Hello everybody! As I previously discussed in GD. I want to make a thread where EVERY character gets a biography, of sorts. Basically, a reference for each individual character. I will cover my main character, Ryu. I hope that everyone will be able to learn and contribute something to this thread. :)
I've opted to include a character photo. Depending on how slow large photos make this thread load, I may have to ask a mod to remove them. It's entirely up to you if you want to add one yourself.
Please note, one character per member. IE, Vulcan Hades would cover Yoshimitsu and perhaps discuss it with other Yoshimitsu mains. :P
If somebody lists a BNB and you feel yours is more optimized, then feel free to inform them or me of it. Also, try to include whether your BNB needs meter. And no matter how difficult the combo is to perform, IE EWGF or Flicker cancels, still list it. And perhaps, list a slightly easier BNB, if you can.
Character images can be found
here.
Ryu Frame Data
Strengths: Zoning, footsies, frame traps and anti airs.
Weaknesses: Needs meter to do good damage, lacks mix ups, low comeback ability, susceptible to raw launcher because of crouching based footsie game.
Best partners: Kazuya, Zangief, Guile, Lili, Law, Jin
Raw Tag Punish: F+HP (Solar Plexus Strike), St.Mp, St.Hp (chain), EX Joudan, Jp.Hp, Cr.Hp, HK Tatsu. 441 damage. Requires one meter of EX.
Hit Confirms:
Cr.Mp, Cr.Mp, Cr.Mk, EX Joudan, Jp.Hp, Cr.Hp, HK Tatsu. (379)
Cr.Mp, Cr.Hp, HP SRK. (278)
Cr.Mp, Cr.Mp, Cr.Mk, LK Joudan. (231)
Cr.Mp, Cr.Hp (link), EX Joudan, J.Hp, Cr.Hp, HK Tatsu. (399)
Overhead Combos:
F+Mp, St.Lp, Cr.Mk, EX Joudan, J.Hp, Cr.Hp, HK Tatsu. For this to hit you must be close to your opposition.
Corner Combos:
Cr.Mp, Cr.Hp (link), EX Joudan, Cr.Hp, LK Joudan, Cr.Hp, HK Tatsu. (428) This combo is spacing dependent. You must catch your opponent with the LK Joudan just before they land.
F+HP (Solar Plexus Strike), St.Mp, St.Hp (chain), EX Joudan, Cr.Hp, LK Joudan, Cr.Hp, HK Tatsu. (452)
Tag Cancel Combos:
In my opinion, Ryu isn't a very good team player. For the most part, you'd have to spend two bars to do any real damage, but the resulting damage will depend on your anchor. IE, Ryu WILL do more damage if he tags into a Kazuya who can EWGF. Rather than Ken, who has limited juggle capabilities.
*The damage for these combos don't have to be listed, as it all depends on what your anchor can do.*
Cr.Mp, Cr.Hp, HP SRK XX Tag.
Cr.Lk, Cr.Lp, Cr.Mk, HP SRK XX Tag.
Cr.Mp, Cr.Hp (link), EX Joudan, Jp.Hp, Cr.Hp, HK Tatsu XX Tag.
St.Lp, Cr.Hp, HP SRK XX Tag.
All of the combos listed above require one bar of EX.
Preferred Team Position: It's subjective, really. Point Dhalsim and anchor Ryu is a very good team. Simply because Dhalsim can control the flow of a match so well and allow Ryu to tag in safely. But then, point Ryu and anchor Zangief is a deadly team. With Ryu's superior walk speed and SRK tag cancels allowing Zangief to be in a strong position.
I'd say, it's entirely up to you. For me, I play point Ryu. Although, by default, if you play Kazuya X Ryu, Kazuya MUST be your anchor.
Cross Rush Post Combo: The Ideal combo after a boost chain for Ryu is Cr.Hp, Hadoken CADC, Cr.Hp, HK Tatsu. The damage is unlisted because of how subjective it can be. IE, gems and scaling. Note, the first Cr.Hp must be done immediately as Ryu enters. Any later and it won't work properly.
Finally, unless it's listed that you should chain, all of the combos above are links.
