Forums - Geese teaches Third Strike! Ask anything! Forums (http://www.shoryuken.com/forums/index.php) - Strategy & Tactics (http://www.shoryuken.com/forums/forumdisplay.php?forumid=10) -- Geese teaches Third Strike! Ask anything! (http://www.shoryuken.com/forums/showthread.php?threadid=9919) Posted by Geese on April 1st, 2001 09:13 PM: I know the damn game well enough. I have it afterall. While my dexterity has not been so great lately (it's that piece of shit arcade at my university) I know the game in and out. Ask me anything, and I'll have fun responding. Here we go... __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by will on April 1st, 2001 09:42 PM: Here's one: What's the most damaging combo possible using Oro's Tengu Stone super? What moves will and what moves won't keep your opponent juggling? Posted by Geese on April 1st, 2001 10:11 PM: I believe the most damagin combo with him can be found at White Tower... It's like 42 hits. You have to start in the corner, jump straight up with rh, then s. strong to juggle them, then cancel that (before second hit hits) into his hop move (HCF + Forward kick), then juggle with s. strong, hop move, then s. strong, hop move, s. strong, cancel into Tengu Stone super, dash forward, c. fierce, cancel into forward hop (or it might be a j. roundhouse), c. fierce, repeat until u get to other side of screen...end how u like. You should really check out the video. It's quite small. Anyway, I personally think this combo is a waste cause it's quite hard to do, and it's only like 50% damage. I would rather use Super I and get them with the MAX version which does around 50% too. Oh, about the moves that will keep them juggled. C. fierce keeps them juggled...i think s. rh keeps them juggled. As I said I don't like this super at all cause ppl are not stupid...they will turtle when they see u activate. And even if u do get the combo started, trying to keep it going is extremely difficult. It's a waste of super for most ppl cause most won't get past the 8 hit probably. I can completely dominate most ppl with Oro just because of his double jump. Abuse that move like there's no tomorrow. Also, I recommend the first super because it's just plain nasty if u connect. Or use the booger super if u wanna have EX's...and Oro has some NASTY EX moves. It's also really to charge. PLUS, if u wanna finish them off, do the MAX level fireball, and watch u shed a tear of nostalgia when the INSANE chip damage reminds u of sweet Gill's AOD super. Oro also has good pokes. Get in, do s. short*2, s. forward. Abuse the s. forward...very good move. Fireball is good for jumpers until they start parrying...but who gives a shit, cause they won't be able to do anything to counter if u did it right (meaning well ahead before they get near u). Remember, his EX moves are very powerful and useful. His jab uppercut is good too on most ppl. Use his s. and c. strongs to poke cause they have longer reach and faster than his forwards. His s. fierce is garbage in my opinions (way to slow). His j. forward should be main jumpin cause it has good priority and it is made for jumpins (bad thing is that it doesn't stun too well). Oro is good. Very good. he's also super fun. Hope that helped. __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by LOLO on April 1st, 2001 10:27 PM: lol... i wish i know how to use Oro~~ i only know how to use his SA-I~~ but not the rest~~ hehehe... __________________ - the untouchable Posted by LOLO on April 1st, 2001 10:30 PM: yo Geese~~ i was in my local arcade last nite~~ the one w/ those neat Japanese cabinets~~ there was a high level player there last nite~~ really wish u was there~~ hehehe... he's just so good... i have to use my Akuma to beat him~~ __________________ - the untouchable Posted by Sho 2 on April 1st, 2001 10:31 PM: I have started using Yun and Yang lately and I was just wondering if you could with strats and combos and the best super(s) for each. Thanks. __________________ With so Many Shotos, I had to make my gi blue - Sho Posted by Geese on April 1st, 2001 10:34 PM: LOLO... Yeah I wish I was there too. I feel my skills are not as up there as they could be cause London comp. is crap. Anyway, maybe I'll drop by Toronto this summer and see u..lol. I'll probably have to pull out Akuma too...it's all about the taunt baby!!!! __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by LOLO on April 1st, 2001 10:42 PM: Geese... i love Ken's taunt da best~~ good way to piss ppl off~~ so they'll make more and more mistakes~~ hehehe... and Mr. Sho 2 is asking for Yun/Yang help~~ guess i'll just scroll back for a few pages and copy and paste what i typed about Yang before~~ i'll leave Yun w/ u, how's that?? __________________ - the untouchable Posted by Geese on April 1st, 2001 10:49 PM: Sho2... Yun and Yang are very good my friend. First I'll start off with Yang cause I like him best. First, u must know THE combo. s. strong, s. fierce, Back + fierce. Good chain. Period. Abuse against idiots. Next, he has good pokes. Always poke with these guys. Use s. forward as good pressure move, and somewhat of an anti-air when they jump from far away. C. forward is very good too, and if it connects, u can link into his fireball move (the feilong punches)*3. His QCF and kick move (The roll) is excellent for fireballers (translation...against scrubs). His roll super serves the same purpose. You can also link it from his CHAIN (from now on CHAIN will refer to the one mentioned above). Does pretty good damage. His roll super if used at right time can also punish ppl who like to jump back. Timing is difficult, just experiment, cause it will catch them as they land. U can also chain roll super from c. forward, i believe. For jumpins, I mostly just use dive kicks. Remember to always hit their feet so u can combo afterwards. Also learn the distance where u can super jump, and get their feet. This way, u can start putting pressure on from across screen. Also, when u become more advanced, learn to fake them out with premature short dive kicks. They might THINK they'll get u with their almighty SHINRYUKEN, but then u can fuck em up the ass hardcore with a super (make sure to taunt afterwards). Also, Yang's s. fierce is very good poke. His c. shorts have garbage range but are very fast. Do like 2*c. shorts, c. forward, s. forward, teleport to other side, continue. I dunno, just experiment. His teleport is super awesome...learn to abuse it against ppl cause it can deceive really well. U can escape corner traps with it, can close space to pressure, can punish high lag moves from across screen by dashing in