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Posts

  • SlayerVinSlayerVin Registered User regular
    edited May 2010
    SlayerVin wrote: »
    Adon's Rising Jaguar FADC U2 is the weirdest thing. His dash is too good, so if the Rising Jaguar is done too close, the first qcf for the ultra actually has to be done backwards, else I get an EX Rising Jaguar every time. If the Rising Jaguar is done just a step away, I can do it normally just fine.

    That quirk aside, I'm really liking Adon. He seems to have problems with characters with really strong normals, though. Bison in particular, no idea what to do to him.

    In all versions of SF, Bison has a lot of trouble with jump-ins as he has very few "go-to" AA options. Try landing combos after a jump in, and mix it up with throws when you can.

    I guess I'll have to give it a try, since trying to out-poke him has been a lesson in futility. Thanks.

    I don't suppose you have any advice against patient Balrogs, while we are at it?

    Can't really help you there; never learned Balrog. I guess if someone's being too patient in general, start taunting or just walk up and throw them. Usually they're trying to bait and counter specials. The walk-in throw is a hilarious blow to the average XBL player's psyche.

    SlayerVin on
    BE ATTITUDE FOR GAINS!
  • chamberlainchamberlain Registered User regular
    edited May 2010
    SlayerVin wrote: »
    SlayerVin wrote: »
    Adon's Rising Jaguar FADC U2 is the weirdest thing. His dash is too good, so if the Rising Jaguar is done too close, the first qcf for the ultra actually has to be done backwards, else I get an EX Rising Jaguar every time. If the Rising Jaguar is done just a step away, I can do it normally just fine.

    That quirk aside, I'm really liking Adon. He seems to have problems with characters with really strong normals, though. Bison in particular, no idea what to do to him.

    In all versions of SF, Bison has a lot of trouble with jump-ins as he has very few "go-to" AA options. Try landing combos after a jump in, and mix it up with throws when you can.

    I guess I'll have to give it a try, since trying to out-poke him has been a lesson in futility. Thanks.

    I don't suppose you have any advice against patient Balrogs, while we are at it?

    Can't really help you there; never learned Balrog. I guess if someone's being too patient in general, start taunting or just walk up and throw them. Usually they're trying to bait and counter specials. The walk-in throw is a hilarious blow to the average XBL player's psyche.

    Turtle Balrogs usually use FP for all their dashing punches, which means if you are quick you should be able to sweep them out of it (or rising jaguar them), you just need to bait it out. A deep enough crossup will usually dodge his headbutt, so that is something. Just get the life lead and then turtle them right back.

    chamberlain on
  • Rubix42Rubix42 Registered User regular
    edited May 2010
    I found a fun new shenanigan with Ibuki. f+cr.mk is a slide. So, wait for someone to jump in, slide under and cross them up. Free target combo's or throw's all day. Using that and target combo's only, I ripped off a 14 win streak last night.

    Rubix42 on
    signature goes here
  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited May 2010
    Like the title says, Team RanBats are tomorrow, so you should find a teammate if you haven't already. One person should pm me with your team name and the members of your team. And remember kids, 9PM EASTERN time.

    ChaosHat on
  • TheUnsane1TheUnsane1 PhiladelphiaRegistered User regular
    edited May 2010
    Rubix42 wrote: »
    I found a fun new shenanigan with Ibuki. f+cr.mk is a slide. So, wait for someone to jump in, slide under and cross them up. Free target combo's or throw's all day. Using that and target combo's only, I ripped off a 14 win streak last night.

    Looking at my stats last night I found low level Ibuki really baffles people, I have gone 16-4 in my last 20 matches with her.

    TheUnsane1 on
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  • Rubix42Rubix42 Registered User regular
    edited May 2010
    TheUnsane1 wrote: »
    Rubix42 wrote: »
    I found a fun new shenanigan with Ibuki. f+cr.mk is a slide. So, wait for someone to jump in, slide under and cross them up. Free target combo's or throw's all day. Using that and target combo's only, I ripped off a 14 win streak last night.

    Looking at my stats last night I found low level Ibuki really baffles people, I have gone 16-4 in my last 20 matches with her.

    For sure and sometimes you run into people that don't know that neckbreaker can be blocked low. I've had a couple of perfects followed by rage quits and hatemails for spamming that.

