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Super Street Fighter IV: Everyone loves Chun-li.
Posts
I'm barely above 50% on my main right now in fact.
I'm proud of those 2-3 nonconsecutive rounds I won.
i was playing deejay and he complained i just did the same thing over and over. he was playing Juri and i think managed to only do 4 unique attacks.
And crouching FP is even better now!
The Prima guide a list of who can do what to balls on both block and hit. It's enough to make me never want to use the move again.
I need to get more into the Ibuki empty jump-in to Ultra 1 shenanigans.
Realize he's a cunt, figure out what you did wrong, and keep practicing.
Some people really enjoy making people feel miserable with trash talk. And i'm not talking about the friendly stuff that happens in PA lobbies, but like exactly trying to get in someone's head/hurt their feelings. Being anonymous on the internet only makes it happen much more frequently.
Basically you just have to shake it off. Walk away from the game and do something else for a while. Because once you start playing frustrated, things will only get worse.
Also, please refer to the following if you've forgotten how Internet + Anonymity works
http://www.penny-arcade.com/comic/2004/03/19/
I also found a much much more crippling problem. The joystick has a very tight window to register diagonally-down. Going for a QCF or QCB? Sorry, but the game doesn't recognize Down-to-Forward or Down-to-Back motions as joystick commands unless there's a DownForward or DownBack in there. This involves moving the microswitches in somehow or swapping the joystick ones out with ones from less vital buttons.
I can't remember if it was against you or someone else, but remember that Sakura match where I did a bunch of jump-back HKs? Every single one of those was a Tatsu attempt.
It's an amazing punish. Here's a small list of shit you can reversal with her U1 that you'll always come out on top:
All blocked hurricane kicks (won't work against EX hk's that push you far away like akuma/ryu)
All blocked Dragon Punch FADC dash forward
All blocked specials from Dudley (all of them, provided you're still in range)
All blocked specials from Guy (again, provided you're in range)
All blocked specials from Cody (^^^, criminal upper pushes you far enough back. Some of his kicks can be made safe if spaced right)
Any blocked specials from Makoto (provided you're in range)
All crouching sweeps except Honda (some slide rh's can be made safe)
Any blocked Green hands from Gief
Blocked condor spire from t-hawk
Blocked Abel CoD (first hit blocked reversal. Beat any followup even FADC backdash... atleast, I think it does you might get the red orb hit)
off the top of my head -_-
People who berate or make fun of others for being bad at the game piss me off more than anything else. It's not because they're sore losers, or because I'm being made fun of (this only happened to me once when I first started SFIV), but because the fighting genre is already niche enough. We don't need douche-bags running off potential new comers to the genre.
Man that move is just not very good.
yeah. It's -2 on block which is generally safe from most shit... but not her ultra 1 :P It's also HUGE reversal bait for grapplers (gief/thawk) because it's a free SPD every single time.
You're pretty much stuck only using target combos or hit confirms if you want to use a special.
Any charge character can be a big problem for Cammy. Footsies are key. I like to walk (just walk, no jumping or attacking) just barely into range of one of their specials and then walk back. Sometimes they fuck up. Punish that shit. Eventually they will get used to you walking forward and then back. That's when you casually walk right up to their face and throw them. I find that this enrages and confuses most players, and I can then try for some rushdown.
I don't see how that works against most charge characters. They either have a fireball (Guile, Dee Jay, Chun) or an extremely long range special that goes either full screen or close to it (Blanka, Boxer, E.Honda).
Edit: I'm talking about the just barely walking into range thing.
Double Edit: although walking back would allow you to block and punish the long range attacks. I guess I just don't see it working for the first three then.
There is a really fun way to get people like 90% of the time with it.
Jump in, throw the motion and hit PPP on landing. Boom, free damage. I consistently nail people with it.
It's also an amazing wake-up against someone holding a FA above you. Even if they backdash, you grab'em
Punishes DP whiffs on all shoto's.