quickly with the teleport. Lastly, my favorite super is the first one, cause it does the best damage, it's pretty easy to combo off the CHAIN, and it looks super cool. Do it on get ups, punish missed moves, etc. U can use as deep anti-air, u just won't get many hits off it. Oh, his trip is good too. It looks sweet and it's fast too. Short range though. Now, Yun... Well, Yun is pretty different from Yang. He has the same CHAIN, pokes. He's got his f. fierce poke, his got his jab QCF dash move as a sort of poke. Yun's best super is his You Ho in my opinion. Combo it off the CHAIN, then juggle with strong DP + punch move, then juggle with fierce dash move. I don't really like Super II, and Super III is for experts because newbies will do jack shit with it. I don't know how to use Super III extensively. Look at vids. Yun's moves aren't that great in my opinion. I wouldn't use them much. His other chain he's got that Yang doesn't is his s. jab, s. short, s. strong, then whatever u wanna tag on at the end. Experiment. I don't really like Yun. I would stick to yang...he's cool and he drools...uh..no... later. __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by LOLO on April 1st, 2001 10:50 PM: here is some of the stuff about Yang~~ i typed that up the other day in the Combo Master's thread, so i am doing a little copy and paste here~~ i seriously doesn't think i covered everythg~~ so feel free to add more to that~~ -- Yang -- Yang have lotsa poking moves which made him kinda deadly~~ but since he have to throw out so soo many attacks, it will be kinda dangerous using Yang (coz u need to poke ppl so many time but ppl can just take ONE chance to ShinShoryuken u and u are gone)~~ -- Basic Combos -- the most stupid one is his target combo~~ it's not too useful but it's a good move to keep ppl in distance~~ it's done by s.Short, s.Foward, s.Roundhouse~~ u have to press these buttons very fast for this combo to come out~~ Yang has a nice air-combo, but it can only be done to grounded opponent unlike Yun's~~ it's done by doing a j.Foward, then down+forward+Foward (dive kick)~~ note: dive kick can only be done w/ a forward or vertical jump, but not back jump~~ he has his 3 Hits standard combo just like his brother~~ done by doing a s.Strong, s.Fierce, back+Fierce~~ the last hit can be buffered into any of his 3 super arts~~ it's recommended u use SA-II~~ if u buffer into SA-I, it'll still hit, but u'll got less hits and less damage since ur opponent won't be standing on the ground anymore after the 3rd hit of the combo~~ his Elbow Slash X3 is a useful combo since u can control to have 1, 2 or 3 hits~~ if u see ppl blocking ur 1st Elbow Slash, just stop doing the rest coz after the 3rd Hit, u'll leave urself wide open~~ try to combo the Elbow Slash X3 off either from a s.Fierce, or from a c.Foward for one more hit~~ his EX Elbow Slash is his best stunning move so use it whenever u can~~ -- Anti-Air -- there are no effective anti-air attack for Yang~~ the best way to do it is to throw out SA-I or SA-II as late as possible (using SA-II will be easier)~~ if u don't have ur super meter charged, simply throw out some normal attacks like s.Strong, s.Fierce, far range s.Foward, close range s.Foward~~ it's hard to hit ppl w/ a close range s.Foward as anti-air, but it's possible~~ u have to get real close w/ ur opponent for that to happen (means doing it as late as possible)~~ but the problem is if ppl gets that close, he would've kick or punch u first before he got in range for the close range s.Foward kick~~ the best way to make this happen is to parry ppl's hit first, then do a close range s.Foward~~ after a close range s.Foward kick, u can juggle ppl w/ a Foward or EX Rolling Kick~~ -- Advance Combo -- there are not much advance combo of Yang except this one: do a s.Fierce, cancel into EX Rolling Kick, then do SF-II the very moment u land on the ground~~ it connects, but timing is important~~ -- Yang's Sei'ei Enbu Super Art -- just in case u dunno the name, this is his custom combo super art~~ and i seriously have not too much experience about this super art~~ after it's activated, what u have to do is to keep repeating the following until the time bar runs out~~ starts ur combo at extremely close range, c.Short, c.Foward, Fierce Elbow Slash X2~~ it hits alot, but hard to perform~~ timing is extremely tight when u are combo-ing w/ the c.Short again after the 2nd Elbow Slash~~ just keep practicing~~ i have seen a combo vid doing the following, but i am not sure did he turn on any of the extra juggling feature in his DC~~ it's done by repeating Elbow Slash X2, then throw out the target combo (the 3 kicks)~~ i have nvr tried this one, but it looks possible to me~~ i don't know any setup will combo into Sei'ei Enbu~~ Oops... but try this: cancel a s.Fierce into the super art, then quickly do a c.Foward then into Elbow Slash X2~~ hope this will work~~ hehehe... -- Strats -- practice w/ his poking move~~ make up ur own combination of c.Short, c.Foward, c.Strong, foward+Foward, and the universal overhead~~ that should be confusing enough~~ do ur dive kick properly so ur opponent won't stand a chance to throw u~~ it's the best for ur dive kick to hit the lower half of the body of ur opponent~~ never use his teleporting since he doesn't have too much invincible time frames (unlike Akuma's)~~ some ppl thinks it's a good idea to teleporting right into the opponent's back and do a throw quickly~~ it's a terrible idea doing that since ppl can throw u before u can throw them~~ here's a kinda better setup if u insist to teleport in battle~~ first do a s.Fierce (doesn't matter if ppl blocks it), then cancel that into Short teleporting so u'll end up on the back of ur opponent while they are still in the blocking position~~ quickly do a throw or SA~~ note: ppl can still block ur SA, they just have to change their direction of blocking~~ and it's safer to throw ppl this way coz slow ppl may not stand a chance to throw u due to their blocking position~~ the best they can do is a throw escape~~ but they can always throw a high priority super art at u while u are still in ur teleport phase~~ -- Effective way to beat Gill -- sorrie to say, but it's a NO again~~ i only beat Gill for 2 times in my whole life using Yang~~ hehehe... Yun have better chance to beat Gill, but not Yang~~ what u can do w/ Yang is to keep jumping into Gill, cross ur fingers hoping he's not gonna kick ur ass, when u get close, do the 2 Hits air combo~~ when u land do the 3 Hits combo~~ note: Gill parrys alot, but it's rare that he do 2 parrying in a role~~ just keep doing this