I was pretty sure IA tsurugi would hit crouchers, but even then it doesn't seem safe on block.
And it completely sucks that you can't be safe with Hayate on block. I can understand not having advantage, but to be so unsafe?
Also, I have absolutely no idea what to do when I have my op knocked down except to try for an ambigous crossup or play the normal throw/normal mixup game. It seems like her choke is vulnerable to throws and normals on startup, but honestly I haven't yet found the info that says what if anything it's invulnerable to.
I do really like the character, I just don't see what makes her THE SINGLE MOST OFFENSIVE CHARACTER EVAR!!!!
People thought she'd be the SINGLE MOST OFFENSIVE because of how she played in Third Strike.. that was some real rushdown. Now she plays absolutely nothing like her 3S version and I'm convinced she is the worst of all the new characters. Her command grab is 9 frame startup and has crap range.. the only thing going for Makoto is her damage output.
Now I'm not a great player, so maybe I should keep this to myself, but I felt rushed down and awful after fighting a Makoto last night that knew her combo's and some links. I was playing that match as Cammy and couldn't get anything going at all.
Her u1 does unimpressive damage. The comboability of u2 is what makes it soooooo good.
Her U1 does what looks like around 500 damage from training.(prolly a little less and without scaling) And is pretty decent for catching people offguard, with some decent damage ever without hitting.
I get the comboability thing, and that's cool, I'll eventually get to learning that. U1 is still the coolest evar.
People thought she'd be the SINGLE MOST OFFENSIVE because of how she played in Third Strike.. that was some real rushdown. Now she plays absolutely nothing like her 3S version and I'm convinced she is the worst of all the new characters. Her command grab is 9 frame startup and has crap range.. the only thing going for Makoto is her damage output.
It doesn't do as much as her U2, but if you do jab strong fierce sjc u2 it does a little over 400 dmg. Granted, it's no T.Hawk ultra, but having a way to combo into your ultra from a multitude of normals is nothing to scoff at. In high level play I don't think we'll see a lot of U1.
I was pretty sure IA tsurugi would hit crouchers, but even then it doesn't seem safe on block.
And it completely sucks that you can't be safe with Hayate on block. I can understand not having advantage, but to be so unsafe?
Also, I have absolutely no idea what to do when I have my op knocked down except to try for an ambigous crossup or play the normal throw/normal mixup game. It seems like her choke is vulnerable to throws and normals on startup, but honestly I haven't yet found the info that says what if anything it's invulnerable to.
I do really like the character, I just don't see what makes her THE SINGLE MOST OFFENSIVE CHARACTER EVAR!!!!
People thought she'd be the SINGLE MOST OFFENSIVE because of how she played in Third Strike.. that was some real rushdown. Now she plays absolutely nothing like her 3S version and I'm convinced she is the worst of all the new characters. Her command grab is 9 frame startup and has crap range.. the only thing going for Makoto is her damage output.
Also, I hate T. Hawk. Especially pink T. Hawks
According to prima, only the HK version of her grab is 9 frames. Lk is 7. EX is 5 with armor. That's still fucking horrible mind you (iirc, most characters with "secondary" command grabs like Abel/Honda are 5 frames) and she doesn't see to have any invincibility. She gets armor on EX but she can pretty easily be thrown out of all of them. Kind of sad really.
People thought she'd be the SINGLE MOST OFFENSIVE because of how she played in Third Strike.. that was some real rushdown. Now she plays absolutely nothing like her 3S version and I'm convinced she is the worst of all the new characters. Her command grab is 9 frame startup and has crap range.. the only thing going for Makoto is her damage output.
Also, I hate T. Hawk. Especially pink T. Hawks
It's not 9 frames.
Crap range I can agree with.
7 frames for lk
8 frames for mk
9 frames for rh
5 frames for EX
It's not all 9 frames though. Saying that it only has a 9 frame startup is misleading.
Also, people are having issues with the guide, seeing that it's poorly made. I'm not sure if I want to trust that or wait till someone translate the enterbrain guide.
