What are some ways to counter Akuma Demon flip pressure/grabs with Yang? Jump jab, Roll Kick, Command Dash? I’m a novice player and most certainly a shitty Yang so what are some options. I usually just shoryu with Ken when I read a grab but Yang has a slow dash and different anti-air options I’m not aware of. Maybe I just listed the options but my reactions and akuma matchup knowledge are awful.
probably jump back rh or jump back fierce are best? maybe try walk under so you can punish
Yeah, I usually get frozen when i’m in the loops. I’ll hold block all day if i can. When I wrote that first comment, I was thinking about corner demon flip pressure.
But like you said, it seems from that as long as I read demon flip throw then I have ample opportunity to escape with walking. Just checked out the frame data as well, so I just need to be more cognisant of the situation. Thanks, helped me reach an epiphany.
Aside from jump back HK/FP, you can option parry high into close MK. One is a bit safer but offers ok damage and a special reset. The other offers more damage and followup pressure at the risk of getting stuffed from a mistime.
Oh, if you ever choose to walk under, do it early. Make sure your opponent does not early dive kick. If he does, walk under should be erased from your options.
If you’re having trouble reacting to his demon flip throw (as opposed to various timings of his dive kick), then it’s just a matter of familiarity and experience in reaction/execution. Keep at it!
Not sure where to ask this, but which port is the closest to the 3S arcade? GGPO, CPS3, 3SO, DC, Xbox, PS2, ect.? I never played this game in the arcade, and I’d like to mess around with the closest version to it.
cps III >>>>>>>>>>>> offline fba with crt monitor etc etc > play 2 > box360 > online fba (ggpo) > box > ebola > dc
Cps3 IS the arcade version.
Pick OE on 360 or Final Burn Alpha (GGPO).
Agree with Fran except IF you want a good training mode, use OE (+CRT)
Also depends on your computer specs and monitor but GGPO > OE.
In my opinion ps2 and OE is subjective. there are pros and
I know CPS3 is the acarde emulator, but how accurate is to the actual arcade machine?
Well that’s good to hear, since GGPO is free and all.
CPS3 is not an emulator. It is the arcade version.
Which port is best isn’t clear and opinions vary. any online version is really far away. IMO ShmupMAME is better than FBA and OE. as far as training mode goes, it depends on what you want. everything you can do in OE training mode, you can also do in MAME and FBA, with the exception of random block/hit/parry for hit confirm practice. and I think MAME/FBA training mode setup with LUA scripts is better outside of that.
if we are talking online, I agree GGPO > OE, but it’s a different kind of experience. they seem to be just different kinds of lag.
OE is weed. GGPO is Heroine. Weed will make you a little dumb sometimes but only for a bit. Heroine, though, that shit fucks you up for life.
Ps2 is fucked. Kara palms and any yun loop are prohibitively difficult.
GroovyMAME for me is better than shmup now. Shmup is leaps and bounds above fba in terms of input delay, but you face more audio/visual glitches. Groovy on the other hand is made for “exact” emulation. It still has some audio latency problems with fast moves if your soundcard isn’t that great though, some of those clips may not even play, but that aspect is still improved compared to FBA and Shmup.
With it’s release of .151, it has an updated frame_delay option that can effectively remove any delay compared to arcade, the option name may seem like it would do the opposite though = D. You need a fairly strong PC to get the most out of it and usually need trial and error for the number depending on the game… Apparently they’re trying to implement an auto frame delay option that will calculate the best settings for your PC on the launch of a game. You also aren’t locked to static numbers for the audio latency either, 1.3, 2.2 etc are all accepted by it. So with MAME, if your audio couldn’t really cope with a delay of 1, but 2 feels too laggy, try something in between!
Another benefit is proper speed. I set my Groovy to make 3S run at double the Hz but Groovy auto corrects the emulation to half speed, so around 119.17 Hz. This should make the game run at arcade speed (59.583Hz) I can definitely feel the change too, it’s noticeably slower. I even had trouble will simple things, for example, I was canceling into Hayate too quickly a few times lol. On top of that, running at double Hz produces hardware scanlines on my CRT. It looks glorious = )
GGPO is far, far, far better than OE online I agree. I played with a European friend of mine on OE, it’s basically unplayable. Even with a delay set to 3+ on both our ends, still makes it look like a jittery mess… (soooo how 'bout that patch Capcom?) 0 delay on real GGPO looked and obviously ran better than OE set to MAX… I wish I were joking. I haven’t tried playing anyone from the US on it yet, but I can only assume it would be even better.
The obvious downside to Shmup and Groovy for a lot of people is no online support. So most people will probably stick with GGPO. For those of you that have problems with the input delay with FBA like me, or you’re able to play offline with friends but don’t have access to a Cab, you should really try out Shmup or Groovy. Groovy takes more time to set up and has some PC requirements to make the most out of it… But if you’re able to run it well, you probably won’t want to turn back = )
Damn that was longer than I thought it was going to be! Happy Thanksgiving!
ps, I’m thankful for GroovyMAME shocker, I know.
I’ll give it a try! I’ve heard good things but never tried Groovy. will definitely do that soon and report back.
I understand that, but I thought we were talking about the CPS3 emulator from Nebula. I’m obviously not interested in buying a CPS3 arcade machine, so I just assumed that they were suggesting the emulator.
Thanks for the suggestions guys. I’ll be sure to check out groovyMAME, and if I decide to take the game online, I’ll go with GGPO.
I’m not sure if this happens often elsewhere, but I’ve personally only seen this once. I was in training mode playing against the CPU (Makoto) as Elena, and there was a moment in the corner (Elena’s back towards the wall) where she activated Abare Tosanami at the exact same time I high-jumped…Makoto didn’t grab onto the wall as she usually would. She actually rolled backwards and then back down to the ground. Idk if it’s because of Elena’s high-jump or if it’s the way the screen moved at the start of her super, but that was definitely weird…I’ve never seen her SAII whiff like that.
I’ve seen it before in some video long time ago but didn’t know how to recreate it. It doesn’t happen very often like you said
groovymame sounds really interesting from reading a bit about it.
What’s “guard jump” and should i start looking to incorporate this into my game?