crackshot just whiffs everytime)

well, here's a random tip then.(i haven't really tested it out completely but...)

start of the match, rock vs cammy
if you know your opponent likes to do spiral arrows, then do high counter. then immediately do mid counter after it whiffs. iirc, i always block a s.fierce from cammy after i whiff the crack counter. my guess is that they try to throw me but are too far or too early. meh.

ShinNeosnake
01-21-2005, 12:43 PM
Random tip:

Rock is considered airborne during all versions of his elbow (Hardedge). It can go over the Trip Wire super. Not very applicable at all, I happened to do an elbow ass my friend did a trip wire super and I hit him out of it.

Leezy
01-21-2005, 05:22 PM
The counter for Rock whiffs Cammy's arrows when she's still laying flat (OTG). If you counter at the ending distance of her move you can hit her, otherwise you counter and kick over her head.

kcxj
01-24-2005, 09:59 PM
Leezy beat Ricky the Fabulous?? Awesome job! Maybe there's hope for this game after all.

K-Rock vs Blanka:
If you're going to fish for counter hits, use crouching jab rather than crouching short. For example, d.LK (blocked), hesitate, counter hit d.LP. Blanka has a bad habit of being able to mash either d.HP or s.HK to completely avoid high or low attacks. If he mashes s.HK, he'll go straight over your d.LK. Likewise with being able to mash d.HP to go under Sagat's or Rolento's s.LP. A mid hitting attack like Rock's crouching jab will cleanly counter all Blanka mashers.

-counter hit d.LP, d.HK
-counter hit d.LP, d.MK xx deadly rave

popoblo
01-25-2005, 12:28 PM
link into customs more, it's free damage if your execution is decent.

ZenFire
01-25-2005, 04:46 PM
Random tips, hmmm. Here's my chance to preach stuff.

Rock
Early j.hk sets up:
-counterhit c.lp
-rage shift
-360

If you superjump it you can get even closer. Lowjump lk does little hitstun and pushback, which is nice to get a 360 too. I love how this thread got off on the right foot with Rock discussion.

Early jumpins work cus they require faster reactions to AA, just like lowjumps. Getting thrown is the most common punishment I've seen.

Works for Kyosuke (j.mk - wait longer cus there's not that much hitstun), King (j.hk) and Rugal (j.hk) too, or anyone whose jumpin has good vertical range. Characters with command throws get a nice mixup everytime they do this. Other characters don't suffer greatly if their combos get blocked cus they're closer than they were and have gained the initiative.

Tip 2, if you ARE gonna do regular/deep jumpins, then make sure you prepare a combo in case it hits. It seems very rediculous to to me to take the big risk of jumping and only use it to get close. I think it happens because ppl are so used to getting AA'd or having the jumpin blocked.

RagingStormX
01-31-2005, 02:24 PM
Here's a super random tip:

In a P vs S match, the P-groover should always input foward after a dodge, since all dodge attack are parried high, if they dodge attack, you get free damage.

xX_Deus_Xx
01-31-2005, 02:51 PM
what if they dont dodge xx attack and just finish the animation to go into a low attack?



tip: everyone on K groove should learn how to proximity cancel against A (i think thats what its called). input the directions for the super/special before the CC flash, press the button after. i dont think its really that hard to do. i kinda suck at it, but i get the feeling if i worked on it more its something that can probably be done pretty consistantly. playing against so many A groovers, you kinda get a feel for when the activate will be, so use it to your advantage. buffer when you think its coming, and dont press the button if you dont see the flash.

