General Fighting Game Thread #48 Turbo - !quote 16 ^_^

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[quote name='DarthPuma']I know this is crazy old, but it amazes me every time I see it.

http://uk.youtube.com/watch?v=jtuA5we0RZU&feature=related

So I'm ordering a HRAP3 sometime today or tomorrow. Do you guys have any tips on going from a pad to a stick?[/quote]

This gives me chills every time I see it. I think that I watched it about 15 times in a row the day I discovered it.

That Wong MvC2 video is crazy too. I'd never seen that one before. And I love how the announced screams "Justin Wong!!!" at the end, lol.
 
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It'll take a few losses, but it'll stick. Although, I kinda wish I had read something on T. Hawk before I went to 50+ losses to learn how to use him right.
 
not really... it's a lot better to play, lose, then read rather than reading first.

with fighting games it's best to get experience before reading up on knowledge.

I tried to read sum Litchi shyt... it didnt make any sense... it only made more sense after I figured out more moves thru actual gameplay and get my azz kicked for like $25
 
As usual, JEKKI has a point. Even though I wish I had some sort of knowledge before going in blind with Hawk, I at least know what works and what doesn't. I'm trying to find a Hawk guide right now, but for some reason, I ain't having too much luck. ANy help?
 
[quote name='Mr. Beef']As usual, JEKKI has a point. Even though I wish I had some sort of knowledge before going in blind with Hawk, I at least know what works and what doesn't. I'm trying to find a Hawk guide right now, but for some reason, I ain't having too much luck. ANy help?[/QUOTE]

http://www.shoryuken.com/wiki/index.php/T._Hawk_(ST)

It's sad that I have the link and stuff, but haven't read them yet.
 
Still, I got some nice info from that. Funny, it mentions that his RHouse throw is his best, but I didn't like it because I kept getting hit for my troubles right afterward. Also, the matchups section is (not-so) curiously absent. :lol:
 
[quote name='Mr. Beef']Although that was more Honda Ochio throws then I'd like to see.[/QUOTE]

Ochio Throws are hilarious. Probably my favorite thing to throw out when playing Honda.

JEKKI's Honda inspired me to play the fat man myself. Also I agree with your point JEKKI. Gotta play to figure things out with fighting games. Theory fighter is pretty lame.
 
Seeing Honda in action makes me think that that's exactly how The Kingpin would play if they ever released another Marvel fighter with him in it. Like, just edit the sprite a bit, and bam, perfect.
 
[quote name='JEKKI']it's a lot better to play, lose, then read rather than reading first.

with fighting games it's best to get experience before reading up on knowledge.[/quote]
QFT.

Step 1: Learn how to fight.

Step 2: Learn how to fight effectively.

Step 3: ???

Step 4: PROFIT!!!

Disclaimer: Steps 3 & 4 may not be effective when trying to learn a fighting game. Your results may very.
 
Yea man I can never figure out when to use the Ochio throw effectively. I try to charge the hcb motion and use the negative edge technique.. but I don't know what situations to use it in. Honda isn't really one of my main dudes but I'm ok with him (probably cuz I play him somewhat similar to how I play Blanka). I love how his fierce million hand slap does so much chip damage. I've seen other players do the jumping butt attack (don't know how to do this? no not the flying butt attack, just jumping) and then immediately Ochio throw.. it was pretty cool.
 
Jumping butt is down+short in the air, I think. One of the kicks. Then you use the block or hit lag to Ochio throw to your heart's content. It's similar to how Hawk and Gief work.
 
[quote name='DarthPuma']I went on shoryuken to try to learn how to play Ryu and the guide made my head hurt. I'm defintely going to have to ease into this.[/quote]
Ryu is one of the simplest conceptual characters... time your fireballs right, shoryuken any jump in attempts, hurricane kick through the right projectiles, and know how to cancel your sweep into a fireball.

Knowing and perfecting that is good enough to get through most (if not all) players. Easier said than done, though. You don't need to learn anything complex like comboing f+fierce - c.mk - super to stay competitive.

I think that's why I like SF2 a lot. It's amazingly conceptually simple.
 