OK, so I read the part about the TE Stick in the OP. I can't really pay that much for a fight stick though.
I was thinking about picking up the $40 Hori Stick on Amazon and replacing the gate and the buttons. How feasible does this sound?
I could even get buy with just replacing the gate. I hate square gates for Street Fighter.
Above the rant is a link to a FAQ on fightsticks that breaks down the pros and cons regarding each stick now. The rant is just there because it's awesome, and takes us back to a kinder, gentler time when ChaosHat hated everything.
Oh wait that time is now too. Fuck T. Hawk and his god damn shoryukens in the air and the ground. Shit goes like half screen. HALF SCREEN.
I agree with Hippy. EX Senpusha has to start up faster than SEVEN FRAMES. It just has to.
I am kind of dismayed that the key to dudley's offense is a really tough 1 frame link that isn't intuitively timed. Overhead to s.hk is stupid hard. The other big one is f.mo to s.hk, which is easier but still rough.
Ah well; he'll teach me to start jab confirming like a champ.
Also, DJ's jab jab cmk is incredibly easy and useful. Wow. His links are easy overall.
People thought she'd be the SINGLE MOST OFFENSIVE because of how she played in Third Strike.. that was some real rushdown. Now she plays absolutely nothing like her 3S version and I'm convinced she is the worst of all the new characters. Her command grab is 9 frame startup and has crap range.. the only thing going for Makoto is her damage output.
Also, I hate T. Hawk. Especially pink T. Hawks
It's not 9 frames.
Crap range I can agree with.
7 frames for lk
8 frames for mk
9 frames for rh
5 frames for EX
And I thought jabrog was bad when playing as Abel....
Oh well, she'll still be a fun character to mess around with when I'm not trying to be competitive. I'm sure there's someone good enough to play her well in spite of the limitations, but I don't think that is me.
Ibuki, Abel, and someone else. Maybe I'll start messing with Guile again?
Okay, so I've played a ton of fighting games casually in my time, and after reading some stuff supplied by you helpful folks in the thread I realize I understood a little more about fighting game theory than I thought I did. But I still don't understand much.
The way I've always seen it, fighting game skill is about two things: 1) being good at creating opportunities to inflict damage, and 2) being able to inflict as much damage as possible. i.e. get in a hit that lets you combo, and then do the most damaging combo you can. This is obviously the shortest possible way to describe playing a fighting game, but it really boils down to these two things. Right?
So the part I think I need to work on for now is #2. Once you've scored a knockdown, for instance, help me understand what skills you need for a character to maximize. It seems the basic understanding includes (correct me I use the wrong terminology) a couple of good blockstrings that include hitconfirming attacks and opportunities for tick throws, the knowledge of how to crossup, fake crossup, and empty jump, and the abilitiy to reiiably perform a few damaging bread-and-butter combos, situationally based on whether you have EX, Super, Ultra, or no meter at all.
I am kind of dismayed that the key to dudley's offense is a really tough 1 frame link that isn't intuitively timed. Overhead to s.hk is stupid hard. The other big one is f.mo to s.hk, which is easier but still rough.
Ah well; he'll teach me to start jab confirming like a champ.
Also, DJ's jab jab cmk is incredibly easy and useful. Wow. His links are easy overall.
I'm finding the exact opposite. His jab jab cr.mk feels like a 2 frame link (and is according to "current" frame data) which is simply enough. jab jab cr.mp is a 1 frame link. jab jab standing mp is 3, standing hp is 2 but two jabs tend to push your opponent too far away and you get the far versions of those normals I also find I whiff those standing normals on some crouching opponents which is no good. cr.lk has 0 frame advantage on hit but I think you can chain it into a cr.jab.
My basic "combos" with him have been jab jab sweep and jab jab machine gun (in corner, EX the MG then follow with dread kick/ultra). His damage output this way has been incredibly low.