dangerous strats and u might win w/ luck~~ hehehe... Ken __________________ - the untouchable Posted by Geese on April 1st, 2001 10:53 PM: I forgot to mention Yang's j. forward into diving forward kick and his three kick chain. Good job LOLO...lol! Anyway, yeah Yang's da shit. I like him way better than Yun. Don't do Super I as anti-air...u will get way less hits!!! that's it for now... later. __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by strider_hien on April 1st, 2001 11:57 PM: hey guys! i need some beginner combos for Remy, as well as some insane and intermediate ones. thanks! Some strats would be good too! __________________ Thanks to Spidey from Tagmonkey for making me this avatar! It's good to meet a girl in a park, but it is better to park your meat in a girl Posted by LOLO on April 2nd, 2001 12:01 AM: quote: Originally posted by strider_hien hey guys! i need some beginner combos for Remy, as well as some insane and intermediate ones. thanks! Some strats would be good too! i post sthg about Remy in ur own thread~~ go check it out~~ __________________ - the untouchable Posted by Geese on April 2nd, 2001 12:33 AM: Remy sux...jk...well, sort of. J. rh, s. strong, fierce sonic boom (with Super I or II tagged on at the end) j. rh, c. strong, rh flash kick (w/ Super I or II tagged on at the end) These are all the combos u need. As for strats, keep em away with high and low sonic booms until they start coming in, which they will. Flash kick them if they jump until they start parryin...then start throwing them or super combing them. Juggle with c. fierce, into super, or whatever move u wanna do afterwards. Cold Blue Kick has almost no recovery, so throw after. Counter super (III) is garbage don't bother. Poke with his strongs cause and weak attacks. His forwards suck in my opinion...too slow and they look ugly. strong into special is best thing to fight off attackers. Remy is okay. Nothing special though. Be sure to pick forward color always (pink hair and the like). later. __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by LOLO on April 2nd, 2001 10:57 AM: *bump for Geese* yo Geese, just saw u got urself a new avatar~~ good job~~ damn i wish i have my own avatar~~ __________________ - the untouchable Posted by LOLO on April 2nd, 2001 11:40 AM: i found out a cool combo of Yun~~ it's w/ his YouHou super art~~ after doing a close range s.Forward kick (the launch kick), quickly do a Jap Shoulder Check cancel into YouHou~~ this looks really cool coz it catches ppl on their way down~~ after the super art, u can follow up w/ a Strong Shoulder Check, then a Strong Dashing Punch~~ giving u a 7 Hits combo~~ since there's only 2 hits before the YouHou~~ so the damage reduction won't affect that much when comparing to combo it off his 3 Hits and 4 Hits combo~~ and this combo looks cooler~~ but way harder to pull off~~ u need to know ur timing very well~~ not the Jap Shoulder Check~~ but w/ ur s.Foward kick~~ u need to do it as close as possible and have to hit ur opponent when they are on the ground~~ if u hit ppl in the mid-air, ur Jap Shoulder Check will miss~~ so the best way to do this is to parry other ppl's move, then kick them in the air as late as possible~~ __________________ - the untouchable Posted by Geese on April 2nd, 2001 04:17 PM: Hey LOLO... Yeah i made that cheap avatar in like 1 minute in Photoshop...I figured why should I waste time making one? I'll probably change it in a week...oh well. Anyway, nice combo, i'm gonna try it. Btw, can u meet with me this Friday to play downtown, or are u going home right away? __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by Evil Ryu on April 2nd, 2001 05:09 PM: What are some of the really damaging Akuma combos that require super meters???? the only one I know is j roundhouse -> s. feirce -> lk hurricane -> hp shoryu supercanceled into any super....... is there any more lengthy combos that do more damage??? Posted by LOLO on April 2nd, 2001 05:32 PM: quote: Originally posted by Evil Ryu What are some of the really damaging Akuma combos that require super meters???? the only one I know is j roundhouse -> s. feirce -> lk hurricane -> hp shoryu supercanceled into any super....... is there any more lengthy combos that do more damage??? well... seriously even w/o the super art, the 1st part of ur combo is already the most damaging one of Akuma~~ that's all u need to know~~ the most important thing right now is how to apply that in actual battle~~ __________________ - the untouchable Posted by LOLO on April 2nd, 2001 05:35 PM: Geese... i am not sure am i going back home this wkn or not~~ have to see my exam schedual first~~ out classes ends at friday this wk right?? so probably having finals next week?? lol... i seriously have no clue~~ if there're exams in early next wk i guess i'll just spend the wkn in London~~ yea so we can play a game or 2~~ if having exams later in the wk i guess i'll just go back to Toronto then~~ __________________ - the untouchable Posted by VenomFang on April 2nd, 2001 08:56 PM: K, umm... Any tips on parrying Chun-Li's SA 2? If I don't try, I'll never get better. :P Also, say Akuma does a ground Messatsu Hadou on me, and I start parrying. I'm parrying through the first two/three hits, or whatever, and Akuma has jumped and does an air Messatsu Hadou. There is no way to parry both of these 'at once', correct? Like trading off parries between the two or whatever? Thanks, -vf Posted by Geese on April 2nd, 2001 09:07 PM: Evil Ryu... That's about as damagin as u can get. Also, u can link a far s. rh into Ragin Demon if ur fast. It'll impress ur friends. Lastly, I wanna say this. Akuma is about keeping the pressure on with pokes...have u ever seen CPU Akuma play? That's exactly what u should strive for. My fave poking sequence as they get up is: c. jab, c. short, UO (universal overhead), s. forward That's what u should be striving for, not stupid combos that scrubs pull off. Only Akuma scrubs jumpin and do combos like that...no offense. If u have opportunity to do it, do it! But don't jump in. You gotta pressure with pokes. AND DON'T UNDERESTIMATE THE S. FORWARD!!!! It's his second best poke! Other than the c. forward. Basically, don't be a scrub...poke, be an opportunist, don't pull out supers just out of blue...and be sure to use the dive kick (the DP motion and kick one), and throw them after the first few punches or divekicks. Plus, if u press punch in air, he does a sweet ass knockdown punch. Ask me more strats if u need any. PS, REMEMBER, HIS GOD HAND SUPER HAS SUPER DUPER INCREDIBLE INVINCIBILITY, SO DO IT WHEN THEY DO STUPID