N Ken Thread

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  • zaspacerzaspacer Joined: Posts: 553
    I finally got ST Ken section up at streetfighterdojo.com.

    The link is:
    http://streetfighterdojo.com/superturbo/ken/kenmatches.html
    streetfighterdojo.com - video library of top players
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    I finally got ST Ken section up at streetfighterdojo.com.

    The link is:
    http://streetfighterdojo.com/superturbo/ken/kenmatches.html

    Nice :party::wow:

    Extensive lists.
    No freely available material is allowed on this site, no exceptions. - ptp
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  • nick2193nick2193 Joined: Posts: 10
    any advice on the blanka matchup? is it possible to punish balls?
  • Sanjuro_The_RoninSanjuro_The_Ronin ST 4 life yo! Joined: Posts: 572
    any advice on the blanka matchup? is it possible to punish balls?

    cr.strong works wonders against random blanka balls.
    It's kind of late in history to be coming up with real good ideas, luckily I have plenty of really bad fucking ideas.
  • nick2193nick2193 Joined: Posts: 10
    cr.strong works wonders against random blanka balls.

    thankyou so much!

    i would probably have never tried that
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    So I'm making a simple flowchart for myself. Just in case I dizzy an opponent and I don't have a lot of time before he shakes it out, I need to do good damage using a straight forward, non-fancy combo (so I have a high percentage landing).

    Here're some options that I came up with that are easy to execute.

    When you are close, Fierce xx Jab DP always work and does ok damage.

    When you are far and have meter, Jump RH + super also always work and is the best option (that is easy to execute).

    38 close Fierce xx Jab DP
    39 far Jump RH, Jab DP
    40 far Jump Fierce xx Hurricane, cr. RH
    41 far Jump RH, Jab xx Jab DP
    48 close Fierce xx Fierce DP
    48 far Jump RH, Fierce xx QCF funky kick
    53 far Jump RH, Strong xx Jab DP
    55 far Jump RH, Fierce xx Jab DP
    64 far Jump RH, Fierce xx Fierce DP
    76 far Jump RH, super

    Here's the test result that I've done with all the characters.

    X % means that I have a X % of landing it. If my execution is not air tight (or some other reasons) the game somehow pushes the character away and I'll miss it, even though technically I didn't drop the combo.

    kenpunish1.png

    [BTW : chunli is a bitch]

    And here's my current conclusion of what's my best option for each character (without meter)

    kenpunish2.png
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    If you're far enough to do jump RH, Super that means you can also do jump Fierce, Air Tatsu, Super. It's slightly more damaging and it combos on everybody, Chun Li and Claw sometimes get pushed back too far, if done from the max range of jump Fierce, about half the time. Closer will always hit everybody though.
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    Thanks for the idea, I tested it and only guile, gief, fei, boxer take all the 7 hits.

    For the rest, it's either 6 hits (and does less than RH xx super 6 hits) or whiff, plus it's not easy to execute compare to RH xx super, which is super easy.

    Also I test some more with Jump RH, Fierce xx QCF funky kick and it only works 75% on ryu and ken, plus it doesn't knock down, so I'll update my post since it's not the safest option.


    Here're more random stuff
    Ken cannot walk under Gief, Fei, Boxer, Sagat, Dictator after a knee bash.
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • geogeo Official Contrarian Joined: Posts: 1,291
    Ken cannot walk under Dictator after a knee bash.

    Rly? I could go test this I suppose, but I could swear that he can.
    Just one example of ST fundamentalism on dontblowthis.com: "HDR is just another game with no relation to the Street Fighter II series" - riz0ne
  • DNGR S PAPERCUTDNGR S PAPERCUT Joined: Posts: 1,608
    N. Ken has no car.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    Ah shit..    
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    Actually the jump Fierce, Air Tatsu, Super combo is super easy to execute. If you have a difficult time doing that, then I don't know what to tell you. It works on everybody except Chun Li, Honda and Dictator. It does more damage than just RH, Super and you can get 6 hits or more on almost every character.

    Ken can sometimes walk under Dictator after a Knee Bash, though not always. I just saw it happen the other day. It's not very useful cuz whatever meaty attack is executed will come out backwards (away from Dictator), plus Dictator will probably be able to reversal throw before your attack even comes out.
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    Have you tested it before? (whether 7 hits works 100% on those characters, and also your claim that fierce + hurricane + 4 hit super does more damage than RH + 5 hit super)

    Coz I just did the test on all characters before I replied. Unless you got 7 hits (and only on guile, gief, fei, boxer and not 100%), the damage is less than RH + super (total 6 hits).