[quote name='kainzero']Ryu is one of the simplest conceptual characters... time your fireballs right, shoryuken any jump in attempts, hurricane kick through the right projectiles, and know how to cancel your sweep into a fireball.

Knowing and perfecting that is good enough to get through most (if not all) players. Easier said than done, though. You don't need to learn anything complex like comboing f+fierce - c.mk - super to stay competitive.

I think that's why I like SF2 a lot. It's amazingly conceptually simple.[/quote]
^That's pretty much Ryu's strategy, tried and true.

Really though, Darth, you gotta start with the basics. Combos are cool and all, but I feel they are nothing without a good head on your shoulders.

I personally think throws and projectiles in this game are immense, a huge part of the game. Therefore, you should practice on those (timing and execution). After you learn these, I'm sure the rest will follow.

With Ryu, the projectile dept. is easily taken care of. What usually augments the fireball game are zoning and spacing. Which I really think can only be learnt from practice against other people. These two things delve into reading the opponent and controlling space.

If you just shoot fireballs all the time, the opponent will most likely catch onto your rhythm and just jump over when you are unable to retaliate. So you just gotta mix it up and at the same time predict what your opponent will do.

However before all this Jedi mind reading stuff, you should be able to execute moves easily. Instead of thinking, "ok, now I have to do a qcf+p to do a fireball", you should work up to the point where you think "now I have to do a fireball." Basically, make excecution second nature. If you're already past this point, disregard it.

Really though, try not to complicate things, rather simplify them. Take it bit by bit. (ironically look at my post...)

Being very good at a game doesn't appear over night, it takes time. I sure as hell have a long way to go. Personally I haven't played sf2 as a kid, so it's a new thing to me. Whereas many others, both in the FGT and SF community have been playing this shit for years.
 
Put me in the camp of people who didn't play SF as a kid. It takes more time than you think, but once you get it down, it feels like you've been doing it since the beginning of time. Plus, it just feels damn good.
 
I played it as a kid thanks to a friend of mine who was overly obsessed with fighting games such as SFII and Mortal Kombat games.

It was always cool to see MK gore and blood when you are only around 10 years old or less.

I thank alot of my video gaming upbringing to him. I hope to see him again sometime in my life to see what he's up to.
 
[quote name='Mr. Beef']I remember my dad liked Chun-Li cause she had big boobs, so he made me pick her. Right in front of my mom, too. :lol:[/quote]
LOL

Maybe it's just me, but aren't Chun's boobs larger in Remix?
 
Another thing that makes Ryu slightly sicker in this version is his fake fireball. You go fireball, fireball, fireball, the opponent expects you to shoot another one, so they jump.. if you see them jump you can shoryuken.. or if you just expect them to jump you can do fake fireball -> real fireball or fake fireball -> shoryuken real quick. It's a pretty effective fake out.
 
[quote name='option.iv']^That's pretty much Ryu's strategy, tried and true.

Really though, Darth, you gotta start with the basics. Combos are cool and all, but I feel they are nothing without a good head on your shoulders.

I personally think throws and projectiles in this game are immense, a huge part of the game. Therefore, you should practice on those (timing and execution). After you learn these, I'm sure the rest will follow.

With Ryu, the projectile dept. is easily taken care of. What usually augments the fireball game are zoning and spacing. Which I really think can only be learnt from practice against other people. These two things delve into reading the opponent and controlling space.

If you just shoot fireballs all the time, the opponent will most likely catch onto your rhythm and just jump over when you are unable to retaliate. So you just gotta mix it up and at the same time predict what your opponent will do.

However before all this Jedi mind reading stuff, you should be able to execute moves easily. Instead of thinking, "ok, now I have to do a qcf+p to do a fireball", you should work up to the point where you think "now I have to do a fireball." Basically, make excecution second nature. If you're already past this point, disregard it.

Really though, try not to complicate things, rather simplify them. Take it bit by bit. (ironically look at my post...)

