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Microwaves Mom posted:If someone can make a video on canceling it would be helpful having it explained in text to me doesnt really clarifiy. LIke i'm trying to do vegas Cr.mk -> QCF lk and nothing happens. That's because you can't cancel Vega's cr. mk. You have to link Cr. mk, cr. lp, and then do qcf lk. Also, you have to be pretty deep with the cr. mk, otherwise the confirm link will push them too far for the roll to combo. Also, that's a claw on combo. If you have your claw off, cr. mk, cr. mp, qcf mk combos, and if the crouching punch connects, the roll will connect. If they're too far, the punch won't connect and the roll won't come out, leaving you a bit safer than with the claw on combo.
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# ¿ Mar 14, 2016 02:00 |
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# ¿ May 9, 2024 10:45 |
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Yorkshire Tea posted:Goddamn I'm really loving the game right now. Evil Canadian spent an hour last night kicking my poo poo in, but I actually feel like I might be getting better at this. If you have MKX on PC, you can have a fun time holding Netherrealms Studios dick!
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# ¿ Mar 14, 2016 11:47 |
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Shoryuken posted a cool and good punishable moves video. Go look for it there. I'm not saying that you should memorize that video, but as you're playing, you should generally be aware of which moves are and are not safe, and which punishes can work in which situation. Even though he uses rashid, it helps to know the start up frames of your situational punish starters. Take Vega, for instance, he can punish very close -3 frame moves with st. lk, cr. lp, lk roll, but that only works in very tight ranges. If you have a 4 frame punishment window, you start with cr. lp>lk roll. If your opponent gifts you a -8 frame move, then standing HP hits crouchers, causes standup, and leads in to every good combo you are comfortable doing. Obviously veterans know this poo poo, but it's a good concept to keep in mind if you're new at fighting games. Don't let your opponent get away with dumb poo poo, because if you do, they will rub it in your face. HoboWithAShotgun posted:Try out light roll in training mode. jumping light punch has anti air utility, as does his air throw. Even with those tools, Vega's anti-air is definitely a struggle. You have to represent that poo poo, or people will jump down your throat.
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# ¿ Mar 15, 2016 01:05 |
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Vega's anti air options are situational as gently caress, and don't lead to anything.
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# ¿ Mar 15, 2016 01:12 |
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Dias posted:...I don't know how to use air throws. How do you use air throw they just hit me and then I go back to doing st.lk instead of getting cute because it's Chun. You input the command for a throw.... while in the air.
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# ¿ Mar 15, 2016 01:16 |
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Dias posted:yeah and then i get hit You gotta be a bit preemptive. It's drat near a read.
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# ¿ Mar 15, 2016 01:19 |
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Booyah- posted:wow, in the middle of nowhere and still getting a good connection? drat... I live in New Orleans and I'm getting good connections to Canada, the Dominican Republic, and Mexico.
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# ¿ Mar 15, 2016 11:10 |
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In Training posted:Every combo in this game is M normal into special nuh uh. Plenty are jab into special.
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# ¿ Mar 15, 2016 14:10 |
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Spiritus Nox posted:Meant from the receiving end. Make a hard read or get scooped, son.
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# ¿ Mar 16, 2016 01:27 |
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Your options are invincible reversal and risk guard crush if they evade/block it, throw out a jab and risk getting counterhit, jump and risk getting hit with another jab in your pre jump frames and sucked into a hit confirm combo, or go for a block and hope it isn't a throw. Make a hard read, son.
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# ¿ Mar 16, 2016 01:30 |
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Spiritus Nox posted:Jeeze. Fun. That's her reward for getting in on you. If you're a longer-ranged character, you get to create a puzzle for her to navigate before she can even begin to accomplish anything.
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# ¿ Mar 16, 2016 01:35 |
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Spiritus Nox posted:Tips for Vega? You've got great buttons, and your air attacks beat hers if you know what you're doing. Mika's wakeup isn't great? so don't be afraid to abuse that to your advantage. Don't let her in, because Vega has no reversals and no wake up. Set the pace of the neutral game, and for god's sake, don't let her get away with jumping in. If you're worried about jab tick into throw, use a V-reversal to reset to neutral. The most important thing is that if Mika is standing and not in block or hitstun, you want to be playing the neutral game with her.
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# ¿ Mar 16, 2016 01:41 |
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Spiritus Nox posted:What's the best option against jump ins? His crouching strong slash never seems to have a good angle for me, and I can't consistently beat jump ins with his jumping medium kick or air throw. Vega's best options are jump back lp. or mk. depending on range or angle OR Challenge her directly with an air throw OR and I swear to god this works if you get the timing right, lk roll. No, seriously. If she does a blocked jab into cross up jump in, forward dash or slide under her.
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# ¿ Mar 16, 2016 01:42 |
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Spiritus Nox posted:Are these also my best options against a jumping Laura? Because it feels like her air attacks beat mine 100 percent of the time she actually throws them out - which is a lot, because all the lauras I face basically just have this one really safe blockstring they keep using on me every time they get close only to mix in hops over my head so they can cross me up and do it from the other side, and it feels like if I jump up after them I wind up eating poo poo regardless of what button I pick. Am I just being too slow? Set up a training dummy to jump at you with different buttons.