    Consistency and reliability are more important.

    I did take your idea and tried it, but it doesn't work well for me. If anyone have time please also test it out.



    More random stuff (that I dont see people mention in this thread or in the ken wiki page)

    Don't release the meaty normal button when doing ken's combo to avoid negative edge specials


    e.g. to avoid accidental funky kick coming out

    cr. RH [down], qcf + punch (you can release RH [up] after)

    or to avoid the wrong strength dp coming out

    jump RH, fierce [down], DP motion + jab (you can release fierce [up] after)
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • Reppin781Reppin781 Joined: Posts: 6
    I have trouble with jumping Jab/Fierce + Hurricane Kick. Any advice?
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    QCB + Jab + Kick (in that order, do it smoothly)

    don't do the jab too early, you need the jab to hit meaty

    you only have a few frames' window after the jab is out, otherwise it cannot be canceled into hurricane kick.
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • VirtuaFighterFourVirtuaFighterFour VirtuaFighter.com Joined: Posts: 1,572
    QCB + Jab + Kick (in that order, do it smoothly)

    don't do the jab too early, you need the jab to hit meaty

    you only have a few frames' window for it to connect (block or hit) otherwise it cannot be canceled into hurricane kick.
    Are you sure you need to have a meaty jumping jab? I can't test anything right now but I'm fairly certain that you can cancel a normal jumping jab (both vertical and diagonal) into a hurricane kick if you are quick enough.
    VF5:FS - Akira, Jean, Wolf, Taka
    VF4/EVO/FT - Wolf, Akira, Goh, Kage, Jacky
    ST - Dictator, Hawk, Boxer, Honda, O.Hawk, Sagat, Ken, O.Boxer, Claw
    3S - Q, Gouki, Ryu III
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    You only have a few frames to cancel the jab after it's out, so if you time it early the jab will whiff anyway, so might as well time it meaty (or very close to).

    (Or if you do the jab too early but QCB kick too late, you'll be jumping in with a early jab and very likely to get counter thrown)

    But you are right, I need to be more careful when describing it.

    It doesn't have to be connected (hit or block) to cancel into hurricane, as long as you do the follow up QCB+Kick fast enough. But in this case you do want the jab to connect (to gain frame advantage when landed).
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • philcitophilcito The Berserker Shoto Joined: Posts: 1,178
    Disagree...

    1. You don't have to only use jab, you can use strong and fierce punches too... jab is ok, but for more damage i use Fierce punch.

    2. The true order is:

    Jump Forward + Punch(jab or strong or fierce) + QCB + Kick(short or forward or roundhouse), after you land this you have one of these option select:

    1. C.Roudhouse or C.forward(if opponet blocks or not) canceled to hado or crazy kick.
    2. Get Close(if opponet blocks) and jab srk, most of the time they try to grab/hold/throw you, so you'll have a free srk and knock down for free the most of the time.
    3. Get Close(if opponet does not block), then knee-bash
    repeat last step with good timing and then you'll get the infamous nasty ken's loop.


    The best thing is that if you're good enough with timing if they try to attack you with a reversal, you're safe because of the safe jump.
    "You hit coins at the same time as punch, just like philcito does". Bookah
    " I don't snore and I shower daily". Rekkaken

    The Crew - www.nohonorcrew.com/
  • Reppin781Reppin781 Joined: Posts: 6
    Idk seems like a timing issue with me. Thx for help guys.
  • vocabvocab Some Random Joined: Posts: 70
    What's the correct command for "juice kick" or Instant Air hurricane kick? I'm not sure if i'm doing it right, and I only seem to get it randomly.
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    forward juice kick :uf: :d::db::l: :k: or :d::db::l::uf: :k:
    backward juice kick :ub: :d::db::l: :k: or :d::db::l::ub: :k:

    it's not easy to have consistent juice kick from neutral position

    it is a lot easier if the game is slowed down (after fireball hit, etc)

    or if you can buffer the motion (before the round begins, or after being knocked down)
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • damdaidamdai www.damdai.com Joined: Posts: 1,079
    Disagree...

    1. You don't have to only use jab, you can use strong and fierce punches too... jab is ok, but for more damage i use Fierce punch.

