Kyokuji, post: 96854 wrote:
Ask him if he could rapidshare the notes/videos in one big zip or something, because I'd like to see them as well.
I dunno if you're gonna be able to get a hold of him though. His last post was in like 2005. Who knows if he even comes here anymore.
Classical Mode isn't banned in SFA3 (not to be confused with the CE/SF2' characters in Hyper SF Alpha), it's just that nobody plays them since they're basically X-ISM characters without supers.
TS, post: 96864 wrote:
About the Guy thing, there are only two things I can think of as far as the chaining goes. Timing may be a little different if you're canceling a far standing Strong vs a close one, and also IIRC Guy's chains won't work if you're holding away on the joystick, and maybe down also.
About Chun's jumping short, I have no clue. You can maybe jump straight up and meet her in the air with something (Roundhouse?), but you'd have to be able to see that coming. I don't play Guy really, but from my very limited experience, that match seems to be a pain in the ass. Roundhouse hurricane kick, maybe? Either that or jump and block.
Iczer one, post: 96865 wrote:
Iirc you can't juggle characters in classic mode ... that would fuck me up BIG TIME
Ryu1999, post: 96868 wrote:
You can still VC them like normal chars, but yeah CH crouch cancel juggles are out
How do you work footsies with Cody? His standing MK seems to be his only good long range poke. His ground game doesn't seem to be able to keep up with people who have long range low pokes.
Kyokuji, post: 96872 wrote:
If I try to wait, I lose by timeout. If I get impatient and try to get in, I end up paying for it fast. If I sit back and try to hit his limbs, it's 50-50 90% of the time.
It's actually sort of pissing me off, because mediocre 'Sim players are beating me and talking shit.
Even if I do manage to get a lead, they start mass drill/spearing me, and it turns into this huge guessing game. If I try to punish, I get supered or stuffed.
If I don't, I get GC'ed eventually.
-Chun-li was banned in A/V-ISM
Kyokuji, post: 96870 wrote:
I'm having serious problems with Dhalsim players.
I know you're supposed to attack the limbs and not him directly, but it seems like a game of luck more than anything.
R o c k L e e, post: 96889 wrote:
is lp shoryuken in the corner inescapeable? I ask this cos I recently got a(nother) ps2, and started screwing around in training mode with ryu. I was able to do double lp srk's (a la 3S Ken) in the corner on the ground. i've never heard of this before. But it should mean that if you get one your guaranteed a second.
if they tech flip, catch them on the way down.
if they dont, 2 hit combo.
Middlekick, post: 96890 wrote:
Jab Shoryu can be tech escaped.
The reality of the situation is that you have to commit to one decision from those two choices. It's simply another mix-up for the Ryu player, where he can still be in an unfavourable position from either choice if he is incorrect in his reading (of the opponent).
R o c k L e e, post: 96891 wrote:
I think I didn't ask correctly.
jab shoryuken can be tech, I knew that already.
what I mean is if you do something like c.mp, lp dp, dp again. the second DP one is what I'm refering to. If you don't flip you get hit and even if you do, you still get hit on the second one.
R o c k L e e, post: 96891 wrote:
If you don't flip you get hit and even if you do, you still get hit on the second one.
Middlekick, post: 96893 wrote:
That's the theory, yes. But only one of those is going to happen; you must decide and commit to DP'ing immediately after the first DP if that's what you've chosen to do. And if you do that the opponent can, of course, air-recover. If you decide to wait for the air recovery, you lose the DP x 2 (as a combo) chance.
My point is that none of those are guaranteed, but you'll have most success in landing either by how well you read the opponent.
R o c k L e e, post: 96894 wrote:
Ito late you miss. there's is no time to decide to commit, if you wait to watch to see if the other guy will flip before you throw out a second one, you've missed it already.
now here's the kicker.
if you hit them once time and try to hit them again because you assume they won't flip, even if they do, it still hits. this is because (I assume) of the small period of recoil you go through before the games system allows you to tech recover. and that small period is just long enough that the second shoryuken would be in it's attacking frames.
R o c k L e e, post: 96896 wrote:
bleh, I'll just take your word for it. it was only something like 7 extra points in the end. but I did those by buffering on the way down i didn't press punch until I recovered otherwise it doesn't come out. commit free
now on to something else.
1.)sometimes I see things that shouldn't combo (like a non-meaty cr.mp, cr.mk) actually comboing/linking. Is this a counter hit only thing or is distance and hit boxes invovled.
1.b)I also see people comboing/linking into activation (cr.mp, activate, fireball, hopkick etc) does that follow the same rule?
2.)Is the invincibility for every character the same upon activation? (assuming a full meter on 100%). I ask because every character has a different personal action/taunt when they activate but I don't know if the invicibility frames are also different.
2.b) When does the invinciblity stop? I often I can walk for like 0.5 secs through a fireball or poke and VC the other guy. Other times if I activate and immediately press an attack button,I sometimes get caught by the other player. Are you only invincible if you are neutral (standing still) or using the directions and not the attack buttons?
TS, post: 96897 wrote:
Charge characters can't do that, but they can cancel a regular move into a special. The Vega player(s) in the a-cho vid appear to be doing the flipkick immediately after activation for anti-air, but if you pause the vid you can see that he actually cancels a crouching Short ASAP. Flipkick has invincibilty at the start anyway, so even if it were a slower move, it would be pretty safe.