Here's hoping that you guys will contribute also! :D
Completed:
"Ryu Bio"
"Juri Bio"
"Xiaoyu Bio"
"Marduk Bio"
"Elena Bio"
"Hwoarang Bio"
Comments
Juri Frame Data (outdated)
Strengths: Zoning, frame traps, low meter usage, high meter generation, high corner and anti-air damage
Weaknesses: Poor reversal options, no true block strings outside of chains and cancels, low midscreen damage
Preferred team position: Point or Anchor
Raw tag punishes (close/mid screen)
meterless - j.hk > cr.hp xx jump cancel > hk.shikusen > fs.mp xx lk.senpusha (324 dmg)
1 bar solo - j.hk > cr.hp xx jump cancel > ex-shikusen > lk.senpusha (388 dmg)
1 bar tag - j.hk > cr.hp xx hk.senpusha [TAG] (302 dmg + followup)
Raw tag punish (full screen)
meterless - foward jump > hk.shikusen > fs.mp xx lk.senpusha (180 dmg)
1 bar tag - forward jump > hk.shikusen > fs.mp xx mk.senpusha [TAG] (176 dmg + followup)
BnB's (no stores)
*cr.lk > st.lp > fs.mp xx fuhajin store > fs.mp xx fuhajin store (216 dmg)
*cr.lk > st.lp > fs.mp xx fuhajin store > fs.mp xx lk.senpusha (236 dmg)
cr.lk > st.lp > fs.mp xx cr.hp xx launcher (182 dmg + followup)
*cr.lk > *cl.lk > cr.mp/cr.mk xx hk.senpusha (206 dmg)
shikusen (deep) > cl.hp xx lk.senpusha (210 dmg)
shikusen (shallow) > fs.mp xx lk.senpusha (180 dmg)
shikusen > fs.mp xx fuhajin store (148 dmg)
cr.hp xx jump cancel > shikusen > fs.mp xx lk.senpusha (248 dmg)
cr.hp xx jump cancel > shikusen > fs.mp xx fuhajin store (220 dmg)
*- can use any of Juri's light's except for far lk.
BnB's (Fuhajin stores)
cr.hp xx lk.fuhajin release > cr.mk xx hk.senpusha (276 dmg)
cr.mk xx lk fuhajin release > fs.mp xx fuhajin store > fs.mp xx lk.senpusha (276 dmg)
cr.hp xx lk.fuhajin release > fs.mp xx cr.hp xx launcher (252 dmg + followup)
*fuhajin release > dash forward > cr.mp xx hk.senpusha (212~232 dmg)
*fuhajin release > dash forward > fs.mp xx *fuhajin release > fs.mp xx hk.senpusha (268~297 dmg)
*- damage varies depending on what versions of fuhajin are used
AA Combos
cr.hp xx jump cancel > j.hp > cl.hp xx fuhajin store (304 dmg)
cr.hp xx jump cancel > j.hp > cl.hp xx lk.senpusha (332 dmg)
cr.hp xx jump cancel > j.hp (delayed) > nj. hk > lk.senpusha (340 dmg)
cr.hp xx jump cancel > j.hp (delayed) > j.mk > cl.hp xx lk.senpusha (369 dmg)
cr.hp xx jump cancel > j.hp (delayed) > nj.hk > cl.hp xx lk.senpusha (393 dmg, corner only)
Overhead combos (counter-hit only)
f+mk > *cr.lk > st.lp > fs.mp xx fuhajin store > cr.hk (269 dmg)
f+mk > *cr.lk > st.lp > fs.mp xx hk.senpusha (267 dmg)
f+mk > cr.lk > st.lp > fs.mp xx cr.hp xx launcher (246 dmg + followup)
f+mk > cr.lp xx lk.fuhajin release > fs.mp xx hk.senpusha (275 dmg)
*- can use cr.lp or cl.lk instead.