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# ¿ Mar 16, 2016 03:55 |
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Weremacht posted:
if the matchup favors your neutral game and you can win a good life lead just off of your pokes and mixups, hold on to the meter for the fast kill. If your opponent can get in on you and you need to make up ground, use it on every confirm opportunity you get.
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# ¿ Mar 16, 2016 10:40 |
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bebaloorpabopalo posted:"don't get dragged down to their level" wow man.
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# ¿ Mar 17, 2016 00:45 |
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Gammatron 64 posted:I hate Rashid. I have no idea what to do against him what do you play?
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# ¿ Mar 17, 2016 14:10 |
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Gammatron 64 posted:I dunno what you'd do for Nash as Karin. The trick to beating his moonsault is to beat it on startup with a DP or something instead of on block due to its huge advantage on block. Karin kinda has to spend meter to get something like a DP and it's mostly mean to be a reversal and doesn't go too far so I dunno if that would work... Nash's moonsault is safe on block because it's really easy to interrupt with a standing normal. It doesn't become active until very late and I don't think it has any true block strings. You just have to remember that crouching against it is a bad look.
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# ¿ Mar 17, 2016 15:28 |
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Jmcrofts posted:Moonsault is basically a slightly worse version of sf4 jaguar kick tho It's more than slightly worse, every character in sf4 couldn't put you in a float state on crush counter, and Jaga kii would flat out beat the majority of buttons. It was faster, too, and allowed for even more shenanigans.
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# ¿ Mar 17, 2016 16:15 |
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cams posted:i don't know what it is, but i feel like it is a lot easier to low profile/move under stuff in this game. at least, relative to sf4. the lack of instantaneous, safe divekicks with invincible legs helps.
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# ¿ Mar 18, 2016 01:29 |
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After not watching a USFIV match in a while, I am suddenly reminded how much I didn't like the in game commentator.
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# ¿ Mar 19, 2016 02:08 |
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Spiritus Nox posted:If you trade with an air normal, that knocks you out of it and the only damage you get is the initial knee, right? Seems pretty wasteful since EX FBA gives you a similar anti air for less meter. If you trade with an air normal, you usually get a follow-up because it puts them into a float state and you almost always recover fast enough for some kind of follow up hit.
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# ¿ Mar 19, 2016 05:05 |
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Spiritus Nox posted:Same goes for EX FBA, right? Trading with EX FBA isn't as floaty. Trading with his critical art puts the target in a slow, spinning float, like a crush counter, but possibly even slower.
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# ¿ Mar 19, 2016 13:01 |
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try looking at the interaction in frametrapped
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# ¿ Mar 19, 2016 13:39 |
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bunch of people in this thread got baited.
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# ¿ Mar 20, 2016 01:13 |
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Cat Machine posted:do it after a blocked MP to frametrap people, if i start the c.LP, MP combo and confirm a block i go for b.HP and it tags a lot of people You think that's... good?
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# ¿ Mar 21, 2016 12:46 |
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Real hurthling! posted:its gonna be 29th or never if i had to guess Also that one Xbone game that goons love to hate has a solid tutorial and is made in the USA.
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# ¿ Mar 21, 2016 23:30 |
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I was going to get KI, but it's looking like it's going to be saddled as some form of exclusive Games For Windows Live: The Rebrandening™ upon release. If it does release on Steam then I might reconsider and pick it up.
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# ¿ Mar 22, 2016 02:31 |
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I'm about to make a whole lot of goons really upset:
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# ¿ Mar 23, 2016 23:59 |
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cougar cub posted:Where is my god drat car punch stage? Sega Fighters Megamix. In that one, the car stage fights back.
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# ¿ Mar 24, 2016 23:35 |
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Why do people ragequit? Why do they do it the first time I cross them up?
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# ¿ Mar 25, 2016 01:32 |
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I don't understand why, it's a pretty easy tetris piece to work with.
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# ¿ Mar 25, 2016 01:50 |
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I really love it when the whole screen shakes back and forth violently when the other player waggles their joystick.
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# ¿ Mar 25, 2016 02:16 |
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Renoistic posted:How do you handle Mika's who do command throws on you as you wake up? Block/jumpback tech option select.
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# ¿ Mar 25, 2016 12:32 |
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bebaloorpabopalo posted:This does nothing against meaty command throws, since they cannot be blocked and cannot be teched. The prejump frames work just fine.
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# ¿ Mar 25, 2016 14:07 |
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They're certainly not going to do it during Japanese prime time.
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# ¿ Mar 28, 2016 03:20 |
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Night Blade posted:
That's like the 2nd or 3rd best thing I've ever seen. edit: I'm also really, really happy that Capcom decided "Oh wait, Dhalsim is supposed to be Sikh!" A.o.D. fucked around with this message at 01:50 on Mar 29, 2016 |
# ¿ Mar 29, 2016 01:47 |
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At least one of the vega challenges teaches you a very bad combo. Like really, why would I add more links to do less damage?
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# ¿ Mar 29, 2016 03:03 |
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In Vega's case it's probably the infinite flyaway on anti-air trade in the corner.
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# ¿ Mar 29, 2016 03:44 |
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# ¿ May 9, 2024 10:45 |
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Oh hey, I play vega, here's a combo that starts with jumping HK. What's the best way to end this combo? With some linked lights and a move that doesn't knock down or corner carry???? gg capcom. gg.
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# ¿ Mar 29, 2016 11:26 |