I've been playing him like a "better" Guile (better vanilla guile anyway) which is basically run away boom -> anti-air. His EX dread kicks are fucking insane... but his combos (the ones that involve more than light kicks/punches and sweeps that is) are incredibly hard and stupid for their damage..
aBlank on
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ChaosHatHop, hop, hop, HA!Trick of the lightRegistered Userregular
Okay, so I've played a ton of fighting games casually in my time, and after reading some stuff supplied by you helpful folks in the thread I realize I understood a little more about fighting game theory than I thought I did. But I still don't understand much.
The way I've always seen it, fighting game skill is about two things: 1) being good at creating opportunities to inflict damage, and 2) being able to inflict as much damage as possible. i.e. get in a hit that lets you combo, and then do the most damaging combo you can. This is obviously the shortest possible way to describe playing a fighting game, but it really boils down to these two things. Right?
So the part I think I need to work on for now is #2. Once you've scored a knockdown, for instance, help me understand what skills you need for a character to maximize. It seems the basic understanding includes (correct me I use the wrong terminology) a couple of good blockstrings that include hitconfirming attacks and opportunities for tick throws, the knowledge of how to crossup, fake crossup, and empty jump, and the abilitiy to reiiably perform a few damaging bread-and-butter combos, situationally based on whether you have EX, Super, Ultra, or no meter at all.
Is that about right?
I think your two things are a little off, or maybe just worded wrong. If I could put it in two categories, I'd put it in mindgames and execution. Mindgames are your ability to read your opponent and predict what they're going to do, while also hiding your own intent, misdirecting your opponent and otherwise confusing them. Execution is being able to do what you want to do when you want to do it. Execution is not just being able to fadc from a shoryuken into an ultra, but the extra small steps you can toss in, which lines in pretty well with your second definition. Chun, for example, can just do two low shorts into ex legs, but a more damaging combo is low short, low jab link into low forward, into legs.
Of the two pillars, I think execution is of lesser importance. You need a certain level of execution, but everything after that is gravy. Daigo isn't the most technically proficient Ryu player (see Poongko) but his fundamentals and mind game are so sound. And each character's minimum execution competence level is different.
If I added a third pillar, I'd probably go with Footsies/Zoning. Footsies and zoning are how you work your opponent into a box. It's about having strong normals and zoning specials to stop their game. It's probably a subset of mindgames, but it's a huge part of the game for every character. Having bad footsies can compromise your ability to even start an offense.
Okay, makes sense. You're talking about stuff like zoning and forcing your opponent to play tough wakeup guessing games being the most important thing to work on--you want to be the one controlling the match. I feel like I'm not too terrible at that.
While it does feel like sort of a cop-out to capitalize on an advantage with something as simple as a sweep or throw, I guess it doesn't matter in the long run, if I'm always the one with the advantage. So maybe I shouldn't lose any sleep over not knowing the right combo for every situation.
Okay, so I've played a ton of fighting games casually in my time, and after reading some stuff supplied by you helpful folks in the thread I realize I understood a little more about fighting game theory than I thought I did. But I still don't understand much.
The way I've always seen it, fighting game skill is about two things: 1) being good at creating opportunities to inflict damage, and 2) being able to inflict as much damage as possible. i.e. get in a hit that lets you combo, and then do the most damaging combo you can. This is obviously the shortest possible way to describe playing a fighting game, but it really boils down to these two things. Right?
So the part I think I need to work on for now is #2. Once you've scored a knockdown, for instance, help me understand what skills you need for a character to maximize. It seems the basic understanding includes (correct me I use the wrong terminology) a couple of good blockstrings that include hitconfirming attacks and opportunities for tick throws, the knowledge of how to crossup, fake crossup, and empty jump, and the abilitiy to reiiably perform a few damaging bread-and-butter combos, situationally based on whether you have EX, Super, Ultra, or no meter at all.
Is that about right?
Yep, that's about it. The other thing that is a part of wakeup is understanding the options that your opponent has, but this will come with time. Things like, Balrog has meter and ultra, and you've been throwing pokes and throws at him so far. He might ex headbutt into ultra because of it's invincibility on startup. Either block or safe jump crossup.
Also, the single greatest skill you can have in fighting games is the ability to read your opponent.