Being very good at a game doesn't appear over night, it takes time. I sure as hell have a long way to go. Personally I haven't played sf2 as a kid, so it's a new thing to me. Whereas many others, both in the FGT and SF community have been playing this shit for years.[/QUOTE]


Thanks for the help man. I've got the simple parts of him down, fireballs to make room, shoryuken when close, throws when possible. I don't have the timing perfect on the fireballs yet though, and I can't use the hurricane kick effectively.

I'm glad to hear you don't have to know the combos though. I almost have one of his bread and butters down (the first one on his shoryuken guide) but the rest were hard to pull off.
 
[quote name='option.iv']LOL

Maybe it's just me, but aren't Chun's boobs larger in Remix?[/quote]

They were surprisingly ginormous in the original ST, if I remember correctly. I'd put up a pic comparison if images weren't blocked at my work. :lol:

I know it's weak, but I started my fighting game fanaticism with Marvel vs. Capcom in the arcades, back when arcades were still alive here on the east coast. Then I moved in Marvel vs. Capcom 2, then Street Fighter Alphas, then Capcom vs. SNKs, then Street Fighter 3s, blah, blah, blah.

I had Street Fighter II Championship Edition for the Genesis way back when, but it never clicked with me. I never got the execution right. It was only once I saw the crazy flashiness that was MvC when I really learned to play Capcom fighters, and 2D fighters in general.
 
[quote name='PhrostByte']Another thing that makes Ryu slightly sicker in this version is his fake fireball. You go fireball, fireball, fireball, the opponent expects you to shoot another one, so they jump.. if you see them jump you can shoryuken.. or if you just expect them to jump you can do fake fireball -> real fireball or fake fireball -> shoryuken real quick. It's a pretty effective fake out.[/QUOTE]

I'm not a Shoto player but I didn't find the addition of a "fake" fireball all that hot for Ryu. Maybe I'm the only one.

Any decent Shoto player with a relative idea of timing, spacing/zoning is enough to ruin my day without the addition of a "fake" fireball.
 
[quote name='asianxcore']I'm not a Shoto player but I didn't find the addition of a "fake" fireball all that hot for Ryu. Maybe I'm the only one.

Any decent Shoto player with a relative idea of timing, spacing/zoning is enough to ruin my day without the addition of a "fake" fireball.[/quote]

I think it has its uses. Its not a necessary move, but it supplements Ryu's arsenal well. After all, jumping out of a corner trap relies on some predictive measure and if you're looking at the beginning animations of a fireball, you could be timing a jump out of it... and get Shoryukened in the face.

I haven't fooled around with it enough, though. If you fake fireball and the opponent sends out a projectile to nullify, will the recovery time be short enough to hurricane kick over it/ fireball nullify it?

I actually like the premise behind the fake fireball more than its use in gameplay. It's like Ryu's saying, "Ohhh, I faked you out, sucka!" every time he does it, heehee.
 
[quote name='PhrostByte']Yea man I can never figure out when to use the Ochio throw effectively. I try to charge the hcb motion and use the negative edge technique.. but I don't know what situations to use it in. Honda isn't really one of my main dudes but I'm ok with him (probably cuz I play him somewhat similar to how I play Blanka). I love how his fierce million hand slap does so much chip damage. I've seen other players do the jumping butt attack (don't know how to do this? no not the flying butt attack, just jumping) and then immediately Ochio throw.. it was pretty cool.[/QUOTE]Man that ochio throw still weirds me out! I've actually incorporated it into my Honda game now, but it still comes out accidentally all the time. Like I'll block a move and start mashing punch to do a hundred handslap - then BAM, a surprise ochio comes out! I guess I'm just doing half-circle motions into my blocking stance without realizing it??
 
[quote name='BustaUppa']Man that ochio throw still weirds me out! I've actually incorporated it into my Honda game now, but it still comes out accidentally all the time. Like I'll block a move and start mashing punch to do a hundred handslap - then BAM, a surprise ochio comes out! I guess I'm just doing half-circle motions into my blocking stance without realizing it??[/quote]

You don't play E.Honda. E.Honda plays you.
 
One thing I like to visualize when throwing fireballs is to imagine where the opponent would land after I throw one and he jumps. I use that to time my next one, adding a delay here and there. It's best to learn this in Ryu vs. E.Honda because Ryu SHOULD dominate the match if he fireballs right.