Post-Launch Combos (damage is based off a raw launcher)
cr.hp xx jump cancel > j.hp > cl.hp xx *lk.senpusha (393 dmg, requires a high launch)
cr.hp xx jump cancel > j.hp > launcher (340 dmg, relaunch, requires a high launch)
cr.hp xx jump cancel > hk.shikusen > cl.hp xx *lk.senpusha (345 dmg, inconsistent outside of the corner but possible midscreen)
cr.hp xx jump cancel > hk.shikusen > fs.mp xx *lk.senpusha (324 dmg)
*- lk.senpusha can be replaced with fuhajin store in order to tag back to your partner or store a fireball
Corner combos
cr.hp xx lk.fuhajin release > cr.hp xx hk.senpusha > cr.hp xx jump cancel > j.hp > cl.hp xx lk.senpusha (470 dmg)
cr.hp xx lk.fuhajin release > cr.hp xx hk.senpusha > cr.hp xx jump cancel > shikusen > cl.hp xx lk.senpusha (440 dmg)
How to combo into super/cross art
- shikusen > fs.mp xx super/cross art
- cr.hp xx jump cancel > j.hp > cl.hp xx cross art (AA)
- cr.hp xx jump cancel > j.hp > cr.mp/cr.mk xx super (AA)
- cr.hp xx jump cancel > ex-shikusen > super
- Super and cross art can also be combo'd into after landing a grounded mk.senpusha (very tight link) or hk.fuhajin store (same damage, easier)
Tagging into your partner
- Tag on first hit of mk/hk senpusha (Tagging on first hit of hk senpusha is safe on block... usually), works during juggles
- Tag on fuhajin store (Tag on the kick, the fuhajin will release and keep the opponent airborne while your partner runs in, hk works best), works during juggles
- Tag on cl.hk (Keeps opponent grounded for follow-ups)
- Tag during ex-shikusen (timing is character dependent, follow-ups are difficult)
GFWL(PC): Shaniril
SSF4:Juri, Evil Ryu
SFxT: Juri/Asuka, Lili/Nina, Alisa/Raven
www.youtube.com/Darkphyre
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0 • Off Topic Disagree Agree LikeStrengths: High damage output, Efficient damage scaling In switch combos, High anti-air damage, Fast/far moving backdash, great order control without sacrificing damage, combo-able/low crushing overhead
Weaknesses: Low health, no reversals, all ranged pokes are 10f or slower, cannot punish fireballs at mid-range, very subpar neutral game, terrible low normals, extremely floaty jump (think Dhalsim without a teleport!), extremely high risk anti-air
Preferred team position: anchor (can be played on point but extremely risky!)
Best partners: Alisa, Vega, Lili, Julia, Chun-Li
Xiaoyu frame data
Hit confirms:
- far. mp
- far. mk (counter-hit can be linked to cr. mk)
- cr. mk
- st. lp, cr. mk xx phoenix stance cancel xx hp wave crest
Post Launcher:Cyanide (f+mk):
- mp hakkesho, cr. hp xx phoenix stance cancel xx hk phoenix talon (327)
- mp hakkesho, cr. hp xx mp hakkesho, cr. hk (346)
Raw Tag punishes:Ex Shooting Star (fireball punishes)
- lp hakkesho, cr. hp xx phoenix stance cancel xx hk phoenix talon (397)
- cr. hp xx stance cancel xx cr. hp xx stance cancel xx cr. hp xx phoenix stance cancel xx phoenix talon (435 corner only)
- cr. hp xx mp hakkesho xx lp hakkesho, cr. hk (414)
Anti-AirCorner Only
Final Notes:
If a combo ends in cr. hk you can assume it can be raw tagged immediately after.
Any combo that ends in phoenix talon will provide the best damage or positioning for your partner to follow-up on.
Any combo that involves Cr. hp xx stance cancels will be difficult without practice. Make sure you get consistent with them or you can end up getting yourself killed if you drop them.
Overall Xiaoyu is fairly easy to play and a lot easier if you run her as an anchor and raw tag her after she’s done with her mix-ups. Running her on point will allow you to get max damage from your first switch cancel combo but you can do just the same with her on anchor if you point character can build meter extremely fast. Pair her up with someone who has good tools for zoning/footsies and you have an easy way to get her in to deal massive damage without the hassle of dealing with high risks.
TTT2: Xiaoyu / Lili , Jun / Asuka Learning: Anna
PSN: Songi_Legaia
http://rawtag.blogspot.com/
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0 • Off Topic Disagree Agree LikeStrengths: Good mixups, good AAs, great air to airs, good ground control, great CADC, excellent okizeme, comeback and reset potential.
Weaknesses: Weak wake up/reversals, tiny backdash, slow movement/normals, huge meter whore, can't duck under certain projectiles.
Preferred team position: Works both ways so it's mostly preference.
Best partners: Christie, Asuka, Heihachi, Lili, Law, Hwoarang, Juri, Kazuya, King, Kuma, Marduk, Zangief, Hugo etc. (basically any character with strong mixups or any grappler)
Most of Yoshimitsu's special moves keep the opponent standing on the ground. This gives you full control every time about who you want to keep in the back. This also makes Yoshimitsu one of the best characters to setup damaging resets. As such, he works best with mixup characters and grapplers. His primary role is to assist the powerhouse character (who usually struggles to get in). His secondary role is to protect the life lead thanks to his ground+air control. But Yoshimitsu himself can also be used as a mixup and okizeme anchor.
Note: Yoshimitsu without meter is average (still ok) but Yoshimitsu with meter is something else. So ideally his partner should be a decent battery (and not rely too much on meter) in addition to having a really solid up close game.