SHIT, LIKE A HURRICANE KICK OR SOME OTHER HIGH LAG MOVE! __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by Geese on April 2nd, 2001 09:12 PM: Venomfang... Don't bother...if ur opponent's good, they will only do it after a connected c. forward, or they will do it to go through a fireball u threw. Bottom line is that if they did it out of nowhere, they're a scrub, or they were good but they messed up. In either case, u can punish after u block cause she has big lag. Let's be realistic, unless u are down to nothing, u don't need to parry it all...just learn to parry the last hit. But as i said, even if u block, u will still have time to punish. Basically, what i'm getting at is this...if u blocked it, ur opponents not good, so u'll beat them either way. __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by Evil Ryu on April 2nd, 2001 10:05 PM: Thanx man...... I'll try to refrain myself from waiting and start getting agressive with pokes and suck....... too bad he and Ryu lost the hop kick from the alpha series........ Posted by LOLO on April 2nd, 2001 10:43 PM: quote: Originally posted by VenomFang K, umm... Any tips on parrying Chun-Li's SA 2? If I don't try, I'll never get better. :P Also, say Akuma does a ground Messatsu Hadou on me, and I start parrying. I'm parrying through the first two/three hits, or whatever, and Akuma has jumped and does an air Messatsu Hadou. There is no way to parry both of these 'at once', correct? Like trading off parries between the two or whatever? Thanks, -vf ChunLi's SA-II is just a 8-8-1 pattern~~ it's basically like parrying some fireballs~~ the super art really looks like she's kicking fast, but ur parrying will cause a delay in b/w~~ it's like 8 Hadoukens, delay, then 8 Hadoukens again, delay, tap forward again to parry the last hit~~ no big deal~~ the good thing about parrying this super is it gave u more than enough time to get prepare for the parryings after the super flash delay since that super art does not have high priority~~ the best way to learn parrying her SA-II is to practice her Lightning Kicks first~~ whenever the CPU is doing it, just jump in for 6 air parryings~~ and for parrying Akuma's Messatsu Hadou + follow up attacks, when u are first parrying the Messatsu Hadou, things will got delayed, and u'll be more easy to see what kinda moves Akuma is gonna throw at u~~ when u see the 1st few frames of that moves, just tap forward when u see that attack coming~~ note: that parry may cause u to parry one of the Messatsu Hadou's Hadouken at the same time~~ but it doesn't always happen like that~~ and nthg will look like ur scenario in actual, coz Akuma is not gonna be that nice to throw an air Hadouken at u only~~ he have more options to kick ur ass~~ __________________ - the untouchable Posted by arcticninja on April 3rd, 2001 12:12 AM: Damn, I wish I could parry like that... Hey, Geese, are you going downtown this week? Need to practise playing Third Strike against someone other than the computer. __________________ As a story is told and retold over the course of generations, no matter the attention paid to detail and no matter the importance of the tale, the truth is gradually nibbled away by little mistakes and innocent exaggerations. Carried off on these well-intentioned, tiny feet, the facts deteriorate softly and painlessly into a condition generally referred as "shrouded by time." The legends concerning the Arctic Ninja are shrouded by time. Posted by LOLO on April 3rd, 2001 12:28 AM: quote: Originally posted by arcticninja Damn, I wish I could parry like that... Hey, Geese, are you going downtown this week? Need to practise playing Third Strike against someone other than the computer. lol... i'll play u~~ __________________ - the untouchable Posted by LOLO on April 3rd, 2001 12:29 AM: ARGG... forum bugs again~~ *bump* __________________ - the untouchable Posted by Geese on April 3rd, 2001 05:06 AM: Evil Ryu... I know how u feel about he hopkick man...i loved that move in Alpha series...they raped it in CVS...i hate it there. They should of had it in SF3 series...but nooo, they had to give Ryu that worthless f + fierce move...what a waste! __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by LOLO on April 3rd, 2001 05:13 AM: Geese... lol... i agree totally~~ Ryu's foward+Fierce is just a moves to screw u up~~ so it'll become harder for ppl to combo a s.Fierce into Shoryuken~~ hehehe... and the Hopkick u were talking about, is that the stupid kick that require Ken to fall on the ground?? __________________ - the untouchable Posted by Geese on April 3rd, 2001 05:13 AM: arcticninja... yeah im going and im gonna stay there for like 4 hours cause school will be out.......YESSSSSSSSSS!!!!!! LOLO...u should join us...it will be really fun... PS. ninja..Friday will be the day i beat u in MVC2 __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by LOLO on April 3rd, 2001 05:56 AM: Geese... this thread is getting boring~~ post sthg that is ass-kicking~~ hehehe... i hate it when ppl says 3rd Strike is a boring game~~ ARGG... __________________ - the untouchable Posted by DeadlyRaveNeo on April 3rd, 2001 06:29 AM: quote: Originally posted by will Here's one: What's the most damaging combo possible using Oro's Tengu Stone super? What moves will and what moves won't keep your opponent juggling? I'm not sure about most damaging combo but from what I hear you can do a super jump then QCF+MK instead of going straight into QCF+MK from standing close MP, to position properly, it is really tight to pull off though, notice how the standing close MP cancels into a super jump, I dunno anyone who can do this tight manual sj QCF+MK combo though, I've seen people do it but its in the corner. As for moves that will keep the opponent juggling, almost anything as well, in the corner, its safer and more damaging to jump after the guy when they are launched while the EX Tengu Stone is hitting. Roundhouse, back + forward, middle punch, etc, those are usually what I use. I was playing today at a local arcade, and the controls aren't cooperating with me, I pulled this a Tengu Stone combo off somebody but unfortunately he didn't die yet and then he landed like one Ken combo on me and took off half my life :-( that's totally unfair. LOL I hate Ken. __________________ Street Fighter Toronto << Local Arcade News, Arcade Reviews, FAQ's (under construction) IRC - #TOSF at EFNET Posted by DeadlyRaveNeo on April 3rd, 2001 06:38 AM: oooops...sorry double post __________________ Street Fighter Toronto << Local Arcade News, Arcade Reviews, FAQ's (under construction) IRC - #TOSF at EFNET Posted