    Rubix42 on
    signature goes here
  • AshtonDragonAshtonDragon AKA The Nix Registered User regular
    edited May 2010
    Turtle Balrogs usually use FP for all their dashing punches, which means if you are quick you should be able to sweep them out of it (or rising jaguar them), you just need to bait it out. A deep enough crossup will usually dodge his headbutt, so that is something. Just get the life lead and then turtle them right back.

    I certainly should learn to start beating the dash punches, so that's something. The headbutt isn't so much of a problem as his c.hp, though, which pretty much just says "no jumps".

    EDIT: You haven't seen someone complain about Ibuki's neckbreaker until you beat Abel's U2 with it. Priceless.

    AshtonDragon on
  • TheUnsane1TheUnsane1 PhiladelphiaRegistered User regular
    edited May 2010
    Rubix42 wrote: »
    TheUnsane1 wrote: »
    Rubix42 wrote: »
    I found a fun new shenanigan with Ibuki. f+cr.mk is a slide. So, wait for someone to jump in, slide under and cross them up. Free target combo's or throw's all day. Using that and target combo's only, I ripped off a 14 win streak last night.

    Looking at my stats last night I found low level Ibuki really baffles people, I have gone 16-4 in my last 20 matches with her.

    For sure and sometimes you run into people that don't know that neckbreaker can be blocked low. I've had a couple of perfects followed by rage quits and hatemails for spamming that.

    I posted about this last night, Ibuki: Chiropractor Ninja in training.

    TheUnsane1 on
    steam_sig.png
  • ValiantheartValiantheart Registered User regular
    edited May 2010
    SabreMau wrote: »
    I guess 4 AM is a really bad time to try to go for the 10 ranked win streak achievement. Nobody but the really good players are awake at this hour and it's a thorough exercise in aggravation.


    Well this helps explain why never see you online :lol:

    Valiantheart on
    PSN: Valiant_heart PC: Valiantheart99
  • WaltWalt Waller Arcane Enchanted Frozen ElectrifiedRegistered User regular
    edited May 2010
    SabreMau wrote: »
    I guess 4 AM is a really bad time to try to go for the 10 ranked win streak achievement. Nobody but the really good players are awake at this hour and it's a thorough exercise in aggravation.
    It's luck of the draw. I got it late last night by steamrolling 10 scrubs in a row. Match ten was a sub-flowchart Ken who's strategy was to literally jump forward fireball.

    Walt on
  • Rubix42Rubix42 Registered User regular
    edited May 2010
    TheUnsane1 wrote: »
    I posted about this last night, Ibuki: Chiropractor Ninja in training.

    Excellent.

    What do you use as her AA? I've tried out cr.hp, but the timing is weird, and it often trades.

    Rubix42 on
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  • SabreMauSabreMau ネトゲしよう 판다리아Registered User regular
    edited May 2010
    Last night was the first full night of SSF4 play I've got in since I picked up the game, and rotated between Sakura and Zangief. I used Siberian Blizzard for every Zangief fight because it was new and interesting. At first I just tried to land it by jumping at someone else jumping and seeing if it would catch, but that whiffed more than it hit. Then I discovered it eats stuff like T.Hawk's Ultra-II, Blanka's Ultra-I, Juri's Ultra-II, Juri's pinwheels, almost anything as long as it's coming up from below him or something he can fall onto. Its grab properties are almost exactly like Hakan's Ultra-II (if it's not on the ground, it's getting grabbed), except falling onto someone instead of needing them to fall onto you. And it doesn't like to grab opponents that are to the side or above Gief.

    SabreMau on
  • TheUnsane1TheUnsane1 PhiladelphiaRegistered User regular
    edited May 2010
    Rubix42 wrote: »
    TheUnsane1 wrote: »
    I posted about this last night, Ibuki: Chiropractor Ninja in training.

    Excellent.

    What do you use as her AA? I've tried out cr.hp, but the timing is weird, and it often trades.

    I wanna say it's like back and medium punch? I can't remember exactly, I also use neutral jump light punch kunai vs alot of jump ins(mostly dive kick type moves and jump in hados).