Leezy
02-01-2005, 11:06 AM
I suppose the A-Groove players you play aren't very good. If an A-groover sees, hears, senses, whatever that you're gonna spam a super after activation, they will roll. They can slap the machine and trick you into supering. You could accidentally tap a button and random super. Most A-groovers will wait until the custom is guaranteed. If you can get really good at it, and aren't impatient, it works well. Most people can't react correctly, and even if they do, good A players will stuff it anyway.

xX_Deus_Xx
02-01-2005, 01:17 PM
you are definately right that there is many ways around that. but as it seems to me, no one really expects it. no one is psychic, and no one activates and thinks to themselves "i better prepare for this guys reversal". sure, if i were to start doing this everytime i saw an activate, then it'd be a little predictable. but even combofiend ate 2 level 3's from ino after activates. but being the mediocre player that i am, i have the x factor of fucking up my execution anyways :rolleyes:. against sakura players, the custom is pretty guaranteed if you're blocking, so its the main reason i try for this stuff. i got really tired of eating her customs. i've noticed that most sakuras i've played stop zoning, and start moving in when they want to CC. so it may not be high level stuff like you're used to, but i think to the 95% of the rest of us, its good to know. idk, leezy, if an agroover sees, heres me spam a super during activation, in theory, couldnt i just bluff and start pressing buttons to make it seem like im about to try something and have them start their CC with a roll? idk about you, but no one i've played has taken that bluff. of course, if you're ever so lucky to get the perfect proximity cancel DP, then it should come out damn quiet and sneaky. i've gotten it "perfectly" once. (as in i do the dp, and at the exact moment i would have normally hit punch, they activate, after flash i hit punch). its not something you have to know how to do to play K, but against sakura it certainly helps. also im just fed up with block CC. damn A groove emasculating my K rage. it just pisses me off to have no meter any more after blocking customs.

ZenFire
02-01-2005, 02:17 PM
I'm just wondering about this proximity canceling. I've been able to get specails by doing the input DURING the activation freeze. But it's not consistent and I think that it works only when the motion is finished after the freeze, but I could be wrong, it's just hte feeling I get. One thing I couldn't do is get supers to come out. I thought this was very strange and now I hear Deus talking about doing the motion BEFORE the freeze. Just wondering, what IS the time for this technique?

kcxj
02-01-2005, 09:03 PM
*rant*
You can't do anything, not even proximity cancel, out of a properly timed CC in your face, low short. Leezy's right about A-groovers being smart and only using their CC in guaranteed situations too (ie. jab, jab, CC, d.MK against K-groove).

My advice? Quit.

This game is stupid. A-groove doesn't even lose all their meter when you do manage to hit them out of a CC.

noodleman
02-01-2005, 09:50 PM
My advice? Quit.


that's ultimate tutrle tactics! turtle so hard you're not even in the game! Can't beat that ultmiate tatic, sure you can't win, but you're not gonna lose to randon a-groove activate/k groove lvl 3 supers!

RagingStormX
02-02-2005, 06:13 AM
what if they dont dodge xx attack and just finish the animation to go into a low attack?

It shouldn't matter unless you are retarded and hold foward. I'm not saying base your whole gameplan on it, it just some useful info. You just tap foward then block, if you parry anything, free damage.

Leezy
02-02-2005, 01:29 PM
Yeah, blocking customs is the shits...better than getting hit, unless it's Sak. I'd honestly rather get hit by Sak's custom (most times) so at least I am raged after she's done.

Random (not really) tip: If A-Sak is activated and accidentally noogies you, DO NOT MASH OUT. Just sit there and let her meter run out while you get noogied 7 times.

ShinNeosnake
02-02-2005, 03:32 PM
Same with Blanka or anyone else with a Multi hit throw.

RC QCB+K with Rolento, It gives you free meter and you cant get hit out of it.(according to my friend) You might get thrown but other wise its a good way to gain some meter or fly out the corner, its easier than RC Scouter Jump so thats good.

MAGUS1234
02-02-2005, 11:10 PM
With honda,...whiff kara FP 360's for fast and relativily safe meter, perfect for getting those pesky cntr attacks

Cool combo, in corner- mp hand slaps into c.Fpxxlv2 first hitxx into 360, then either handslaps for knockdown or Fp, for damage.
-outa corner jus do a level one for more damage.

Ghostmaker
02-02-2005, 11:21 PM
This is generally basic knowledge in my opinion, but there's always someone who doesnt recognize this. When using P-groove, you only have to low parry crouching kicks. As far as I know, no one in the game has a sweep like Makoto in 3rd Strike (d+ FP, for those who dont play 3s)or any other low hitting punch attack. Attacks like Sagat's crouching FP can be parried high or low.