Good games tonight to all that I played...'cept you kinder, of course.
...the only thing that bugs me about the game is actually the intro. I LIKED the original intro and song. This one feels so generic...plus, it doesn't even cover half the characters...hell it doesn't even cover the new ones!
Dudley Dudley Dudley Dudley. Only too late did I find that rolling thunder punishes devil's reverse or whatever.
Okay, so I've played a ton of fighting games casually in my time, and after reading some stuff supplied by you helpful folks in the thread I realize I understood a little more about fighting game theory than I thought I did. But I still don't understand much.
The way I've always seen it, fighting game skill is about two things: 1) being good at creating opportunities to inflict damage, and 2) being able to inflict as much damage as possible. i.e. get in a hit that lets you combo, and then do the most damaging combo you can. This is obviously the shortest possible way to describe playing a fighting game, but it really boils down to these two things. Right?
So the part I think I need to work on for now is #2. Once you've scored a knockdown, for instance, help me understand what skills you need for a character to maximize. It seems the basic understanding includes (correct me I use the wrong terminology) a couple of good blockstrings that include hitconfirming attacks and opportunities for tick throws, the knowledge of how to crossup, fake crossup, and empty jump, and the abilitiy to reiiably perform a few damaging bread-and-butter combos, situationally based on whether you have EX, Super, Ultra, or no meter at all.
Is that about right?
Yep, that's about it. The other thing that is a part of wakeup is understanding the options that your opponent has, but this will come with time. Things like, Balrog has meter and ultra, and you've been throwing pokes and throws at him so far. He might ex headbutt into ultra because of it's invincibility on startup. Either block or safe jump crossup.
Also, the single greatest skill you can have in fighting games is the ability to read your opponent.
fast low attacks are almost always a good option against Balrog. You recover in time to block any reversal and stuff non-ex headbutts. Safe jump also doesn't have to be a cross up... Balrog's headbutt is mad slow.
then I get raped by this guy who also raped me last night with Akuma. Clearly shouldn't be still a C-ranked player! Dizzied me both rounds, perfected me in one.
Not sure what's the best move for Gouken to use as close anti-air. I know everybody has a move to punish a jump-in, but what should I use for him?
While it does feel like sort of a cop-out to capitalize on an advantage with something as simple as a sweep or throw, I guess it doesn't matter in the long run, if I'm always the one with the advantage. So maybe I shouldn't lose any sleep over not knowing the right combo for every situation.
I too have a hard time learning long combos, or multiple combos for different situations and matchups, or especially link combos with multiple 1/60th of a second input windows, but it doesn't take much to learn something more effective than a simple sweep kick or standalone special move. Even just learning a single simple combo for your main character will give you a better way to take advantage of your opponents' mistakes.
Not sure what's the best move for Gouken to use as close anti-air. I know everybody has a move to punish a jump-in, but what should I use for him?
Wouldn't that be his upwards fireball? Counter is gimmicky but it can work.
That's good if you predict the jump-in but it comes out a bit too slow to use if they're already partway through the jump. My Gouken is rusty, but I think you can use his hurricane kick the way you'd use a Shoryuken, and he has some excellent normal attacks for anti-air. I can't remember them off the top of my head, but they're kind of unintuitive, like crouching medium kick or something.
Also, Gouken's coming alt-costume looks awesome. I can see myself playing him more just so I can wear the cone straw hat more often.
Easy AA on reaction and is pretty standard for most characters.
I played a T.Hawk in ranked last night as Cammy. Lost the first round because I kept getting tomahawked into the ground. Won the next 2 by using cr.hp exclusively on this guy jumping in to keep him away. cr.hp is smart AA business.
Well, I've mainly been messing around with Guy the last couple days, here are my issues:
1. His target combo is the only combo I know but it's worthless against crouching opponents. What's a good blockstring that will catch crouchers?
2. His izuna drop (air grab) is rad-looking but it seems much more strict on the timing/position vs. normal air grabs so I'm whiffing it a lot. Should I just give this up?