    TheUnsane1 on
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  • aBlankaBlank Registered User regular
    edited May 2010
    Rubix42 wrote: »
    TheUnsane1 wrote: »
    I posted about this last night, Ibuki: Chiropractor Ninja in training.

    Excellent.

    What do you use as her AA? I've tried out cr.hp, but the timing is weird, and it often trades.

    On the ground I use these 3 mainly:

    Standing roundhouse for far jump ins.

    Standing (close) roundhouse juggles into rh dragon kick (DP motion forward kick). Tricky timing but the best damaging AA from the ground. Works pretty well if you guess a crossup (not on your wakeup).

    Her best anti-air though (or most reliable for me) is B+MP. If they jump what you want to do is input B+MP then buffer quickly d/df/f + RH (command dash). 4 things can happen here:

    1- You B+MP loses and you eat a combo :P This happens rarely unless you do the B+MP super late IMO.
    2- Your B+MP trades and you both 'reset'.
    3- Your B+MP hits your opponent out of the air (2nd hit of the B+MP hits) and your opponent air resets
    4- Your B+MP hits your opponent out of the air (1st hit of the B+MP hits) you put them into a juggle state, your command dash cancels before the 2nd hit. You follow up with a FP Raida (you'll end up crossing under your opponent, so input the Raida the opposite direction or else you'll get a neckbreaker).

    Basically, the command dash WON'T come out unless you get only the 1st hit of the B+MP to hit.

    aBlank on
  • Rubix42Rubix42 Registered User regular
    edited May 2010
    Good tips, thanks!

    I like using the sliding mk to cross up and open up target combo options, but if I don't have spacing, this will be great stuff to work on

    Oh and Kunai is my favorite projectile ever. Just interrupts everything. And floats you over all kinds of timing based attacks. Like a Ryu super/ultra will whiff if you bust it out.

    Rubix42 on
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  • AntihippyAntihippy Registered User regular
    edited May 2010
    Wait, kunai interrupts everything? :lol: I've got it to bounce away with makoto's j. HP. Didn't even trade.

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
  • Rubix42Rubix42 Registered User regular
    edited May 2010
    Well, most everything. Like it interrupted a couple of Ultra's. As well as lots of specials.

    Although now that you mention it, I did have a Bison randomly kick it out of the air with a standing HK

    Rubix42 on
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  • AntihippyAntihippy Registered User regular
    edited May 2010
    That's what it does. I think that it bounces off most attacking hitboxes. Don't really know the exact properties, but it just bounces off alot of stuff, and it won't stop any projectile. Not that you would really need to.

    They made it up in SSF4 by giving it shit tons of hitstun though. Like, whao.

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
  • TheUnsane1TheUnsane1 PhiladelphiaRegistered User regular
    edited May 2010
    I should note again I play Ibuki as a runaway character and wait for frustration fireballs to ex neck break and similar shenanagans until I get a better feel for her offensive play.

    It feels like Kunai Hit alot of attacking moves if you hit them in the top area, I hit a bison who psycho crushered when I hit him in the top of his head but it bounced off when it hit his hands, if I am not mistaken I have done similar to Cody's RH kick RK move.

    TheUnsane1 on
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  • WearingglassesWearingglasses Of the friendly neighborhood variety Registered User regular
    edited May 2010
    Heh, so Ibuki's Kunai still has that unfortunate weakness carried over from Third Strike?

    Wearingglasses on
  • aBlankaBlank Registered User regular
    edited May 2010
    Antihippy wrote: »
    That's what it does. I think that it bounces off most attacking hitboxes.

    This is correct.

    I don't like Ibuki versus fireball characters. EX Neckbreaker is nice but there's an extra "bounce" that doesn't let you follow up with anything significant like normal neckbreakers do so all that stun just sort of goes to waste :[

    Also dislike her slide. Feels much slower/longer than Roses/Dhalsims which doesn't let you use it up close all that well.

    Right now, she feels like a worse version of Viper :[

    aBlank on
  • GodfatherGodfather Registered User regular
    edited May 2010
    I like how a kunai can breeze through everything from a pissed-off, rage induced ultra to a fucking fireball, but get stopped cold by a medium kick.


    That's just hilarious for some reason.

