Huh, Sagat can hit confirm Ultra 1 from st hk using Angry Scar. Most perturbatory.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Ugh. Fires ruining everything lately. Apartment fire burned down my cousin's whole building and she lost everything. We think that her cat didn't even make it out. She's moving in with us and unfortunately it looks like my SSF4 fund is going to take a hit. I don't even want to think of waiting extra time to play this damn game, but can you all at least join me in cursing the elements?
Also Guy's voice in that video is more astounding...
NO, NO, NO! Fuck that.
I'll spot ya $40 for Super. You can hit me back when you get the money.
NO PAer left behind on 04/27/10!
MNC Dover on
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Angry scar really does open give some good options. I'm wondering how "safe" it is... like if I cancel the first hit of a standing roundhouse, will I be safe on block (without cancel you're -3 and punishable). (EDIT) It occurs to me this is a dumb question... of course it's safe. If he's fast enough to combo into an 8 frame sweep and there's only a 5 frame discrepancy between block/hit stun then you're safe. (EDIT#2) actually, I think I read he can combo into his sweep so it's likely his sweep is now 7 frames... regardless, you're still safe.
I think the whole HK cancel thing is getting more hype than necessary though. It's only 40 damage which is equal to his standing jab (10 more than cr.jab). The big benefit seems to be the massive block/hit stun provided you angry scar out of it.
So watching the first part of that video, correct me if I'm wrong, but it looks like Sagat's angry scar has similar properties to Makoto's Super. As in you can hit someone go into angry scar and they'll still be in the hit stun animation afterwords so you can hit them with another move. Looks like the other move will be limited to certain normals though.
haha, you can still juggle into his ultra? didnt they say something about taking that out?
It's more strict timing for Sagat (also depends on the "height" of the trade... if you're low enough it seems impossible to land the F+rh). You can't just uppercut (trade) into ultra (though it might still work in corner).
for Ryu it's impossible (might work in corner still?). Ryu can still trade into super though.
haha, you can still juggle into his ultra? didnt they say something about taking that out?
It's more strict timing for Sagat (also depends on the "height" of the trade... if you're low enough it seems impossible to land the F+rh). You can't just uppercut (trade) into ultra (though it might still work in corner).
for Ryu it's impossible (might work in corner still?). Ryu can still trade into super though.
it would be nice to see a video of things working in SF4 and then not working Super... that way i can get an idea of why exactly it works out the way it does...
i saw a video of Ryu in SSF4 being able to anti-air jab dp someone and hit em with a ex hadoken... so why doesnt the ultra part work if that still does? perhaps i just cant picture it, but it seems awkward to me.
Ryu AA jab dp Ultra has always worked, even in Super. It's trade dp into ultra that no longer works, because Ryu now does a "flip" animation instead of staying grounded, thus not having the time to ultra.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Ryu AA jab dp Ultra has always worked, even in Super. It's trade dp into ultra that no longer works, because Ryu now does a "flip" animation instead of staying grounded, thus not having the time to ultra.
oh ok... so the fadc ultra would also work right? just deal quite a bit less damage than it used to?
Just thought of a great idea earlier today. Since we can record videos of online matches, why not create some training mode replays to share with each other. During the playback of a replay, you can turn on button inputs, damage, and increase/decrease the speed.
So, if we got some of the people on this forum that main certain characters, they could create a training replay for the rest of us to watch. Figure we'll start a player match, and just let one guy beat up the other. Do some planned combos and links so that everyone can see the timing in action. After the match is done, one player hosts a room and everyone who wants the replay joins. The replay can then spread like wildfire.
This may or may not work depending on how the replay feature works, but if it was anything like what SF4 offers than it should be great. Anyone down for giving it a try?
MNC Dover on
Need a voice actor? Hire me at bengrayVO.com
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051 Steam ID Twitch Page
Ryu AA jab dp Ultra has always worked, even in Super. It's trade dp into ultra that no longer works, because Ryu now does a "flip" animation instead of staying grounded, thus not having the time to ultra.
oh ok... so the fadc ultra would also work right? just deal quite a bit less damage than it used to?
srk fadc ultra still works fine, in Ryu's case it will do slightly less damage, because his fierce srk now takes two hits instead of one to fully apply it's full damage.
So say in vanilla Ryu's srk does 100 damage in one hit, in Super it does 100 over 2 hits, 50, then 50. Therefore since you have to fadc on the first hit to ultra, you lose 50 damage because the second hit never comes out.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Just thought of a great idea earlier today. Since we can record videos of online matches, why not create some training mode replays to share with each other. During the playback of a replay, you can turn on button inputs, damage, and increase/decrease the speed.
So, if we got some of the people on this forum that main certain characters, they could create a training replay for the rest of us to watch. Figure we'll start a player match, and just let one guy beat up the other. Do some planned combos and links so that everyone can see the timing in action. After the match is done, one player hosts a room and everyone who wants the replay joins. The replay can then spread like wildfire.