    2. The true order is:

    Jump Forward + Punch(jab or strong or fierce) + QCB + Kick(short or forward or roundhouse), after you land this you have one of these option select:

    1. C.Roudhouse or C.forward(if opponet blocks or not) canceled to hado or crazy kick.
    2. Get Close(if opponet blocks) and jab srk, most of the time they try to grab/hold/throw you, so you'll have a free srk and knock down for free the most of the time.
    3. Get Close(if opponet does not block), then knee-bash
    repeat last step with good timing and then you'll get the infamous nasty ken's loop.


    The best thing is that if you're good enough with timing if they try to attack you with a reversal, you're safe because of the safe jump.

    FYI, these are not option selects. An option select is when your input will automatically result in 1 of 2 outcomes depending on what your opponent does. You also cannot block if you try to safejump jump punch xx tatsu because the punch has to be done so deep that the tatsu will come out on the ground if the punch doesn't connect.

    Also, timing on juice kick is extremely strict, so don't feel bad.
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  • ElkiporElkipor Joined: Posts: 43
    You also cannot block if you try to safejump jump punch xx tatsu because the punch has to be done so deep that the tatsu will come out on the ground if the punch doesn't connect.

    Actually it's possible to safe jumping plenty of antiairs with Ken's jumping punchs xx air hurricanes, I myself barely use Ken but at least for me, timing for whiffed jumping punch xx air hurricane is slightly different to succeded jumping punch xx air hurricane.

    Ok, so Ken safe jumps, if the oponent blocks or gets hit, air tatsu hits at 1st frame, which means it will make contact pretty much most of times.

    Same safe jump again, but this time oponent AA reversal, so Ken's punch will whiff, and if timing was meant for a hit xx tatsu, pretty much tatsu wont ever come out, giving him the chance to succesfully safe jump.

    Good example of working safe jumps against: Guile's Flash Kick, Boxer's bull charge, Claw's flip kick, and some others.
  • moocusmoocus internets? Joined: Posts: 869
    ...if timing was meant for a hit xx tatsu, pretty much tatsu wont ever come out, giving him the chance to succesfully safe jump.

    unfortunately, that's not the case most of the time. the hurricane comes out when you hit the ground if they reversal, much like a dp install would if you're using hawk. same principle.
  • ElkiporElkipor Joined: Posts: 43
    If you get ground hurricane then you are failing to cancel it by doing it too "late", in the other way, if you cancel it too "early" the landing frames of the air tatsu(7) will make you vulnerable to the reversal, perfect timed or you get punished, I think it very worth to execute it perfectly since the risk/reward is too good for Ken.

    Btw, the diff between doing it late or early is almost unnoticeable.
  • moocusmoocus internets? Joined: Posts: 869
    i don't think you understood the way i was trying to explain it. but it's cool, if you can get it to work then awesome.

    but just to clarify: when you safe jump, the idea is to have an active hitbox out during what would be the startup frames of whatever reversal they have, and the same time being able to land on the ground to block before their special move becomes active.

    during this "safe" frame window is when you would jab into hurricane. the game also has it's own frame window that will recognize special moves and execute them (i think it's 8 frames or so, but if someone can correct me that'd be cool). because of this, if the jab whiffs from properly safe jumping, the game will still recognize the hurricane input and execute it once your character hits the floor, which would result in you eating their reversal. in the same manner, this is how you would set up a dragon punch install, which would result in a dp only if your opponent tries to reversal, granted your safe jump was proper. t. hawk players use this a lot against characters with lesser priority specials.

    i hope i explained it well, and if you know something i don't, then i'd like to learn about it. (i didn't really understand what you were trying to convey in your last post.)
  • DNGR S PAPERCUTDNGR S PAPERCUT Joined: Posts: 1,608
    I used expedia dot com once so I'm a reputable source. Elkpor is wrong and damdai and moocus are right. If you safe jump correctly and the other player reverses correctly, the hurricane kick will come out when you hit the floor.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    Ah shit..    
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
  • djfrijolesdjfrijoles First ST player to ever moon a live stream baby ! Joined: Posts: 2,054
    Yea I got my first N.E.S. at K-Mart back in the 80´s and it cost 80 bucks. The electronics section was all the way at the up-toward section of the store. True story.

    My Tatsus come out on the ground also. Might be cause my Ken is shitty.
    <garyangel> ceks,cani,robbiers,yito all mexico players dont know where kyouya
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  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    Same experience with damdai, moocus and dj.

    Ken's Jab dp has 2 frames startup, Ryu 4, Guile 5, Boxer 11.