Gehosen: dp+P
Windmill: hcb+P
Poison Breath: hcb+K
SlapUSilly: qcf+P
Stone Fists: qcf+K
Suicide: hcb,f+P
air target: b+lk,mk (during forward jump)
Best Combos (updated for ver 2013):
Punish:
-
j.hp, cl.mp xx HP Gehosen, s.lk, s.mk xx HP Gehosen (365 dmg)
- j.hp, raw Launcher > BnB ender (~360-420 dmg)
- j.hp, s.mk xx Windmill xx switch > BnB ender or launch back to yoshi (~478-510 dmg, 1 bar)
- j.hp, s.mk xx EX Suicide xx switch > BnB ender or launch back to yoshi (~628-678 dmg, 2 bars)
Hit-confirms:*It's possible to hit confirm with j.hp or air target alone since it's multiple hits. (you can visually see/hear if the opponent is blocking or not)
Overhead combos:
Counter/Reversal combos:
Anti-Air combos:
Air-to-Air combos:
Post-Launch ender:
Post-Switch ender:
Possible links for hit confirming:
1. cs.mp, s.lp (this one is all you really need to practice)
2. cs.mp, cr.lp
3. cs.mp, s.lk
4. cs.mp, cr.lk
5. s.lp, s.lp
6. s.lp, cr.lp
7. s.lp, s.lk
8. cr.lk (ch), cr.lk
9. s.lk (ch), s.lk
10. cs.mp (ch), cr.mk (great for counter hit hunting because cr.mk can combo into Windmill unlike lights)
Mid-range buffers:
1. s.lk xx s.hp xx Launcher
2. s.lk xx s.mk xx EX PB / EX Windmill
3. s.lk xx s.mk xx EX SUS xx switch
4. cr.mp xx Windmill xx switch
5. s.mk xx HP Gehosen / MK PB
You should punish things with (fastest to slowest):
1. cr.lp/s.lk xx boost/HP Gehosen (4f)
2. EX Windmill or Super (6f)
3. cr.mk xx HP Gehosen/Windmill (7f)
4. s.mk xx HP xx Gehosen/Windmill (8f)
5. Cross-Art (8f)
6. cr.hp xx Launcher (11f?)
7. Flea to Sling Headbutt, s.mk xx Windmill xx switch / HP Gehosen / Launcher (17f)
8. Windmill xx switch (18f)
9. j.hp, s.mk xx Windmill/EX Suicide xx switch (for long recovery moves like raw tags)
TTT2 - Yoshimitsu, Christie
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0 • Off Topic Disagree Agree LikePlus like Vulcan Hades I want to make sure some of Chun-Li's changes aren't going to effect her current abilities
But I must say the only reason I clicked on this thread at first was the obvious Arnold influence in the title from Kindergaten Cop, brilliant!
Editing is coming soon...............
DoA5: Tina Armstrong - Cuz I gotsta play 1 grappler in my life
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0 • Off Topic Disagree Agree LikeReserved for Rufus.
AE 2012: Sakura
SFxT: Rufus, Law, Paul
Injustice: Solomon Grundy, Superman
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0 • Off Topic Disagree Agree LikeNice one. Will it be done today?
"Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
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0 • Off Topic Disagree Agree LikeHeck I could do a lot if in a long time characters are still undone, gotta share all the theory I collect. I've written character guides a few months back on my characters, like Poison, Bob, and Nina, you can look at. If you like them I can edit them, take out the first person and add condensed versions here, but again, 2013 and a few months old.
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0 • Off Topic Disagree Agree Like"Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
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0 • Off Topic Disagree Agree LikeYou could also make each Bio post start off with a certain tag to make it easier to ctrlF. Hell that is probably better. Like, "Xchristie," or anything.
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0 • Off Topic Disagree Agree Like"Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
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0 • Off Topic Disagree Agree LikeSent from my DROID2 GLOBAL using Tapatalk 2
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree Like"Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
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0 • Off Topic Disagree Agree LikeThis is why I thought NO ONE would be doing this until 2013 dropped. The flavor texts could be rendered invalid simply due to relative worth changes caused by changes to everyone else.
Edit@Intuitive: I always felt Ryu's Super Art is still just as versatile as Metsu Hadoken was in SF4. (Putting it in combos still requires 2-3 bars of meter in almost all situations though). Still should count as a plus for him, since its high versatility can help with team synergy.
Games played: Tekken Tag Two, SF X TKN
Tekken Team(s): Koreans, Lee n' Jun, Steve n' Anna
SF X TKN Team(s): Ryu X Hwoarang, a bunch of others I suck with
Don't assume it's me unless I'm already playing one of those two games. >_>
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0 • Off Topic Disagree Agree LikeI'll be honest, I rarely ever use his SA. Unless it's for specific punishes which couldn't be achieved through his normals. I feel for two bars he can do more damage without it. Do you use it much in combos?
"Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
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0 • Off Topic Disagree Agree LikeMy main combo uses it by charging to it off of EX after landing heavy Hunting Hawk. By himself, mainly after catching someone out of the air with a light Shoryuken, jumping medium punch, or counter hit. The unrecoverable damage can help give one a bit of momentum, and compared to most other super arts, it's pretty good.
Games played: Tekken Tag Two, SF X TKN
Tekken Team(s): Koreans, Lee n' Jun, Steve n' Anna
SF X TKN Team(s): Ryu X Hwoarang, a bunch of others I suck with
Don't assume it's me unless I'm already playing one of those two games. >_>
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0 • Off Topic Disagree Agree LikeGFWL(PC): Shaniril
SSF4:Juri, Evil Ryu
SFxT: Juri/Asuka, Lili/Nina, Alisa/Raven
www.youtube.com/Darkphyre
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0 • Off Topic Disagree Agree Like"Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
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0 • Off Topic Disagree Agree LikeT6 - Asuka | KoF XIII - Athena/Kula/Yuri | UMVC3 - Chris/Hsien/Ammy | A2 - Rose/Sakura
A3 - Karin/Rose/Sakura | 3s - Ibuki/Makoto
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0 • Off Topic Disagree Agree LikeCRAIG MARDUK
Strengths: Above average HP (1050), long hitstun overhead (+8) that is safe on block (-1), hard knockdown on finisher, reliable anti air, grat crossup with j.mk, big damage, long range and heavy hitting pokes, fast and low jump arc
Weaknesses: Poor reversal/escape options, limited tag out options, barely any normals with frame advantage, slow walk speed, large hurtbox making him susceptible to being crossed up easily, poor footsies, poor air to air normals, fast and low jump arc
Best partners: Law, Dudley, Julia, Jin. Ideally, any partner with good footsies/rushdown and a decent reversal.
Marduk frame data
Raw Tag Punish:
cr.hp, CADC forwards, cr.lk, cr.mp, hp gator slam : 322 damage
st.hk/hp, ex double leg takedown, cr.mp, hp gator slam : 422 damage
st.hk/hp, ex double leg takedown, st.mp~down.hp target combo, cr.mp, hp gator slam: 456 damage
spinning backhand (back mp), northern lights suplex (Can combo, strict timing)
Hit Confirms:
cr.lp, cr.lp, cr.lp/st.lk/cr.lk > hk double leg takedown > hercules hammer (kick follow up) : 229 damage
cr.lp, cr.lp, cr.lp/st.lk/cr.lk > hk double leg takedown > mount mongolian chop (punch follow up) : 199 damage
st.hk/hp, ex double leg takedown, cr.mp, hp gator slam : 422 damage
st.hk/hp, ex double leg takedown, jab body (far mp, down hp), cr.mp, hp gator slam: 456 damage
Overhead Combos:
mongolian chop, st.mp, double leg takedown, (punch or kick finisher)
mongolian chop, st.mp, EX double leg take down, jab body (far mp, down hp), cr.mp, hp gator slam
mongolian chop, mp~hp chain, super/cross art
mongolian chop, st.mp, Launcher
mongolian chop (TAG) ABC Launcher (most characters with a quick light attack can achieve this, unsure of the frame data)
Tag Cancel Combos:
Marduk has an incredibly fast and short jump arc, which with many characters specials allows him to tag in and hit with his j.hk for a ground bounce, typically long lasting specials that hold the opponent for a longer amount of time. Examples of this are Law shaolin spin kicks, multi-hitting/high juggle DPs, Jin's Median Line Destruction, Yoshimitsu windmill etc. If done with the right timing, the ground bounce can be followed up with a neutral jump hp to cr.mp/st.hp to hp gator slam, leading to some monster damage.
Example:
(Law) st.hp, mp.fury fist rush, cr.hp, shaolin spin kicks (Tag Marduk) j.hk, nj.hp, cr.mp, hp.gator slam: 521 damage
His tag out options are severely lacking, and if you're starting with Marduk you're best saving your meter and hitting launcher. If he's tagged in and you wish to extend the combo back to your other character, use a chain combo into cr.hp to juggle and tag
Example (post launcher):
st.mp, cr.mk>cr.hp, (TAG)
Preferred Team Position:
Anchor. His only real reversal option is EX grab, and his big damage in combos is done with EX double leg takedown so he's best coming in with a couple bars to keep his options open. As an anchor his job needs to be set up for him. So rush down or footsie heavy characters that can get him in safely will scare the crap out of your opponent, especially on hard knockdown. His ability to yank people out of the sky will make them think twice about trying to pressure with jumps and crossup attempts, as it resets the situation in his favour.