Cancelling sweep into fireball is also important because you can push them back a fair distance to start fireballing again.

J.HK - C.MK - HP Fireball is really good to know, but you shouldn't expect to hit with combos in a real match. I only combo if the opponent can't block a crossup, attempts and misses their reversal, or is dizzy. Also, if you do a combo and it gets completely blocked, you can then try to throw some time during the combo.

The only time I really hurricane kick is to get through projectiles (Guile's Sonic Boom, Yoga Fire, low Tiger Shot) and to build meter by running away. With Ken you can Juice Kick to get you really close if you anticipate a fireball, but that's Ken and we're talking about Ryu.

I spam fake fireball just to put it in their head that I can fake.
 
[quote name='asianxcore']I'm not a Shoto player but I didn't find the addition of a "fake" fireball all that hot for Ryu. Maybe I'm the only one.

Any decent Shoto player with a relative idea of timing, spacing/zoning is enough to ruin my day without the addition of a "fake" fireball.[/quote]


Hadokens into shoryuken trap was one of my staples back in the day, so yeah, I'd agree with you there. I lost track of all the different versions of Turbo, Hyper, etc. though, so I don't remember how effective that was over all the iterations.
 
[quote name='suko_32']Why do I see more Ken's than Ryu's?

Also, I can't seem to time it right where E. Honda goes through Fireballs.[/quote]
probably 'cause ken is white. i'm not even joking.

ryu is generally more solid than ken because he has a better super and better recovery on fireballs, whereas ken needs to be able to tick throw and play DP guessing games which are great when they work in your favor, but they aren't very solid.
 
[quote name='suko_32']Why do I see more Ken's than Ryu's?[/QUOTE]I think it's because Ken has the "fun" versions of the shoto moves. The multi-hitting hurricane kick is fun, even though the knockdown version may be strategically preferable. And the FLAMING dragon punch is a sentimental favorite... plus more hits = more fun.

What are some strategic applications for Ken's crazy kicks? Safest special move for some chip damage maybe?
 
[quote name='BustaUppa']I think it's because Ken has the "fun" versions of the shoto moves. The multi-hitting hurricane kick is fun, even though the knockdown version may be strategically preferable. And the FLAMING dragon punch is a sentimental favorite... plus more hits = more fun.

What are some strategic applications for Ken's crazy kicks? Safest special move for some chip damage maybe?[/quote]

Does Ken have his standing kick variations in HD Remix? I haven't played in a while now. I remember that in Capcom v SNK 2, his Rib Smasher was a safe, high priority move, with good range that did awesome guard damage. Otherwise, I always thought that his kicks were sort of worthless.

They're also overhead attacks, which I guess is nice, but they don't chip and are slow on startup, I think. One of them knocks the opponent down, so it sets them up for a crossup, I suppose.

.
 
What system is everyone getting SF4 on? I'm getting the PS3 version for sure, but I might YF360G the 360 version if I dual mod my stick.
 
[quote name='hankmecrankme']PS3 CE for that Bluray, and PC version later when it comes out.

360 SFIV TE stick too, going to dual mod that.[/QUOTE]

The movie comes on Blu Ray on the PS3 version? Sick, I'm definitely grabbing it now.
 
[quote name='GuardianE']Does Ken have his standing kick variations in HD Remix? I haven't played in a while now. I remember that in Capcom v SNK 2, his Rib Smasher was a safe, high priority move, with good range that did awesome guard damage. Otherwise, I always thought that his kicks were sort of worthless.

They're also overhead attacks, which I guess is nice, but they don't chip and are slow on startup, I think. One of them knocks the opponent down, so it sets them up for a crossup, I suppose.[/quote]
he can do some crazy combos. like against fei long...
crossup j.mk - c.mk - qcf+mk(hold) - c.hk

i think it dizzies.
other than that, qcf+mk is your replacement in combos for fireballs, you can do some weird unreliable deadbody crossup with qcf+hk, and it's your overhead, so there's not much.
 
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