    Godfather on
  • Rubix42Rubix42 Registered User regular
    edited May 2010
    Heh, so Ibuki's Kunai still has that unfortunate weakness carried over from Third Strike?

    I wouldn't call it a weakness. The move is for creating opening's for target combo's and messing with an enemie's timing when you jump in.

    My mini flowchart:
    jump in kunai. Blocked? Throw on landing. Hit? Target combo into dash into Raida for a big chunk of the enemy's health. As the match progresses, a good opponent will start tech'ing your blocked kunai throw, so that's when you start throwing out a combo on a blocked kunai for a chunk of health. Her jump in game is outstanding.

    It's taken me at least 10 hours to get her figured out though. And I'm mostly beating on scrubs in ranked and experimenting. She has a ton of moves and I don't consistently use more than about 6 of them. Her real advantage is being able to unleash a ton of damage when you get an opening for a combo.

    Rubix42 on
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  • ElementalorElementalor Registered User regular
    edited May 2010
    I'm still trying to use Ibuki as crazy rushdown, but a split between zoning and rushdown is what it usually comes out as.

    I'm thinking of picking up Juri as well, she's just a lot of fun to play.

    Also I don't think you need the dash for the Raida after TC? If you just do it really fast heh.

    Elementalor on
    Marvel Future Fight: dElementalor
    FFBE: 898,311,440
    Youtube: http://www.youtube.com/dElementalor
  • AntihippyAntihippy Registered User regular
    edited May 2010
    Rubix42 wrote: »
    Heh, so Ibuki's Kunai still has that unfortunate weakness carried over from Third Strike?

    I wouldn't call it a weakness. The move is for creating opening's for target combo's and messing with an enemie's timing when you jump in.

    My mini flowchart:
    jump in kunai. Blocked? Throw on landing. Hit? Target combo into dash into Raida for a big chunk of the enemy's health. As the match progresses, a good opponent will start tech'ing your blocked kunai throw, so that's when you start throwing out a combo on a blocked kunai for a chunk of health. Her jump in game is outstanding.

    Wouldn't option select crouch teching destroy that seeing that her common target combo whiffs on crouchers?

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
  • Rubix42Rubix42 Registered User regular
    edited May 2010
    I have no idea, haven't seen anyone try it yet. I've whiffed the TC before, but not on a jump in.


    Thanks for the tip about no dash Elementator, I need to give it a shot.

    Rubix42 on
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  • aBlankaBlank Registered User regular
    edited May 2010
    Rubix42 wrote: »
    I have no idea, haven't seen anyone try it yet. I've whiffed the TC before, but not on a jump in.


    Thanks for the tip about no dash Elementator, I need to give it a shot.

    You're also better off doing a neckbreacker not raida. More damage/stun and better wakeup pressure (you don't knock them across the entire screen).

    aBlank on
  • ElementalorElementalor Registered User regular
    edited May 2010
    Raida is a no tech knockdown, so you have time to get to them. Does neckbreaker have the same properties?

    Elementalor on
    Marvel Future Fight: dElementalor
    FFBE: 898,311,440
    Youtube: http://www.youtube.com/dElementalor
  • Rubix42Rubix42 Registered User regular
    edited May 2010
    Plus, I haven't found too many fun wake-up games to play with her yet. If neckbreaker does more damage though, I will for sure switch.

    Rubix42 on
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  • AntihippyAntihippy Registered User regular
    edited May 2010
    What, her kunai wakeup vortex/traps isn't fun enough for you? :P

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
  • Rubix42Rubix42 Registered User regular
    edited May 2010
    Her what a what? I'm still learning and not familiar with the lingo.

    Rubix42 on
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  • ChaosHatChaosHat Hop, hop, hop, HA! Trick of the lightRegistered User regular
    edited May 2010
    How to win the barrel game:

    Pick Chun
    Stand under barrel dispenser
    Jump neutral roundhouse
    Repeat!

    Edit at Rubix:

    He means this.

    ChaosHat on
  • aBlankaBlank Registered User regular
    edited May 2010
    Raida is a no tech knockdown, so you have time to get to them. Does neckbreaker have the same properties?

    Yes but they're so far away you can't do any kunai vortex or even a safe jump. You don't even have enough time to crossup with (RH) command dash without being punishable. Unless they're in a corner....