If he's opening, he can try and frustrate the opponent with his deceptively long reaching st.hp and st.hk. If your st.hp hits at mid range, you can hit hp again to finish a target combo and cancel that into any special. If the st.hp>hp target combo is blocked, you can CADC forward for pressure or back to get out. It is -5 on block if uncancelled, so while it's not super punishable, you don't do yourself any favours.
Cross Rush Post Combo:
st.mp, st.mp, cr.mp, hp.gator slam
Remove one of the st.mp if you feel it will scale too heavily.
Mains: Kazuya + Hwoarang/Bryan
Benchwarmers: Chun/Lei/Lars/Marduk/Law/Jin
Learning: Jack-X/Lili
URIEN FOR SFxT DLC!
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0 • Off Topic Disagree Agree LikeMost of the DLC characters don't even have a page on the sfxt wiki.
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0 • Off Topic Disagree Agree Like"Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
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0 • Off Topic Disagree Agree LikeSo much work for so little damage, seriously I pick her up in a weekly rhythm (Heeeyy why don't you try Juri) just to drop her like the crazy
no dmgbitch she is- Spam
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeJuri may not have tons of midscreen damage, but she is an extremely tag-friendly, evasive, meter-building fiend and once in the corner she does do good solo damage. And she has the option to zone if she so desires. She can switch from passive to aggressive and back again, and get her partner where they need to be with no problem.
I mean she isn't for everybody by a long shot, but I wouldn't write her off that easily.
I somehow doubt he's going to die with the patch but I had to laugh at this.
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 • Off Topic Disagree Agree Like"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree LikeAlso if you want to help as many people as you can, far more people peruse the home page area of srk than bother to make accounts or go into forums.
ALSO it kinda reflects poorly on the sfxt community that the wikis on srk and character data on eventhubs have been virtually untouched since launch. Kinda makes a game seem, I dunno, dead if the players appear not to find anything worth telling the world since April.
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0 • Off Topic Disagree Agree LikeAgreed. I just requested an account.
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0 • Off Topic Disagree Agree LikeNot knocking the idea I love it. In fact I tried doing it myself a while back but I did not have the time for 40 something bios.
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0 • Off Topic Disagree Agree LikeTTT2: Xiaoyu / Lili , Jun / Asuka Learning: Anna
PSN: Songi_Legaia
http://rawtag.blogspot.com/
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0 • Off Topic Disagree Agree LikeI could understand friend and patriot. But philosopher? :o
"I never cared about justice, and I don't ever recall calling myself a hero... I have always only fought for the people that I believe in. I won't hesitate... If an enemy appears before me, I will destroy it!" - Zero
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0 • Off Topic Disagree Agree LikeSFXTekken: Ken x Lili (Money Inc) and maybe juri and sakura, and rolento, and maybe nina too!
2012; Majors Gone to: Winter Brawl, Civil War 4, Capcom 25th Anniversary NYC
Lili Reset Guide & Video Guide by yours truly JKF
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0 • Off Topic Disagree Agree LikeThen maybe a small group of people to actually make the edits/updates. Meeting up in irc while doing the edits would be good, too.
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SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 • Off Topic Disagree Agree LikeYou think Zangief is dead? What does that make Ibuki...?