3. I played a Guile last night and I could not get in on him for the life of me. Help?
4. On day 2 I forgot a lot of his moves and I thought his ultra 1 was with PPP. I was getting REALLY pissed because I kept getting EX flip. Turns out it's KKK
Okay, that last one isn't really valid but they should really have the ultra motions shown when you choose your character!
Also, lobbies with SFIIHDR were great because the matches were so quick. SSF4 matches are so long that I can hardly stand to sit through two matches to get to my turn unless everyone is providing extremely entertaining chit-chat.
EDIT: I should also mention that I would love to be in the RanBat but I don't think I could play until 9:30 EST most Thursdays.
Also, lobbies with SFIIHDR were great because the matches were so quick. SSF4 matches are so long that I can hardly stand to sit through two matches to get to my turn unless everyone is providing extremely entertaining chit-chat.
Yeah this right here. Lobbies in ssf4 with more than 4 people (I'd even argue that 4 is too many) is just far too boring at this point.
Well, I've mainly been messing around with Guy the last couple days, here are my issues:
1. His target combo is the only combo I know but it's worthless against crouching opponents. What's a good blockstring that will catch crouchers?
2. His izuna drop (air grab) is rad-looking but it seems much more strict on the timing/position vs. normal air grabs so I'm whiffing it a lot. Should I just give this up?
3. On day 2 I forgot a lot of his moves and I thought his ultra 1 was with PPP. I was getting REALLY pissed because I kept getting EX flip. Turns out it's KKK
Okay, that last one isn't really valid but they should really have the ultra motions shown when you choose your character!
Also, lobbies with SFIIHDR were great because the matches were so quick. SSF4 matches are so long that I can hardly stand to sit through two matches to get to my turn unless everyone is providing extremely entertaining chit-chat.
1) cr. lp, cr. lp, cr. mp, light elbow
2) Use it to punish air moves. If I know a Hawk is gonna condor dive, I'll catch him with the izuna all day. Also psycho punisher.
Also, lobbies with SFIIHDR were great because the matches were so quick. SSF4 matches are so long that I can hardly stand to sit through two matches to get to my turn unless everyone is providing extremely entertaining chit-chat.
Yeah this right here. Lobbies in ssf4 with more than 4 people (I'd even argue that 4 is too many) is just far too boring at this point.
My first lobby had 5 and I dealt with it because it was all PA players who were pretty talkative and I enjoyed watching all the new characters.
Now, I won't ever get in a 5-person lobby and 4 is just pushing it.
I kind of wish Capcom went the opposite route and gave everyone a damage buff (well, except Sagat) rather than toning the damage down across the board.
EDIT: I snuck in another point in my last post, please help me with Guile!
Posts
People thought she'd be the SINGLE MOST OFFENSIVE because of how she played in Third Strike.. that was some real rushdown. Now she plays absolutely nothing like her 3S version and I'm convinced she is the worst of all the new characters. Her command grab is 9 frame startup and has crap range.. the only thing going for Makoto is her damage output.
Also, I hate T. Hawk. Especially pink T. Hawks
Her U1 does what looks like around 500 damage from training.(prolly a little less and without scaling) And is pretty decent for catching people offguard, with some decent damage ever without hitting.
I get the comboability thing, and that's cool, I'll eventually get to learning that. U1 is still the coolest evar.
FFBE: 898,311,440
Youtube: http://www.youtube.com/dElementalor
It's not 9 frames.
Crap range I can agree with.
It doesn't do as much as her U2, but if you do jab strong fierce sjc u2 it does a little over 400 dmg. Granted, it's no T.Hawk ultra, but having a way to combo into your ultra from a multitude of normals is nothing to scoff at. In high level play I don't think we'll see a lot of U1.
XBL / GFWL: Boceifus
According to prima, only the HK version of her grab is 9 frames. Lk is 7. EX is 5 with armor. That's still fucking horrible mind you (iirc, most characters with "secondary" command grabs like Abel/Honda are 5 frames) and she doesn't see to have any invincibility. She gets armor on EX but she can pretty easily be thrown out of all of them. Kind of sad really.