    The EX version does as much damage/stun as (non-EX) neckbreacker. I usually only use Raida in the corner after EX back kick juggle, after a B+MP juggle, or sometimes as an anti-air if I feel like showing off (Raida'ing Adon's Jaguar Tooth or Juri dive kicks is fun... albeit incredibly dangerous -_-).

    aBlank on
  • ElementalorElementalor Registered User regular
    edited May 2010
    ChaosHat wrote: »
    How to win the barrel game:

    Pick Chun
    Stand under barrel dispenser
    Jump neutral roundhouse
    Repeat!

    Or pick Ibuki and s.HK all day!

    Elementalor on
    Marvel Future Fight: dElementalor
    FFBE: 898,311,440
    Youtube: http://www.youtube.com/dElementalor
  • aBlankaBlank Registered User regular
    edited May 2010
    ChaosHat wrote: »
    How to win the barrel game:

    Pick Chun
    Stand under barrel dispenser
    Jump neutral roundhouse
    Repeat!

    This is how I beat it:

    Pick Blanka
    Stand under barrel dispenser
    Turn on turbo punch and hold button
    Watch 30 seconds of "The Hills" then ask self "why the hell am I watching this"
    Switch back to SSF4 victory screen

    aBlank on
  • AntihippyAntihippy Registered User regular
    edited May 2010
    Rubix42 wrote: »
    Her what a what? I'm still learning and not familiar with the lingo.

    I'm not really sure if it's a vortex or not, but I'm talking about her kunai traps/oki on wakeup. :P

    I've learned about this only recently too, but the vortex is basically like what akuma can do, which is knock you down and make you guess in alot of 50/50 situations where most of them are pretty safe for him, which leads to another knockdown and the whole process repeats itself. Ibuki has something similar with her TC but it doesn't really involve a knockdown so, I dunno. Not too sure about her wakeup kunai games except it's dangerous.

    Antihippy on
    10454_nujabes2.pngPSN: Antiwhippy
  • eatmosushieatmosushi __BANNED USERS regular
    edited May 2010
    up yours capcom. why you gotta make a gief work so hard? :?

    eatmosushi on
    [SIGPIC][/SIGPIC] Spun uncontrollably skyward... Driven brutally into the ground
  • ElementalorElementalor Registered User regular
    edited May 2010
    aBlank wrote: »
    Raida is a no tech knockdown, so you have time to get to them. Does neckbreaker have the same properties?

    Yes but they're so far away you can't do any kunai vortex or even a safe jump. You don't even have enough time to crossup with (RH) command dash without being punishable. Unless they're in a corner....

    The EX version does as much damage/stun as (non-EX) neckbreacker. I usually only use Raida in the corner after EX back kick juggle, after a B+MP juggle, or sometimes as an anti-air if I feel like showing off (Raida'ing Adon's Jaguar Tooth or Juri dive kicks is fun... albeit incredibly dangerous -_-).

    Hmmm interesting, I'll have to tighten up my timing for the neckbreaker then, Raida's just so easy haha.

    Elementalor on
    Marvel Future Fight: dElementalor
    FFBE: 898,311,440
    Youtube: http://www.youtube.com/dElementalor
  • Hiryu02Hiryu02 Registered User regular
    edited May 2010
    So browsing around through Youtubes, my latest peeve (actually it has been one for a while), is people claiming they are the best whatever player in their scene/city/state/country whatever, and then I watch their videos and all they do is stupid shit that any competent player would punish the shit out of.

    Sorry for the late reply.

    But Jodo, as a tourney level player, you know that anyone who says anything remotely like that is almost never really any good.

    Lots of these cats are big fish in a small pond, who only play a small group of locals who they know they can beat, while never sharing any info/strats that might help them level up. I know some guys like that. Dudes might be legitimately good, but hold on to shit so they can keep dominating their peers. It usually means they never progress past a certain point, because the people they only insist on playing are people that they know they can beat.

    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.
  • Rubix42Rubix42 Registered User regular
    edited May 2010
    Looks like I have my plan set for next time I fire this up.

    Bust out kunai wakeup games. Switch to neckbreaker to bust out more wakeup games.

    Rubix42 on
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