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0 • Off Topic Disagree Agree LikeTTT2: Xiaoyu / Lili , Jun / Asuka Learning: Anna
PSN: Songi_Legaia
http://rawtag.blogspot.com/
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0 • Off Topic Disagree Agree LikeHwoarang frame data (incomplete)
Hwoarang combo thread
Strengths: Footsies, rushdown, pressure, mix-ups, okizeme, defense, team dynamics
Weaknesses: Varying damage output, lack of 3f attacks, most people can't spell or pronounce his name
Best partners: Julia, Alisa
Raw tag punish:
FLA MK>LK>f, FLA MP>MP>f, FLA HK xx qcb+HK (390)FLA MK>LK>f, FLA MP>MP>f, FLA HK xx dp+HP xx hcb+LP, dp+HP xx dp+HK (415) - new in ver.2013
FLA MP-HK xx qcb+KK, j.HK, cr.MP xx qcb+HK (492; 1 bar)
Hit-confirms:
cr.LP-st.MK>MK>HK xx qcb+HK (252)
cr.LP-st.MK>MK>f, FLA MP-HP+HK (234)cr.LP-st.MK>MK>HK xx qcb+KK, j.HK, cr.MP xx qcb+HK (377; 1 bar)
st.LK>MK>f, FLA MK>LK>df, cr.LP-st.MK>MK>HK xx qcb+HK (308)
Overhead combos:
f+MK>df, cr.LK-st.MK>MK>HK xx qcb+HK (277)f+MK>f, FLA MP>MP>f, FLA HK xx dp+HP xx hcb+LP, dp+HP xx dp+HK (406) - new in ver.2013
f+HK, FLA MP>MP>f, dp+HP xx dp+HK (335)
Anti-air and air-to-air combos:
FLA HK xx dp+HP xx hcb+P, dp+HP xx dp+HK (290) - new in ver.2013
FLA HK xx hcb+[P]>f~f, cr.MP xx qcb+HK (270) - new in ver.2013
CH st.MP, cr.HK (165)
CH j.LP>MP, st.HK xx qcb+HK (287)
Tag-in juggles:
cr.MP, cr.MP xx qcb+HK
st.HK xx qcb+HK
st.HK xx hcb+P, dp+HP xx dp+HK - new in ver.2013
st.MK>MK>df, st.HK xx qcb+HK
st.MP>MP xx hcb+[P]>f~f, cr.MP xx qcb+HK
FLA MP>MP>f, dp+HP xx dp+HK
FLA MK>LK>df, st.HK xx qcb+HK
j.HK, cr.MP/st.HK xx qcb+HK
j.HK, st.MP>MP xx qcb+HK
j.HK, FLA MK>LK xx qcb+HK
j.HK, st.HK xx hcb+[P]>f~f, cr.MP xx qcb+HK
Preferred team position: Position optimization tends to depend on the partner. Characters with good neutral games and long knockdown times on their launchers and/or switch cancels (e.g. Alisa) work well on point (Hwoarang sub). Characters with strong post-launcher options (e.g. Julia) work well playing sub (Hwoarang point).
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0 • Off Topic Disagree Agree LikeSFxT: Dictator +Juri / Chun-Li (Alt)
SSF4: Nope.
http://www.youtube.com/user/ShadolooDoll/videos
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0 • Off Topic Disagree Agree LikeNina frame data (no es completo)
Strengths: Strong ground game, Fast and continuable AA, Frame traps, good hit confirms into huge damage, high low mix ups, hard to see jump ins, doesn't require much meter
Weaknesses: Bad reversals, Below Average walk speed, Unsafe special moves, not a very good team player
Best partners (IMO): Shotos, Jin, Law, Guile, basically anyone who can zone and has a good reversal
GC/SS loops: These are Nina's main go to combos. They do the most damage and are basically her BNB off of any hit confirm.
SS loop: Starter xx GC, cr. fierce xx heavy SS, cr. fierce xx heavy SS, launcher/Ivory Cutter/BB
GC loop: Starter xx GC, heavy SS, cr. fierce xx GC, cr. fierce BB/Ivory Cutter/Launcher
Raw tag punish (jump in):
Jump Fierce, cr. fierce xx GC, SS/GC loops, Ivory Cutter/Launcher/BB
Hit confirms (note: all of Nina's combos are typically going to end in the same manner, either GC loops or SS loops):
One two combo xx med GC, SS/GC loops, Ivory Cutter/Launcher/BB
S. strong, short, strong (target combo), SS/GC loops, Ivory Cutter/Launcher/BB
cr. jab, cr. fierce xx heavy GC, SS/GC loops, Ivory Cutter/Launcher/BB
S. strong, S. strong, cr. strong xx GC, SS/GC loops, Ivory Cutter/Launcher/BB
S. strong, cr. fierce xx GC, SS/GC loops, Ivory Cutter/Launcher/BB
Overhead combos: (note all overhead combos must be tagged into as Nina cannot follow up her own overhead unless it's a CH)
Ivory Cutter xx TC
or on CH
Ivory Cutter, cr. fierce xx GC, shortened SS/GC loops, Ivory Cutter/Launcher/BB
Tag Cancel combos:
(air) Jump Fierce, cr. fierce xx GC, SS/GC loops, Ivory Cutter/Launcher/BB
(standing) cr. fierce xx GC SS/GC loops, Ivory Cutter/Launcher/BB (you can throw in a jab if you need a hit confirm)
Preferred team position (IMO): Point
Nina is the most damaging female character in the game(no meter). She has really good pokes and all of them can lead into very big damage. She does have to be careful since her special moves are unsafe, but if you can catch your opponents whiffs, she can be extremely deadly. On anchor, I feel the lack of a reliable reversal can cause her to be less effective at this position.