Except they nerfed the range. That's problem I have with it.
But then again kara karakusa looks like it's much faster compared to her 3S whiff kara.
7 frames for lk
8 frames for mk
9 frames for rh
5 frames for EX
Also, people are having issues with the guide, seeing that it's poorly made. I'm not sure if I want to trust that or wait till someone translate the enterbrain guide.
Above the rant is a link to a FAQ on fightsticks that breaks down the pros and cons regarding each stick now. The rant is just there because it's awesome, and takes us back to a kinder, gentler time when ChaosHat hated everything.
Oh wait that time is now too. Fuck T. Hawk and his god damn shoryukens in the air and the ground. Shit goes like half screen. HALF SCREEN.
I agree with Hippy. EX Senpusha has to start up faster than SEVEN FRAMES. It just has to.
Also I'll check out those links. Thanks.
Wait, agree with what?
Edit @ Hippy: That the prima guide is wrong. Shit lists startup for EX Senpusha at 7. Damn thing catches people pretty fast.
Ah well; he'll teach me to start jab confirming like a champ.
Also, DJ's jab jab cmk is incredibly easy and useful. Wow. His links are easy overall.
http://www.shoryuken.com/showthread.php?t=233736
It says Juri has an EX move that goes into super. Wut?
I mean....she does....but...like....you CAN'T.
And I thought jabrog was bad when playing as Abel....
Oh well, she'll still be a fun character to mess around with when I'm not trying to be competitive. I'm sure there's someone good enough to play her well in spite of the limitations, but I don't think that is me.
Ibuki, Abel, and someone else. Maybe I'll start messing with Guile again?
XBL / GFWL: Boceifus
The way I've always seen it, fighting game skill is about two things: 1) being good at creating opportunities to inflict damage, and 2) being able to inflict as much damage as possible. i.e. get in a hit that lets you combo, and then do the most damaging combo you can. This is obviously the shortest possible way to describe playing a fighting game, but it really boils down to these two things. Right?
So the part I think I need to work on for now is #2. Once you've scored a knockdown, for instance, help me understand what skills you need for a character to maximize. It seems the basic understanding includes (correct me I use the wrong terminology) a couple of good blockstrings that include hitconfirming attacks and opportunities for tick throws, the knowledge of how to crossup, fake crossup, and empty jump, and the abilitiy to reiiably perform a few damaging bread-and-butter combos, situationally based on whether you have EX, Super, Ultra, or no meter at all.
Is that about right?
I'm finding the exact opposite. His jab jab cr.mk feels like a 2 frame link (and is according to "current" frame data) which is simply enough. jab jab cr.mp is a 1 frame link. jab jab standing mp is 3, standing hp is 2 but two jabs tend to push your opponent too far away and you get the far versions of those normals
My basic "combos" with him have been jab jab sweep and jab jab machine gun (in corner, EX the MG then follow with dread kick/ultra). His damage output this way has been incredibly low.
I've been playing him like a "better" Guile (better vanilla guile anyway) which is basically run away boom -> anti-air. His EX dread kicks are fucking insane... but his combos (the ones that involve more than light kicks/punches and sweeps that is) are incredibly hard and stupid for their damage..
I think your two things are a little off, or maybe just worded wrong. If I could put it in two categories, I'd put it in mindgames and execution. Mindgames are your ability to read your opponent and predict what they're going to do, while also hiding your own intent, misdirecting your opponent and otherwise confusing them. Execution is being able to do what you want to do when you want to do it. Execution is not just being able to fadc from a shoryuken into an ultra, but the extra small steps you can toss in, which lines in pretty well with your second definition. Chun, for example, can just do two low shorts into ex legs, but a more damaging combo is low short, low jab link into low forward, into legs.
Of the two pillars, I think execution is of lesser importance. You need a certain level of execution, but everything after that is gravy. Daigo isn't the most technically proficient Ryu player (see Poongko) but his fundamentals and mind game are so sound. And each character's minimum execution competence level is different.
