Jago87, post: 96819 wrote:
BTW who is a good character for beginners to learn, besides Ken/Ryu? I wanna learn someone original.
Xenozip., post: 96820 wrote:
I think that depends on if you're interested in A-ism or V-ism.
As for the keyboard, cool. If you can manage it then definitely go for it. For most people it's a preferance thing, but if you're good with the keyboard (after experimenting with other options) then there's no reason to switch.
Of course, if you haven't experimented with other controllers, then I suggest you do before making a final decision.
Jago87, post: 96821 wrote:
Yeah, I have a convertor thing that lets me play my PS2 controller on the computer. I really don't like it, it just seems harder to do motions like d,f and f,d,f on it. And I'm interested in either, A-ism or V-ism is fine with me.
Kyokuji, post: 96823 wrote:
I'm having serious problems with getting guard crushed when I'm using V-Cody.
Pressure strings and sloppily executed VCs that I could normally block, I can't when I'm using him. If I block a single cross-up combo, I'm already into danger.
This is especially troublesome against people like Sakura, who have such high priority normals that it's somewhat suicidal for me to try and stick anything out, and it's especially bad on wake-up, since you have no choice but to block a lot of the time.
Blocking supers is also almost always out of the question unless my guard meter is completely full.
It's very frustrating getting GC'ed by so many empty supers.
I usually just end up jumping away a lot and then throwing stones until my guard meter is back up to a reasonable amount, but then the same thing just happens again a little while later.
A stick is always better than a keyboard though.
1) Sticks don't lock-up
2) You can actually do 360's and 720's consistently without having to tick or jump first.
3) You can actually charge buffer properly.
4) You're less susceptible to cross-ups (changing blocking direction on a KB is more awkward than it is on a stick).
This is coming from a guy who can tick 720 with 'Gief on KB, so don't think I haven't used it quite a bit. Trust me. You're much better off if you can afford a stick.
As for the starter character thing, I think V-Sagat is pretty beginner friendly as far as VC's go.
Kyokuji, post: 96828 wrote:
How do you punish X-Chun's spinning bird kick? There didn't seem to be much recovery on it, and I couldn't even duck it because it's an overhead. I can poke it away if she does it point blank, but if I tried to hit her after I was done blocking, I got hit instead half the time.
Kyokuji, post: 96830 wrote:
The LK/MK versions ended up hitting me if I ducked most of the time.
It wasn't necessarily that I couldn't avoid them, it just seemed like she could spam them for free.
Kyokuji- eh...anti-air? Or you can jump up and block and do a Ground Recovery (KK) as you hit the ground, or go for an air throw.
ThisGuileKillYa, post: 96840 wrote:
thumbs_up, post: 96842 wrote:
ok guys I need serious help!!
So ive been playing alpha for quite some time now and I play with my friend and well the problem is that grabs a hell lot and I just cant seem to get out.
ex. he jumps in with ken and does a j.rh I blockand he grabs my ass everytime
I mean im in blockstun for so long its seems impossible to get out!
il try everything ...mash PPP or KKK like crazy ..jab... anything!!! it does not work, sometimes il tech hit.....not very often..this also happens in alpha 2(we play anthology) another thing that pisses me off is he does an empty jump-in and
grabs me first...Why ? help? please?
R o c k L e e, post: 96844 wrote:
while we're on throws. why is it that 'slam' throws sometimes make the other guy bounce up strangely when you end a juggle or combo with them and sometimes they don't.
ssjtin, post: 96852 wrote:
hey does anyone hav nibor's notes on cody because i would really like them and the site for download is down. Anybody?
Kyokuji, post: 96857 wrote:
Gotta do it pretty fast, but the combo is c. MK xx fireball - f. MK xx Fireball, f. MK xx fireball, etc.
Kyokuji, post: 96857 wrote:
I think you have the notation confused. RH is the short for fierce kick. FK is actually forward kick which is actually medium kick. Neither MK or RH are cancellable into his fireball, and neither is his hopkick outside of a VC.