XBL: Her0 of Tim3 PSN ID: xHer0ftimex
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeEdit: Well, I guess I'm doing Elena due to popular demand
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0 • Off Topic Disagree Agree LikeT6 - Asuka | KoF XIII - Athena/Kula/Yuri | UMVC3 - Chris/Hsien/Ammy | A2 - Rose/Sakura
A3 - Karin/Rose/Sakura | 3s - Ibuki/Makoto
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0 • Off Topic Disagree Agree LikeSent from my DROID2 GLOBAL using Tapatalk 2
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0 • Off Topic Disagree Agree LikeElena (Incomplete)
Frame Data? What Frame Data? :(
Strengths: Footsies, Mix Up, Mostly safe specials
Weaknesses: Needs meter or a standing opponent to do good damage, low health, trouble dealing with zoning
Best partners:
Raw Tag Punish: st.HP > st.HK, cr.MP xx MK.Rhino Horn, st.LK/cr.MP (based on if in corner) xx MK.Rhino Horn, DF.HK/DP.HK (based on if in corner)
Hit Confirms:
Standing Opponents midscreen
Cr.Mp, Cr.Mp xx MK. Rhino Horn, st.LK xx MK.Rhino Horn, df.HK
Cr.Lk, Cr.Mp xx MK. Rhino Horn, st.LK xx MK.Rhino Horn, df.HK
Standing Opponents Corner
Cr.Mp, Cr.Mp xx MK. Rhino Horn, st.LK xx MK.Rhino Horn, dp.HK (TC if desired)
Cr.Lk, Cr.Mp xx MK. Rhino Horn, st.LK xx MK.Rhino Horn, dp.HK (TC if desired)
Cr.Mp, Cr.Mp xx MK. Rhino Horn, st.LK xx MK.Rhino Horn, cr.HK
Cr.Lk, Cr.Mp xx MK. Rhino Horn, st.LK xx MK.Rhino Horn, cr.HK
Crouching Opponent
Cr.MP, Cr.MP xx dp./rdp./qcb.HK
Cr.LK, Cr.LK, Cr.MP xx dp./rdp./qcb.HK
Mix up set up
Cr.LK, Cr.Lk, Cr.Lk, st.Lk xx rdp.LK or qcb.lp/mp
Overhead Combos:
QCB.LP/MP, cr.MP xx MK. Rhino Horn, st.LK xx MK.Rhino Horn, dp.HK
Tag Cancel Combos:
Elena doesn't have really big post tag combos, but she can at least slap on an additional 100 damage or a hard knockdown. This could changed post patch however. Will update
cr.MP,st.MK>cr.HP, cr.HK (Hard knockdown)
st.MK>cr.HP, dp.HK (More damage)
Preferred Team Position: It depends really. I personally like Elena on point cause of her long reaching pokes and decent meter building capabilities. That said, she's also a character that benefits from having a lot of meter as her EX Rhino Horn hits crouchers, and EX Spin Scythe or EX Lynx Tail launches opponents up for further combos, so you might prefer to play her in the back.
Cross Rush Post Combo
Same as Tag Cancel Combos
cr.MP,st.MK>cr.HP, cr.HK (Hard knockdown)
st.MK>cr.HP, dp.HK (More damage)
A relatively more complete guide can be found in the Elena Forums
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0 • Off Topic Disagree Agree LikeSent from my SPH-L900 using Tapatalk 2
"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree LikeTTT2: Xiaoyu / Lili , Jun / Asuka Learning: Anna
PSN: Songi_Legaia
http://rawtag.blogspot.com/
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeI'm all for adding to the Wiki, most of them become horribly out of date too fast, and the forums collect so much unorganized information.
But I also think this topic is a great idea as well, if used to collect info for the wiki. Use it as a collective database of up to date info for all the characters. Why not collect data here, edit it up and format it so it looks good, and once characters are in an acceptable state add to the wiki?
Compared to the character-specific forums, the info posted here could be more clear and concise, because some character forums are much better organized than others, and you normally need to sift through dozens of combos to find the ones that are most optimized or practical/easy to perform. This post could solve those problems and once approved bring it on over to wiki.
I for one would prefer complete info rather than half-assed info on the wiki.
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0 • Off Topic Disagree Agree Like"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree LikeJulia's getting a couple of new interesting normal options, and a couple of interesting special buffs, as well as some nerfs which will redefine the way she plays (things like the system changes to cross rush combos especially will hurt her), so it's hard to say what she'll look like in 2013. But I'll write up what I know will remain unchanged and then edit the post to reflect 2013 changes after Jan. 29th
SSFIVAE: Dee Jay
SFxT: Julia, Blanka, Guile
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