If I added a third pillar, I'd probably go with Footsies/Zoning. Footsies and zoning are how you work your opponent into a box. It's about having strong normals and zoning specials to stop their game. It's probably a subset of mindgames, but it's a huge part of the game for every character. Having bad footsies can compromise your ability to even start an offense.
While it does feel like sort of a cop-out to capitalize on an advantage with something as simple as a sweep or throw, I guess it doesn't matter in the long run, if I'm always the one with the advantage. So maybe I shouldn't lose any sleep over not knowing the right combo for every situation.
Yep, that's about it. The other thing that is a part of wakeup is understanding the options that your opponent has, but this will come with time. Things like, Balrog has meter and ultra, and you've been throwing pokes and throws at him so far. He might ex headbutt into ultra because of it's invincibility on startup. Either block or safe jump crossup.
Also, the single greatest skill you can have in fighting games is the ability to read your opponent.
XBL / GFWL: Boceifus
Dudley Dudley Dudley Dudley. Only too late did I find that rolling thunder punishes devil's reverse or whatever.
fast low attacks are almost always a good option against Balrog. You recover in time to block any reversal and stuff non-ex headbutts. Safe jump also doesn't have to be a cross up... Balrog's headbutt is mad slow.
Nope.
Winning is winning.
You should never feel bad about downloading a match. It's an awesome feeling.
Not sure what's the best move for Gouken to use as close anti-air. I know everybody has a move to punish a jump-in, but what should I use for him?
I too have a hard time learning long combos, or multiple combos for different situations and matchups, or especially link combos with multiple 1/60th of a second input windows, but it doesn't take much to learn something more effective than a simple sweep kick or standalone special move. Even just learning a single simple combo for your main character will give you a better way to take advantage of your opponents' mistakes.
That's good if you predict the jump-in but it comes out a bit too slow to use if they're already partway through the jump. My Gouken is rusty, but I think you can use his hurricane kick the way you'd use a Shoryuken, and he has some excellent normal attacks for anti-air. I can't remember them off the top of my head, but they're kind of unintuitive, like crouching medium kick or something.
Also, Gouken's coming alt-costume looks awesome. I can see myself playing him more just so I can wear the cone straw hat more often.
Easy AA on reaction and is pretty standard for most characters.
I played a T.Hawk in ranked last night as Cammy. Lost the first round because I kept getting tomahawked into the ground. Won the next 2 by using cr.hp exclusively on this guy jumping in to keep him away. cr.hp is smart AA business.
1. His target combo is the only combo I know but it's worthless against crouching opponents. What's a good blockstring that will catch crouchers?
2. His izuna drop (air grab) is rad-looking but it seems much more strict on the timing/position vs. normal air grabs so I'm whiffing it a lot. Should I just give this up?
3. I played a Guile last night and I could not get in on him for the life of me. Help?
4. On day 2 I forgot a lot of his moves and I thought his ultra 1 was with PPP. I was getting REALLY pissed because I kept getting EX flip. Turns out it's KKK
Okay, that last one isn't really valid but they should really have the ultra motions shown when you choose your character!
Also, lobbies with SFIIHDR were great because the matches were so quick. SSF4 matches are so long that I can hardly stand to sit through two matches to get to my turn unless everyone is providing extremely entertaining chit-chat.
EDIT: I should also mention that I would love to be in the RanBat but I don't think I could play until 9:30 EST most Thursdays.
Yeah this right here. Lobbies in ssf4 with more than 4 people (I'd even argue that 4 is too many) is just far too boring at this point.
1) cr. lp, cr. lp, cr. mp, light elbow
2) Use it to punish air moves. If I know a Hawk is gonna condor dive, I'll catch him with the izuna all day. Also psycho punisher.
My first lobby had 5 and I dealt with it because it was all PA players who were pretty talkative and I enjoyed watching all the new characters.
Now, I won't ever get in a 5-person lobby and 4 is just pushing it.
I kind of wish Capcom went the opposite route and gave everyone a damage buff (well, except Sagat) rather than toning the damage down across the board.
EDIT: I snuck in another point in my last post, please help me with Guile!