okutabareo, post: 3094017 wrote:
General Strats, hmm, where to begin?
Well to begin, the necessity of Gems vary from character to character. Some characters really need it and some really don't. Often times, players who aim for nabbing all the gems get their asses handed to them because they leave themselves open. So chasing Gems has its pros and cons.
Air Recovering is a necessity, but it must be thought out well. A lot of new players often don't know about the air recovery system so they end up eating juggling combos that can be avoided such as Ryu / Akuma Air Tatsu to Air throw. And if that's done in the corner, its a setup for their Pseudo Infinite. Air recovering too often is also a no no because there are characters who seek after air recovery abuse such as Gief. After a FAB in the corner, if the player air recovers from it, Gief can jump and punish with an Air Throw. Another example would be Chun; players at a corner abusing air recovery will allows Chun Li to keep punishing with an Air Throw.
Air Guard Canceling Counter is an all time favorite for turtlers. It can only be done while Air Guarding. Once blocking animation occurs and finishes, you can press any one of the two normals to counter hit, or you can Guard Cancel Throw, or Guard Cancel to Special Move (i.e. Air Tatsu). Obviously, any player who constantly abuses that mechanic will get their asses Air Thrown.
Just let the questions flow.
okutabareo, post: 3094019 wrote:
Akuma: To me, Akuma is a rush down character with his dive kick and flash combo pressure. A lot of scrubs tend to just pick him for Air Fireball abuse, which kills the whole essence of Akuma. Smarter and annoying scrubs will abuse his PKKP Flash Combo, whether it hits or not. They piss you off by amping it to Speed 3 so they can grab you on the last P in the Flash Combo (So in essence, they are just abusing the speed of the game not the skill). Akuma has a good set of normals including Stand Kick, Crouch Kick, and Crouch Punch. Dive kick provides pressure and set up for ground throws and Raging Demon. The best super I recommend is the Fireball Super (HCF + S) because that guarantees most of the time for a sure 5 hit in comparison to the Shoryureppa Super. If you execute the Shoryureppa to punish a whiff or something, the Shoryureppa can actually throw off the character and lead to a weird juggle or an opportunity for the other to air recover and punish you back. Air Tatsu to Air Throw in the corner leads to the Pseudo Infinite with repeated jumping forward Air throws. For Akuma, he doesn't have that many multi hit specials or combos so it's hard to rack up Gems. However, do try to build meter for 3 supers for Raging Demon. Although Raging Demon is costly and sort of powerful, use it on a guarantee hit because Raging Demon hardly provides any invincibility frames. Guarantee hits, I'm referring to after Dive Kick pressure, after Poison Bomb throw, Bomb Throw Cancel to Raging Demon excluding Freeze, Stone, and Lightning Bombs, and using Raging Demon as a meaty (Raging Demoning half way through a player's ground recovering frames).
Morrigan: Although my experiment with her is on and off, Morrigan is very versatile. Her standing K is very good in terms of zoning because it can knock back if it stuffs out the other player's move. Forward P is also another good zoning key because it is similar to standing K and it has a slight longer reach, but a bit slower execution. Also, a missed Forward P is very punishable so be careful. She is quick on her feet with her ground dash, but she can be also tricky with her flying dash like it is in CVS2 SNK Groove for Morrigan. To execute the fly off dash, you hold S while dashing. This leads to some interesting tactics including cross ups, and ground throw to air throw (The frames for this are very tight and it can be air recovered or teched after the ground throw). Her Flash combos are mediocre, but many of her supers make up for it. For a normal to super link, the only way is to do it after crouching P. You can only do it after the first hit during crouch P (You can only cancel the second hit with Specials). Many if not all of supers provide a good amount of invincibility frames and many of them rack up an absurd amount of Gems (Excluding Shoryureppa). To me, Gems aren't really a big issue for Morrigan because leveling up her Special Moves isn't much of concern. Her leveling up can be a pro or con; it depends on how you use her.
okutabareo, post: 3094025 wrote:
Nah, doing it the hard way just looks flashier. It's still the same damage.
okutabareo, post: 3094029 wrote:
Oooo, I thought this thread disappeared. Those matches don't look too shabby. Maybe I should find some way to record my matches on 2DF or GGPO. My matches can get quite hectic. Haha.
okutabareo, post: 3094046 wrote:
Why do people play on Speed 3? It totally destroys the game because there are so many scrubs that just use it for speed abuse to eliminate reaction times. That Tessa was alright, but not aggressive enough.
okutabareo, post: 3094046 wrote:
As for Dan, Dan has hardly any tools that he can use to work with. Regardless of red gems or not, leveling him up has no significance. If you're going for Dan, zone the crap out of the opponent and do plenty of tick throws, dash cancel throws, and air throws. You can try to build meter for supers, but his supers suck anyways. Koryuken super can mess up half the time and it has to be a deep hit in order to get it all on. Random crouch K to super fireball is good. And, never ever mash out his flash combos. If Dan's flash combo gets blocked, he gets punished easily. Single jab, P P Flash, and Stand K are good poking tools. And if you're ballsy enough, you can do a meaty Dan's raging demon on the opponent's wake up.
okutabareo, post: 3094050 wrote:
Example, if PKK is blocked, a character with a fast activating special or super can counter punish her ass with no hesitation. And, her frog super just fucking sucks. Period.