    So unless you're so gdlk and can execute such that jumping jab is active at -2 and cancel into AH at -1 every time, (even if jab whiffed, meaning your jab only has only 1 active frame), you're going to mess up and eat a reversal as your tatsu will come out after you landed.

    Considering Ken's jumping jab has 2 startup frame, your perfect motion would be

    -X Jump
    -4 Jab
    -2 Jab active
    -1 AH motion complete
    0 Land

    It's rather impossible to do this, let alone do this consistently. Maybe you can try this with an emulator with frame by frame advance to verify your theory works.

    It becomes less impossible as you go from ken to ryu to guile, etc. But it is still difficult to time it, and your risk / reward ratio is not that good (messed up and you'll eat a reversal from your ground tatsu)

    However this works well against rog, as you can jump jab starting from -11 and you have plenty of time to cancel into AH before landing, even if rog reversal and your jab xx AH whiffed.

    It might be just my personal experience, it seems easier to cancel jab into AH when jab connected (hit/block). A whiffed jab cancel into AH seems harder (timing more strict?).

    [btw philcito, both jab qcb kick or qcb jab kick will work. the later use the same buffering principle as ryu's cr. forward xx super, and i find that easier personally]


    random stuff:

    I don't understand why the wiki page said Ken's jumping forward is a good cross up. It works but compare to Ryu's RH, DJ's forward, it sucks.

    Ken's jumping forward has two different active hitboxes, and the first one (cross up) is only active for a few frames (2-4, need to verify with emulator tonight). If you press the button too early, it will whiff easily and you'll eat a counter throw.

    Maybe, just maybe, that it sucks so much your opponent might think you whiffed and try to counter throw, and yet you time it correctly and he'll eat a combo.

    I guess that's the only up side in the psychological warfare, similar when you safe jump correctly and your opponent mis-read and reversal. You land blocked and punish afterward.
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • RufusRufus An unexpected database error has occurred. Joined: Posts: 1,966
    It might be just my personal experience, it seems easier to cancel jab into AH when jab connected (hit/block). A whiffed jab cancel into AH seems harder (timing more strict?).
    It is easier. Hit freeze extends the special cancel window.
    I don't understand why the wiki page said Ken's jumping forward is a good cross up. It works but compare to Ryu's RH, DJ's forward, it sucks.

    Ken's jumping forward has two different active hitboxes, and the first one (cross up) is only active for a few frames (2-4, need to verify with emulator tonight). If you press the button too early, it will whiff easily and you'll eat a counter throw.
    5 frames on the first hitbox. There may be some kind of trickiness where you can make the cross-up even more ambiguous with it, but the hitbox on Ryu's roundhouse is definitely better.
    Hitboxes http://www.pedantic.org/~nate/HDR/
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  • philcitophilcito The Berserker Shoto Joined: Posts: 1,178
    FYI, these are not option selects. An option select is when your input will automatically result in 1 of 2 outcomes depending on what your opponent does. You also cannot block if you try to safejump jump punch xx tatsu because the punch has to be done so deep that the tatsu will come out on the ground if the punch doesn't connect.

    Also, timing on juice kick is extremely strict, so don't feel bad.

    got it man thanks for info... but i have no problems with juice kick at all:S sometimes it wont come out but is because of lag.

    ----

    The only thing that i don't like from Ken is he's not good with the strong and fierce srks... if you want to use srks as a defensive tool(reversals) s.dp and f.dp just sucks

    Sometimes when i use piano, i pray for the jab version to come out, i don't want the strong or fierce version to land one or two hits, because i'll get punished in the way down if the srks doesn't knock down my opponent.

    To use piano with ken is too risky.

    It's so damn frustrating.
    "You hit coins at the same time as punch, just like philcito does". Bookah
    " I don't snore and I shower daily". Rekkaken

    The Crew - www.nohonorcrew.com/
  • ElkiporElkipor Joined: Posts: 43
    It is easier. Hit freeze extends the special cancel window.

    And that's the key for always timing the air hurricane as hit freeze after the punch, if you do it that way, the Air hurricane wont come out for a whiffed punch, by the time you land, ground hurricane doesnt have to come out unless you are making the mistake of negative edge it.

    In other words, if you safe jump with punch, make sure you are timing the air hurricane as making contact:

    1)Opponent doesnt reversal, punch makes contact and you get hit freeze window and air hurricane comes out.

    2)Opponent reversals, punch whiffs and air tatsu wont come out(because you didn't get hit freeze window), character lands and you are safe to block.