All you need to remember is: if you have to crouch to block it, you have to parry it low.

*InVeRs3*
02-03-2005, 11:58 PM
Keep an open mind, play different characters. You never know, maybe your opponent's won't know the matchup, and you will. Maybe you'll find out Kyosuke is broken.

xX_Deus_Xx
02-04-2005, 12:44 AM
As far as I know, no one in the game has a sweep like Makoto in 3rd Strike (d+ FP, for those who dont play 3s)or any other low hitting punch attack.

honda

penisvaginapenisshitonyourfacesevencharacterlimit

shmy
02-14-2005, 03:55 PM
Same with Blanka or anyone else with a Multi hit throw.


Nah, I think Leezy's talking about just taking the noogies in K-Groove so that her meter runs out & you don't have to worry about her custom chipping you or having your guard broke.

I think with anyone else you can mash out of a throw and just block. I could be wrong though...

Leezy
02-15-2005, 01:06 PM
Other than Sak...

Blanka maybe, if it's in the corner and he can slide, elec repeat.
Honda, Balrog, Maki...they all mash the shit out of their throws...I might want to get out of that, depends on the player, I guess. I wouldn't want to get hit by more custom hits after I feverishly mash out of a throw. Most times, though, if you wait for a throw to end, the person gives up on the custom and just gets away from you 'cause they can't block.

MAGUS1234
02-15-2005, 02:41 PM
90% of ppl will try to wake-up super/DP you, while you are in activace mode, after a knockdown.So if you just RC a move to stuff the wakeup attempt youll be fine.
Just more tid-bits on what to do after a CC throw

Shin Ace
02-15-2005, 04:32 PM
Why would you RC a special and knockdown what you consider to be a predictable dragon? Here's a leet tactic worth trying: stay within range when he's down, but walk back a step as he's getting up. If he dragon's, you get to continue the custom and possibly even land a super. Ain't that grand?

Blazn
02-15-2005, 04:46 PM
or how about just roll?

Shin Ace
02-15-2005, 05:36 PM
It can work, but it's not 1337.

GunterJPN
02-16-2005, 07:43 AM
or how about just roll?

Rolling is susceptible to throws, hence getting the fuck out of the way is a better option. :tup:

xX_Deus_Xx
02-16-2005, 10:09 AM
when being hit by customs, block high, to avoid random stupid overhead resets. shoshosho*overhead*shoshosho....

epsilon_
02-16-2005, 03:05 PM
she can just as easily c.mk and continue the combo. block low, and watch for the overhead is a safer option. Overhead is much easier to block as opposed to pretty much any of her low moves.

ShinNeosnake
02-16-2005, 03:45 PM
Block low and start spamming supers so in case the guy messes up, you can get a super. You don't have to spam supers but you can press buttons that can combo into super, such as c.mk. You just have to stay on your toes and be expecting an overhead, you'll see it much quicker if you had expected it.

MAGUS1234
02-16-2005, 03:45 PM
but the wole point is to get more dmage, you back out the way and they whiff a DP, you run outa bar(granted you get a combo).Most of the time if your not at point blank there not gonna try so that = no damage.You might even get hit by wakeup super if your too close, thats why I like RC on wake up
What can they do to counter it?

xX_Deus_Xx
02-16-2005, 05:19 PM
when being hit by customs, block high, to avoid random stupid overhead resets. shoshosho*overhead*shoshosho....

hrm i dunno if you all got what i meant exactly right. if you are unforunate enough to get HIT (as in not blocking) the sakura custom, hold back and not crouch. im pretty damn sure if they were to cancel a shoshosho into a low attack, it'd all still combo anyways, but you wouldnt get reset for damage. and heres the thing, RANDOM OVERHEAD. not everyone goes for the overhead reset in the middle of that custom, so trying to counter the counter to a random overhead is like... well, you probably missed your calling and should be working for miss cleo instead of playing this game.