This may or may not work depending on how the replay feature works, but if it was anything like what SF4 offers than it should be great. Anyone down for giving it a try?
You'll see my exact points of rage mashing
LPMPLPMPHPLKMKHKARROWSSSSSSSSSSSS. It'll be like some horrible ddr nightmare.
Ryu AA jab dp Ultra has always worked, even in Super. It's trade dp into ultra that no longer works, because Ryu now does a "flip" animation instead of staying grounded, thus not having the time to ultra.
oh ok... so the fadc ultra would also work right? just deal quite a bit less damage than it used to?
srk fadc ultra still works fine, in Ryu's case it will do slightly less damage, because his fierce srk now takes two hits instead of one to fully apply it's full damage.
So say in vanilla Ryu's srk does 100 damage in one hit, in Super it does 100 over 2 hits, 50, then 50. Therefore since you have to fadc on the first hit to ultra, you lose 50 damage because the second hit never comes out.
It will probably be like Ken's SRK. 70 first hit, then 30 second hit.
Goddamn. Sure it's a counter-hit so you'd have to be fishing with standing HKs wihle your enemy is trying to poke and might waste some EX, but you've got all day to hit-confirm and there's even a "counter-hit" pop-up that basically tells you to go ahead and ultra. Bam, about 50% health gone. Am I wrong here?
Goddamn. Sure it's a counter-hit so you'd have to be fishing with standing HKs wihle your enemy is trying to poke and might waste some EX, but you've got all day to hit-confirm and there's even a "counter-hit" pop-up that basically tells you to go ahead and ultra. Bam, about 50% health gone.
It'll suck more for Gief and other tall characters. It makes for a horrible poke/footsie otherwise.
I think the whole HK cancel thing is getting more hype than necessary though. It's only 40 damage which is equal to his standing jab (10 more than cr.jab). The big benefit seems to be the massive block/hit stun provided you angry scar out of it.
I figured it's the range too. The first hit of st.hk has surprisingly decent range so it could be there to replace cr.short, cr.short, st.short (now st.hk) xx TS/TK against character with fat hitboxes. (Bison, Abel, etc)
It's also a frame trap so that's swell for the character.
edit: oh damn, his TU does 160 damage if used as AA. That's actually a pretty great idea from capcom.
I haven't played a street fighter game since 1999 but it's nice to see that matches still degenerate to HADOKEN! HADOKEN! HADOKEN!
Yeah I love when that happens, then the match degenerates to punishing fireballs all day for an easy win.
It's the only thing that makes me question if I want to use Chun's new ultra.
Punishing fireballs is just so satisfying.
You'll still use Hosenka a lot for people you want to long range punish for shit, and even characters who get shut down by it. Honda loses all headbutts when you have ultra, and Blanka can't horizontal ball anymore either. Hosenka will still be useful.
ChaosHat on
0
WearingGlassesOf the friendly neighborhood varietyRegistered Userregular
I think the whole HK cancel thing is getting more hype than necessary though. It's only 40 damage which is equal to his standing jab (10 more than cr.jab). The big benefit seems to be the massive block/hit stun provided you angry scar out of it.
I figured it's the range too. The first hit of st.hk has surprisingly decent range so it could be there to replace cr.short, cr.short, st.short (now st.hk) xx TS/TK against character with fat hitboxes. (Bison, Abel, etc)
It's also a frame trap so that's swell for the character.
edit: oh damn, his TU does 160 damage if used as AA. That's actually a pretty great idea from capcom.
What's a 'frame trap'? Is that like the previously-mentioned Sagat's uber safe c.lk / c.lp?
so, i wanted to dick around in alpha 3 (anthologies on ps2), with guy mostly, and i discovery my stick (in this case a hori real arcade pro 2 w/ ps3 adapter) is acting weird in alpha... like turbo is turned on for certain buttons, but it isnt... so i put SF4 in to make sure... nothing out of the ordinary.
jump online to see who the fuck still plays on psn, not many, but i found a few games... the last guy constantly picks ryu, and im random selecting nearly every game. very last game, i go to random and sit, and so does he... im thinking "oh wow, is this guy gona finally not be a fucking silly goose." So i confirm on random, and wow, he moves up to ryu faster than kens fierce shoryu. but, HAHA, it has random'd me to ryu also... i proceed to trounce this guy at what i can only call his "main" and after a stern ass whooping, DISCONNECTED. oh damn, that was funny shit...
also, im beginning to think ps3 drops inputs... i couldnt hold blanka's ultra to save my fucking life.
Posts
NO, NO, NO! Fuck that.
I'll spot ya $40 for Super. You can hit me back when you get the money.
NO PAer left behind on 04/27/10!