by OrangeCat on April 3rd, 2001 06:53 AM: Just wondering about the strats for the Chun-miester. I have a good poking game going on. Every so often pull off a C.short, C.forward, and a C. Strong. Fools most people cause they really underestimate the range of the C. Strong. I just love it. Got the J.DT. fierce, C. forward, XX SA2 XX SJ. FPx2, QCB K (depends on the range). I now parrying pretty good, but still a novice since the most I can parry quickly is Sean's Hurricane Kick or Gouki's HP Flaming Gou Hadouken. So anything that ye can suggest, expeically long combos? Orange Cat __________________ http://ne.fgn.com/sas/vs-donmorr.gif -Now time to go...wait a sec, this isn't a bowling ball! Posted by Zax on April 3rd, 2001 09:27 AM: What are the best ways to combo after yun's 3rd super art out of the corner? So what are your options after jp,sk,mp->f,d,df+jp? (besides f,d,df+mp) Posted by elffzero on April 3rd, 2001 11:35 AM: OK new subtopic! i saw all the posts on uriens unblockable aegis reflector setups but what about oro's? i heard he can do the same thing w/ his yagyou dama.. and exactly how useful/practical/possible are those setups? __________________ **Elff Zero: Bringing You Better Combos Through Science!** --since 1829 Posted by Geese on April 3rd, 2001 06:14 PM: Orange Cat... Chun-Li is not a long combo person, but if u wanna do something cool, just j. rh, c. fierce, then forward bird kick, then do EX Lightning kick...i don't really think that's a combo, but it's all good in the hood anyway. If ur playing with Chun, all u should really do is do s. fierces, back + fierce, until u have meter then do c. forwardXXsuper...that's really all there is...and learn to parry shit...u gotta love my advice! No, serious, if u want long drawn out combos, goto www.gamingmatrixonline.com They got kcik ass combo vids for Chun, Remy, Urien, Hugo, Alex, and Akuma i think. They're really tiny too so they don't take long to d'l. __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by Geese on April 3rd, 2001 06:18 PM: Zax... Well i saw this vid once where the Yun did j. rh (not dive kcik), then s. jab, short, strong, strong pop up moveXX3rd super, then proceed with 5 fierce QCF + Punch moves, then finish off whatever u like. But i think it has to be Q, and they have to be dizzy or something. Also try just repeating the f + forward move over and over again...just do repetitive stuff if it works...if not, then goto www.gamingmatrixonline.com and look for Yun combos. Me, I'll stick to Super I cause it's a mini Shin Shoryuken. __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by Geese on April 3rd, 2001 06:20 PM: Elfzero... if u want detailed explanation of Urien's unblockable, goto Xerocrew's website...they got this LONG ass explanation, and MANY setups with him. It's really good. Ask someone for the website. About Oro...i dunno if he has unblockable. I thought his super grab was unblockable but i've never been countered when they get up and i grab them...but i figure it's not impossible to escape while getting up or else it would be toooo cheap...considering the damage Oro does each time (*2). __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by DeadlyRaveNeo on April 3rd, 2001 08:30 PM: quote: Originally posted by Zax What are the best ways to combo after yun's 3rd super art out of the corner? So what are your options after jp,sk,mp->f,d,df+jp? (besides f,d,df+mp) after intiation crouching middle punch into any attack that can launch them up, like DP+P etc. You don't need to be in the corner. __________________ Street Fighter Toronto << Local Arcade News, Arcade Reviews, FAQ's (under construction) IRC - #TOSF at EFNET Posted by LOLO on April 3rd, 2001 08:33 PM: oh my god DeadlyRaveNeo~~ where did u get that Oro pic?? __________________ - the untouchable Posted by Geese on April 3rd, 2001 08:46 PM: LOLO, that's just the official art from the manual..he probably just tweaked it and added shadow around...nothing special...but it does look nice. __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by Lukesballs on April 3rd, 2001 11:15 PM: quote: Originally posted by elffzero OK new subtopic! i saw all the posts on uriens unblockable aegis reflector setups but what about oro's? i heard he can do the same thing w/ his yagyou dama.. and exactly how useful/practical/possible are those setups? Oro unblockable stuff: VERY practical and VERY confusing to your opponent. The only bad thing about the whole unblockable setup with Oro is that good players know NOT to get caught in it! The whole unblockable thing with Oro is a little bit different and for some reason really doesn't work on the Dreamcast. You can set it up in many ways but basically here is how it goes: Strong/Fierce green ball (don't use the jab version, as it when it activates it launches toward the ground) then dash up and superjump behind the opponent. Attack your opponent as the ball starts to hit them and watch the confusion that follows. The computer gets confused and doesn't know which way your opponent is supposed to be blocking (they can't block both ways at the same time) so they get hit on both sides. Here is how I set it up: Jump in forward, s.strong (1 hit) cancelled into headstomp with forward (1 hit) s.strong (1 hit) cancelled into green ball (with strong), dash underneath, wait for opponent to land, green ball (with strong), superjump over opponent and attack. The second green ball super should begin to hit them as they get up so even if they parry or block it you'll still be able to hit them from the other side. Here's another good setup: Crossup forward, s.strong (1 hit) cancelled into headstomp with forward (1 hit), c.fierce as they fall cancelled into green ball with strong, dash up and superjump to cross them up and begin to attack. Too bad it doesn't work well on DC. Hope this helps. Geoff Posted by LOLO on April 3rd, 2001 11:33 PM: good stuff Lukesballs~~ i wish i know how to use Oro~~ hehehe... __________________ - the untouchable Posted by arcticninja on April 3rd, 2001 11:48 PM: quote: Originally posted by Geese arcticninja... yeah im going and im gonna stay there for like 4 hours cause school will be out.......YESSSSSSSSSS!!!!!! LOLO...u should join us...it will be really fun... PS. ninja..Friday will be the day i beat u in MVC2 Cool, I'll pop into Wizard's around 3-3:30. Have you been training? Show me your power! __________________ As a story is told and retold over the course of generations, no matter the attention paid to detail and no matter the importance of the tale, the truth is gradually nibbled away by little mistakes and innocent