Punish Cammy on a blocked spiral arrow and whiffed specials.
It's situational, it takes priority over block, throw or any normal as long as you are in range. I throw it out often times when I put someone in block string. Or if I connect on lp-mp-c.hk-hk Target combo, follow it with a jump cancel forward, and unleash on landing. That particular combo will hit for about 650 I believe.
I guess I will have to try it again. I just never got it to punish anything really.
Bad bottom of page. I forgot to mention too, you should message me if you ARE coming. I don't need to know if you're not. If you message me now, I will save spots for you if you're running a bit late, if not, you're screwed!
What are the frames on hit? As far as I can tell, grapplers can reversal SPd it even on hit, which renders it utterly useless in all circumstances against grapple characters.
Since it's -2 that means any 3 frame hit will be blockable, correct? But it also means his 3 frame jab becomes essentially 5 frames, which means it's not actually a frame trap and i should stop getting in that habit.
That is a shame. I think his dash straight is safe though.
Needs to be all in one post rather then "go at it boys!"
It's not everyone fights everyone for singles. We split up into small groups and everyone fights everyone in their group. Then the winners of the groups go onto fight in a tournament style. Basically you have to get there on time to get assigned to your group. Plus the number of people decide how Chaos sets up groups.
LP machine gun is +2 on hit. His fastest normal is +3. You will eat a SPD if you try to follow up with something, but if you hold up (jump) or back dash you're safe.
You're -1 on hit from a MP mgu though, so that's reversal bait. HP is 0 on hit. EX puts them into a juggle state.
Correct. It's silly but for whatever reason that frame trap seems to work online still. I don't think people are good at timing normals after blocked specials yet. Like Juri's pinwheel frame trap isn't a frame trap at all, but still manages to catch people (me even ;[).
Dash straight is -5. 3 active frames though (if I'm reading this crazy japanese shit right) which means if spaced right, you can make it -2. The distance should keep you safe from (some) reversals.
Like I said, all of his specials are unsafe. -2 or worse. On hit, most of your shit is safe (only mp mgu is -1, everything else is 0 or better... up to +2).
How long do these generally take? I have no grand aspirations of making it into playoffs or finals, but let's say I do make it to the playoffs at least, 9 pm est to when?
Oh, and there's karaoke.
The Raid
I think last weeks was over by around 11.
So lp mgb isn't reversal bait on hit, and I could hit confirm it - but I would be forcing myself into a mixup for the grappler! Block and risk the throw, jump and risk the lariat/normal jump punish, backdash and risk...hm, I guess green hand or maybe t hawk's s hk. If he can't punish a backdash, that'd be safe.
It's still essentially pointless, because it's terribly unsafe on block for that matchup. Hit confirms should lead to uppers anyways.
Without safe specials on block, and without a frame trap, I'm kind of at a loss as to how exactly he's supposed to be pressuring people. I guess it's all high low throw guessing games.
LP MGU is safe from almost everything that isn't a super/ultra with incredibly fast startup and SPD's from Gief/T-hawk. Against grapplers, you pretty much should stick with target combos. They're unmashable, and the cr.short standing mk one is special cancellable... the others deal alright damage and usually can be followed with super (meter isn't all that important for Dudley IMO unless you're trying to land corkscrew cross it seems to me).
As far as pressuring people, he's got a really fast overhead that you can combo into or just super out of. During a block string, you can do a lk dash to close the distance and go for a throw or mix it up with a lp SRK to bait out throw reversals. Won't work for shit against mashers but there's really no way to "rush down" mashers without 'safe' jumps/crossups.
http://www.ustream.tv/recorded/6711926
Yeah, I think that's about right.
Speaking of RanBats, I think I'm going to have to drop out entirely. I may be able to make one here or there but I won't be able to make it with any sort of consistency so I don't really see the point.
If it didn't take two hours I wouldn't have as much of a problem.
Now if we planned to do these on the weekends instead...
Question: Will the alternate costumes from vanilla be available in Super?