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
It's actually only if it's a counterhit.
But still ... wow. Wow indeed.
http://www.youtube.com/watch?v=Y6avefZNvfw
XBL Gametag: mailarde
Screen Digest LOL3RZZ
I think the whole HK cancel thing is getting more hype than necessary though. It's only 40 damage which is equal to his standing jab (10 more than cr.jab). The big benefit seems to be the massive block/hit stun provided you angry scar out of it.
It's more strict timing for Sagat (also depends on the "height" of the trade... if you're low enough it seems impossible to land the F+rh). You can't just uppercut (trade) into ultra (though it might still work in corner).
for Ryu it's impossible (might work in corner still?). Ryu can still trade into super though.
it would be nice to see a video of things working in SF4 and then not working Super... that way i can get an idea of why exactly it works out the way it does...
i saw a video of Ryu in SSF4 being able to anti-air jab dp someone and hit em with a ex hadoken... so why doesnt the ultra part work if that still does? perhaps i just cant picture it, but it seems awkward to me.
oh ok... so the fadc ultra would also work right? just deal quite a bit less damage than it used to?
So, if we got some of the people on this forum that main certain characters, they could create a training replay for the rest of us to watch. Figure we'll start a player match, and just let one guy beat up the other. Do some planned combos and links so that everyone can see the timing in action. After the match is done, one player hosts a room and everyone who wants the replay joins. The replay can then spread like wildfire.
This may or may not work depending on how the replay feature works, but if it was anything like what SF4 offers than it should be great. Anyone down for giving it a try?
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
XBL Gametag: mailarde
Screen Digest LOL3RZZ
Peter Steele died this morning. Type O was the first metal band I really got in to.
The Raid
srk fadc ultra still works fine, in Ryu's case it will do slightly less damage, because his fierce srk now takes two hits instead of one to fully apply it's full damage.
So say in vanilla Ryu's srk does 100 damage in one hit, in Super it does 100 over 2 hits, 50, then 50. Therefore since you have to fadc on the first hit to ultra, you lose 50 damage because the second hit never comes out.
You'll see my exact points of rage mashing
LPMPLPMPHPLKMKHKARROWSSSSSSSSSSSS. It'll be like some horrible ddr nightmare.
It will probably be like Ken's SRK. 70 first hit, then 30 second hit.
The Raid
INSTAGRAM
But this one here, is new to me:
http://www.youtube.com/watch?v=NDH50p3_Pqo
I just love how he eats the fireballs.
Edit: Near the end I think he tries to eat Ryu.
Is it weird that I thought you were talking about this super tuesday and sat here for a minute wondering why you took that day off already?
It'll suck more for Gief and other tall characters. It makes for a horrible poke/footsie otherwise.
I haven't played a street fighter game since 1999 but it's nice to see that matches still degenerate to HADOKEN! HADOKEN! HADOKEN!
I never asked for this!
okay
still time.
Who wants some?
Legends of Runeterra: MNCdover #moc
Switch ID: MNC Dover SW-1154-3107-1051
Steam ID
Twitch Page
You're spoiler tags have no affect on me, Dover!
I'm on Live getting bored of being trounced by everyone without really understanding why.
Punishing fireballs is just so satisfying.
I figured it's the range too. The first hit of st.hk has surprisingly decent range so it could be there to replace cr.short, cr.short, st.short (now st.hk) xx TS/TK against character with fat hitboxes. (Bison, Abel, etc)
It's also a frame trap so that's swell for the character.
edit: oh damn, his TU does 160 damage if used as AA. That's actually a pretty great idea from capcom.
You'll still use Hosenka a lot for people you want to long range punish for shit, and even characters who get shut down by it. Honda loses all headbutts when you have ultra, and Blanka can't horizontal ball anymore either. Hosenka will still be useful.
What's a 'frame trap'? Is that like the previously-mentioned Sagat's uber safe c.lk / c.lp?
so, i wanted to dick around in alpha 3 (anthologies on ps2), with guy mostly, and i discovery my stick (in this case a hori real arcade pro 2 w/ ps3 adapter) is acting weird in alpha... like turbo is turned on for certain buttons, but it isnt... so i put SF4 in to make sure... nothing out of the ordinary.
jump online to see who the fuck still plays on psn, not many, but i found a few games... the last guy constantly picks ryu, and im random selecting nearly every game. very last game, i go to random and sit, and so does he... im thinking "oh wow, is this guy gona finally not be a fucking silly goose." So i confirm on random, and wow, he moves up to ryu faster than kens fierce shoryu. but, HAHA, it has random'd me to ryu also... i proceed to trounce this guy at what i can only call his "main" and after a stern ass whooping, DISCONNECTED. oh damn, that was funny shit...
also, im beginning to think ps3 drops inputs... i couldnt hold blanka's ultra to save my fucking life.