exaggerations. Carried off on these well-intentioned, tiny feet, the facts deteriorate softly and painlessly into a condition generally referred as "shrouded by time." The legends concerning the Arctic Ninja are shrouded by time. Posted by Dem-Dem on April 3rd, 2001 11:55 PM: Dudley I use dudley. What are some strat's and combos for him I've got almost all of his combos down. But when it comes to fighting i'm garbage a class A scrub. Posted by LOLO on April 4th, 2001 12:03 AM: Re: Dudley quote: Originally posted by Dem-Dem I use dudley. What are some strat's and combos for him I've got almost all of his combos down. But when it comes to fighting i'm garbage a class A scrub. use his poking moves~~ and since he jumps low it's always good to do a forwar jump + Roundhouse to ppl keep under pressure~~ ur best bet to starts off a good combo is w/ ur EX Machine Gun blow~~ then Jap Machine Gun blow, dashing upper cancel into SA-I or SA-III~~ u have to take ur chances~~ it won't happen alot that ppl put themselve wide open for u so u have to be fast when they make a mistake~~ don't ever go for the foward jump + Fierce, s.Roundhouse cancel into Machine Gun~~ coz it's just too slow~~ and ppl always see that coming a mile away and can ShinShoryuken u and stuff~~ basically don't just often~~ and make urself predictable~~ stop using the same strats for all battles~~ the best strats is to have no strats __________________ - the untouchable Posted by LOLO on April 4th, 2001 12:04 AM: quote: Originally posted by Geese arcticninja... yeah im going and im gonna stay there for like 4 hours cause school will be out.......YESSSSSSSSSS!!!!!! LOLO...u should join us...it will be really fun... PS. ninja..Friday will be the day i beat u in MVC2 so u are going there on friday?? __________________ - the untouchable Posted by Tien Gouki on April 4th, 2001 01:49 AM: Shun Goku Satsu I've mastered all of Akuma's moves, but Raging Demon. I know how to pull it off. I just never can get it right. Can you help me out, Geese? Posted by arcticninja on April 4th, 2001 02:38 AM: Re: Shun Goku Satsu quote: Originally posted by Tien Gouki I've mastered all of Akuma's moves, but Raging Demon. I know how to pull it off. I just never can get it right. Can you help me out, Geese? You need to do the motion really fast. It should only take you about a second to input the entire motion. Just remember that it's LP, LP, F, LK, FP and you must do it when your super art stocks are full. __________________ As a story is told and retold over the course of generations, no matter the attention paid to detail and no matter the importance of the tale, the truth is gradually nibbled away by little mistakes and innocent exaggerations. Carried off on these well-intentioned, tiny feet, the facts deteriorate softly and painlessly into a condition generally referred as "shrouded by time." The legends concerning the Arctic Ninja are shrouded by time. Posted by LOLO on April 4th, 2001 02:48 AM: Re: Shun Goku Satsu quote: Originally posted by Tien Gouki I've mastered all of Akuma's moves, but Raging Demon. I know how to pull it off. I just never can get it right. hmm... a newbie~~ just keep trying again and again until u got the timing right~~ and remember the timing~~ hehehe... all u need is to practice~~ __________________ - the untouchable Posted by ShunMasaomi on April 4th, 2001 03:12 AM: since were on Akuma I am dying for some Akuma Strats! Know any? __________________ Sene hai en dai e! Posted by LOLO on April 4th, 2001 03:19 AM: Re: since were on Akuma quote: Originally posted by ShunMasaomi I am dying for some Akuma Strats! Know any? ARGG... i have post it last week already~~ hold on~~ i'll do a little copy and paste for ya~~ __________________ - the untouchable Posted by LOLO on April 4th, 2001 03:21 AM: this is what i posted in the I need some schooling in 3rd Strike post~~ enjoy -- Akuma -- Akuma is powerful~~ he is fast and strong w/ tonnes of combinations~~ but he has his flaw~~ one is he have the worst defense index among all characters in the game~~ 2nd is he doesn't have any EX moves~~ which seriously reduced his options, but since he got too many useful moves already he's still a good character to use~~ -- Basic Combos -- the most basic one: jump in + Roundhouse, c.Fierce, Fierce Fireball~~ the most stupid combo of Akuma, but safe~~ just make sure u don't do this in the corner~~ coz even if ur combo hits, ppl can still kick ur ass before u can recover from ur attacks~~ only parrying will do, but hard since u dunno will it be a forward or down parrying~~ another stupid combo: jump in + Roundhouse, c.Fierce, Fierce Shoryuken~~ this takes off alot, but if u miss ur opponent will have more than enough time to throw w/ whatever he got~~ the more useful one: jump in + Roundhouse, c.Fierce, Short Tatsumaki, Fierce Shoryuken~~ this is one of Akuma's most deadly combo since it takes off 1/2 of the life bar~~ even thou it's dealing w/ a Shoryuken it's still safe to use since if the 1st part of the combo miss, u'll have enough time to stop doing the Fierce Shoryuken move in time~~ note: if u miss this combo, after ur Short Tatsumaki, ppl can either throw u, or attack u w/ high priority moves before u can recover so watch out~~ it's recommended that u do a throw right away if the first part of ur combo missed~~ but when VS-ing advance players, they can always counter strike u before u can throw them~~ so only do this combo when u are 100% sure it will hit~~ all of the combos mentioned above can be buffered into any of Akuma's basic super arts~~ u can buffered those into his advance super arts but it's not gonna hit~~ -- Anti-Air -- Akuma doesn't have any cool anti-air moves~~ ur best bet is to do a Fierce Shoryuken~~ but it only involves 3 Hits so it's still easy to parry~~ u can simple use his Kongou Kokuretsuzan (ddd+pp) as an anti-air attack~~ but since it's a super arts w/ no instant hits (unlike the ShinShoryuken), it needs half a second for him to throw out the 1st attack of the super arts~~ so u have to execute the move a bit early~~ this super is probably the most powerful super art of the game~~ it has the longest invincible frames which is by pass all kinda super arts~~ (i am not sure if a ShinShoryuken will hit or not)~~ if u predicted ppl gonna jump before hand, u can just do a super jump then do a Roundhouse Tatsumaki for a 2-3 hits combo~~ then either s.Fierce, s.Roundhouse, or Fierce Shoryuken when u lands for futhermore juggle~~ u can do a super move as well~~ or u can do it the most turtle way w/ a back jump + fireball~~ that should keep ur opponent away~~ -- Advance Combos -- for those combo i mentioned above, u can always replace the jump in + Roundhouse w/ the dive kick~~ but u have to be careful coz if u do the dive kick improperly ppl can throw u before u continue w/ ur combo~~ the best way to do a dive kick is for it to hits the legs of ur opponent~~ when ppl near death, do a ddd+pp to kill them off while they are blocking~~ or u can do a 3XFireballs cancel into Messatsu Gou Hado (super fireball) for a 9 hits blocking for ur opponent~~ if ppl are parrying ur fireball, do a Roundhouse Tatsumaki right away~~ guess not all ppl can parry that~~ lol... if ppl likes to parry ur 3Xfireball (which is done by hcb+Fierce), add a Demon Flip at the end and do nthg so Akuma will eventually do a sweep on ur opponent~~ it's still easy to parry the 4th hits, but since it involves a down parry so ppl may screw up~~ for the button u use for the Demon Flip depends on the distance b/w u and ur opponent~~ basically the farther the better~~ an advance combo: in + Roundhouse, c.Fierce, Short Tatsumaki, c.Fierce cancel into Foward Demon Flip~~ then press kick right away so Akuma will do his dive kick asap~~ the dive kick won't combo, but it will give u the chance to keep ur opponent under pressure~~ there's a twist w/ this setup, after u did ur Demon Flip, DO NOT press kick immediately~~ wait until Akuma almost lands for his sweep kick~~ but just before he lands, press Jap immediately so u'll see the 1st few frames of the Demon Overhead attack, but he won't have enough time to throw it out thou~~ so he just kinda lands extremely close to the opponent and do nthg~~ the minute u land, do a throw immediately~~ or for advance play, do a Shun Goku Satsu (Raging Demon) instead of a throw~~ this is an extremely hard combo which takes time to practice~~ other Shun Goku Satsu setup: when ppl fall, do an command overhead (foward + Strong), then immediately cancel that into Raging Demon~~ or: keep in a bit more than a crouching Roundhouse distance, do a 1Xfireball (hcb+Jap) then cancel that into Raging Demon~~ or: after a Short Tatsumaki, do a c.Fierce cancel into Short Tatsumaki again~~ the last Tatsumaki won't hit, but it will bring u up close to the opponent~~ do a Raging Demon immediately~~ or (i haven't tried this yet): jump in for a Roundhouse, then far range s.Roundhouse cancel into Raging Demon~~ it's suppose to be a 17 Hits combo but i have nvr tried this before~~ coz what i always think is Raging Demon is not combo-able unless someone is in his stunned mode~~ or as anti-attack: do the Raging Demon as late as possible when u see an attack coming (well, a fireball perhaps is the easiest)~~ so ur invincible time frame will by pass the fireball so u'll go through the fireball and grab ppl~~ or u can do this as an anti-air~~ but this kinda setup is extremely tight and not recommended~~ the best way to do Raging Demon as an anti-attack is to combo it off a teleporting~~ this varies alot coz u can teleport anywhere then execute the Raging Demon~~ there's no fix scenario for this one~~ when u are in YOUR corner, try doing a back teleporting, ur teleport will end very fast since ur back is touching the wall~~ but u still have some invincible time w/ the teleport so the attack that ppl throwing at u during that moment will miss~~ so just do a Raging Demon right away and grab them before they recover from their attack~~ it will be the best if ppl are jumping in to kick u~~ most likely u'll grab him w/ no problems, but it varies~~ -- Effiective way to beat Gill -- sorrie to say there is not 100% safe method to beat Gill using Akuma~~ so just keep in distance, when Gill gets too close, teleporting to the other side of the screen~~ keep in 2 c.Roundhouse distance, jump back + fireball, (most likely Gill is gonna jump forward now), so do a super jump forward for a Roundhouse Tatsumaki, then a s.Fierce~~ keep repeating the whole process and u should beat Gill w/ no problem~~ whenever he is doing his Resurrection, do a close range s.Roundhouse for a 2 Hits combo to bring him down~~ if u have ur 2X super meter charged up, just go for a foward + Strong cancel into Raging Demon~~ __________________ - the untouchable Posted by LOLO on April 4th, 2001 03:23 AM: i just looked at it briefly and realize there's more combos than strats in my previous post~~ let me know if u really want to have more strats for Akuma~~ __________________ - the untouchable Posted by Geese on April 4th, 2001 03:41 AM: arcticninja... yeah, i'll be there around 3 i guess then...no, i haven't been practicing, just arranging my teams...i only get to play that damn game once a week...at least i'm getting it for DC soon. My team for u: Ryu-A/Doom-B/Cable-B See ya Friday man...u'll probably beat me, but this time, i'm putting the old school shit to the test...i will succeed...lol...mnnn...Borderized Fries. __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by Geese on April 4th, 2001 03:58 AM: Dem-Dem... LOLO put it best...the best strat is no strat...for me, when i play, i don't think...i just react...things come naturally...but having a plan of attack is good so here goes: Dudly is good pressure guy. You mission with Dudley should be to knock them down. Then, on getup, u can do an overhead, or his c. short, s. strong, s. fierce combo. Maybe even his dash back and attack move (HCB + kick)...that gets often if u do it late...also, even if they do a wake up, u will still recover before them. You could also stay back a bit and just do s. fierce, or stand even farther back and do towards + fierce. It will most likely hit, but at worst it trade with special (damage in ur favor) or a super (even in this case, the fact that ur far away will not give u all hits of thesuper unless its a super like ChunLi kick super , Shinryuken, or super fireball, etc.). You could also just stand there, block counter, and combo. Or, u could just d. s. short, s. forward, s. strong, s. fierce combo if they're scrubby and they don't do anything on get up usually. Also, an almost gauranteed hit is to do the EX REversal move right when they react at get up (don't do this when they have super bar)...best for shotos, if they do fierce uppercut, you will fucking rape their life bar with that. Obviosuly don't do on Hugo or ALex, etc. Use judgement and decide what is best when they are getting up. Make decision based on skill of opponent. Oh, i can't stress this enuf....DON"T WASTE ENERGY ON PLAYERS U KNOW U CAN BEAT!!!! WHAT I MEAN IS IF THEY FALL FOR S. FIERCE (FOR EXAMPLE) ALL THE TIME, THEN DO THE MOVE!!!!!!!! DON'T BE ASHAMED OF BEING CALLED CHEAP! Anyway, yeah, experiment. For