    3)Opponent reversals, punch whiffs and air tatsu wont come out, char lands and you are safe to block, you unpressed kick button(s) and ground hurricane activated with neg. edge comes out.

    If in option 2 you get air hurricane by timing it too early, you are no longer safe at landing, and pretty much everyone gets option 3, which is what players use for safe jumping and then dp'ing.
    Either your timing is too "early", too "late" or well executed.

    Also, if air punch makes contact(hit/block no matter how deep it does) air punch xx air tatsu combo will always connect.
  • ElkiporElkipor Joined: Posts: 43
    It might be just my personal experience, it seems easier to cancel jab into AH when jab connected (hit/block). A whiffed jab cancel into AH seems harder (timing more strict?).


    I mentioned it previously in this thread( post #224)
    But it is still difficult to time it, and your risk / reward ratio is not that good (messed up and you'll eat a reversal from your ground tatsu)

    The risk/reward ratio is too good, worst thing happening is you get punished with a reversal, the reward is you might win the round if opponent messes it up (op. gets dizzy) or least you take him 1/3 of his stamina, and still keep the pressure on him.

    If you think is too risky, you simply safe jump with lp, yes, reward isnt the same but risk is minimal and yet you have good choices to follow it up.
  • moocusmoocus internets? Joined: Posts: 869
    ... dude, i don't know what else to tell you.

    edit: just an fyi, most characters can duck under jump jab. not a good idea to use it all the time. pepper it in here and there, but being predictable is never a good idea.
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    I started off capturing various setup/block string/combos for N ken but it turned out consuming a lot of time that I could invest so I just string some of them together and upload it.

    It's lacking titles / comments for new players as to how to perform them (for tricky ones) and when to use which block string, etc.

    But at least it's uploaded, maybe one day I'll go back and properly edit another one.

    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • VCFan1001VCFan1001 Joined: Posts: 285
    Ken Short,Short Super

    I need help with Kens Shortx2 Super. I was practicing it earlier today on Hd remix classic training mode on the PS3. I could get it most of the time but, when I came on super arcade I could not do it at all. I had so many chances to land it. Every time I would try it on super arcade I would always get short.short. then ken does nothing after the two shorts what could I be doing wrong for ken to be doing two shorts and then nothing after it?
  • ComedyBlissOptionComedyBlissOption Joined: Posts: 65
    It means you're pressing the third short too early if nothing comes out. It's pretty easy to press the lks too fast so that they dont come out. The standing lk actually does need to come out and be kara cancelled. Just pressing the button isn't good enough. If you can do it on one system but not another, timing differences is a good explanation.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    If you can do the combo in HD Remix Classic mode, then I don't see why you can't do it in Supercade ST. HDR Classic is a port of Dreamcast ST, and there are no differences from Arcade in terms of input windows or frame data. There might be a difference in speed or most likely it's the PS3's inherent input delay. It could also be online lag messing you up.

    My advice: practice the combo in Supercade/GGPO while playing offline. Save a state so you can easily reset after using meter.
  • VCFan1001VCFan1001 Joined: Posts: 285
    If you can do the combo in HD Remix Classic mode, then I don't see why you can't do it in Supercade ST. HDR Classic is a port of Dreamcast ST, and there are no differences from Arcade in terms of input windows or frame data. There might be a difference in speed or most likely it's the PS3's inherent input delay. It could also be online lag messing you up.

    My advice: practice the combo in Supercade/GGPO while playing offline. Save a state so you can easily reset after using meter.
    Thanks Ill try this on ggpofba. Also how are you supposed to do cr.mp/cr.hp into super I can do it with kicks but when I try to do a crouching punch into super the punch wont come out it just does the super
  • philcitophilcito The Berserker Shoto Joined: Posts: 1,178
    Are you using W7 VCfan?, windows 7 and fba sometimes doesn't mixup that well together, W7 adds some input lag to your character so that could be the source of your problem.
    "You hit coins at the same time as punch, just like philcito does". Bookah
    " I don't snore and I shower daily". Rekkaken

    The Crew - www.nohonorcrew.com/
  • VCFan1001VCFan1001 Joined: Posts: 285
    Are you using W7 VCfan?, windows 7 and fba sometimes doesn't mixup that well together, W7 adds some input lag to your character so that could be the source of your problem.

    No I'm using Windowsxp I think I it was the input lag from the ps3 I got used to but, I'm getting better at doing it on the ggpo version. Does anyone know how to fix the problem with the inf health cheat on ggpofba. Once I turn it on the second player doesn't move once I hit them.
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