keepaway (not dudley style btw), just do s. fierce (extremely powerful and long range)...c. fierce, s. roundhouse are extremely potent moves for beating jumpins. Uppercut is decent also. U could also do till they stick out lag, and then do HCB kick move so u smash them when they reel in from the air attack. U can also do counter for jumpins...pretty effective. Best thing is to parry jumpin (they shouldn't be jumping in too often), ten super....speaking of supers, III is best cause u have tons of EX's (and his EX's are awesome), and it's fast, good priority (duh, it's a super) and does good damage consideringu have 3. II is good for raping Ryu fireball abusers. After fierce machine blow punch, do jab one. Also, do his c. rh, then HCF and forward...good damage. U can connect 6 c. rh's in corner (or is it c. fiercees...dunnO), although i can't do it. His c. forward is fast for a trip, and then u can follow up with above techniques.. There's more, but it's too much....work with this, and ask me specific things later if u need. later... __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by Geese on April 4th, 2001 04:03 AM: Tien Gouki... just press jab twice with index finger, then tap forward, then press short with thumb, then press fierce with pinky...ask ur girlfriend to practice on her... PS. u dont need to do it fast...these guys are confusing it with the version from CVS __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by Geese on April 4th, 2001 04:05 AM: LOLO... we'll be there Friday at 3...can u make it? do u know where Wizards is? __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by Geese on April 4th, 2001 04:12 AM: ShunMasaomi... i would love to give u all my strats...but it's late. So i'll give u things i do...i dont play Akuma like most. -peck with s. forward and c. forward into jabfireball -use s. forward as AA when far, jab SRK when above me -fake em into super, or SRK by using short hurricane -cross up into combo with j. forward or crossup HK hurricane -pick away at life with fierce red fireball, if parry dash and rape -air hurricane when u see jump coming, follow with s. fierce -throw alot off of a f + strong kara cancel -c. jab, c. short, Universal overhead, s. forward -dive move into punch knockdown or into throw -don't jump in and don't pull scrubby combos that don't hit -use Ragin Demon as anti air -use God Hand on hurricane kicks, or jumpin, and press down three times in air, so when u land, it comes out instantly...they'll most like attack and because of the complete invincibility of the move, u will take 70% damage off. -use fireballs early in air, land, pressure with above poke there's more, but LOLO had tons of stuff...and i have other posts to visit. later..... __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by BrazilionBH on April 4th, 2001 04:25 AM: why is parrying the shoryuken so hard? Posted by Geese on April 4th, 2001 04:28 AM: It's not hard at all...it's just one hit...for Ken 3 hits, for Akuma, 2 hits... Now, the Shin Shoryuken is fucking impossible to parry... __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by LOLO on April 4th, 2001 06:23 AM: quote: Originally posted by Geese LOLO... we'll be there Friday at 3...can u make it? do u know where Wizards is? AHH~~ i have my 1st final next wed~~ maybe i'll just spend the wkn in toronto and won't be back till monday night~~ yea so i guess i can't make it~~ sorrie guys~~ contact me during exam week~~ since i am staying in london till my last final (the 27th)~~ during that time i'll be staying here and maybe getting to lazy to study~~ so i'll just go play a game or 2~~ and yes i know where wizard is~~ it's 1 block away~~ my apartment is around Dundas & Coborne~~ but the bad thing is i am moving to other places for next yr~~ like somewhere close to school~~ behind Elgin~~ keep sending me private msg~~ keep in contact~~ __________________ - the untouchable Posted by LOLO on April 4th, 2001 06:26 AM: and BrazilionBH, it's not hard to parry Shoryuken~~ but there's some funny thing about parrying a Shoryuken~~ i don't know if anyone else is experiencing this but here i goes~~ it's harder to parry Akuma's Fierce Shoryuken when comparing w/ parrying Ken's Fierce Shoryuken~~ Ken's Shoryuken is just like 3X Hadouken~~ but the timing is kinda different for Akuma's Fierce Shoryuken~~ it's still 3 Hits~~ but the timing is just a very little bit different~~ like slower and stuff~~ same for his Shoryuken super art~~ it's easier to parry Ken's ShoryuReppa than Akuma's Messatsu Gou Shoryu~~ __________________ - the untouchable Posted by X.C.O.P.Y on April 4th, 2001 06:38 AM: damn this topic got mad long __________________ The Player Formerly Known as Mouko. Official Website of Xerocrew http://www.shiningblade.com/xerocrew/ Posted by LOLO on April 4th, 2001 06:56 AM: X.C.O.P.Y... always love ur combo vids~~ always... __________________ - the untouchable Posted by Geese on April 4th, 2001 03:05 PM: To the kid who asked me about parrying Shoryukens...i thought u meant in the air...so that's why i said 2 hits for Akuma...cause it only hits twice, even if u do it super deep __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by lonelyfighter on April 4th, 2001 03:25 PM: Q query? I have some questions about Q like setups for his command throw something people cant just jab out of etc. Whats his best Super Art and why? and just general strats and combo's. Your help shall be appreiciated. Posted by Geese on April 4th, 2001 03:33 PM: this is a toughy man...Q is tough to use right. umnnn...here's what i do... -taunt when they're far away cause he has short taunt...remember, 3 taunts = 300% defense -his high charge moves don't knock down, so super I and II can be linked after connect strong or fierce one i think -his s. forward has really good priorty -his c. forward is good poke -his s. fierce is good anti air, cause parrying it is tricky -his HCB + punch move is very good anti-air, i just figured this out like a few weeks ago, and his EX one is just incredibly cool looking and hits a LOT -his command throw can be followed by SUper I or rush moves i think -parrying is key to getting good with him and Hugo -his jab rush move is decent poke, quite fast -his Super II seems to be fan fave, cause it can be juggled with fierce rush move after, and it does major damage -I personally like Super I cause it's easier to connect, does good damage, u have 2, and he knocks them to the opposite side of the screen at the last hit, so u can sneak in 2 taunts...major bonus...plus, u can link it after a connect rush (strong or fierce i think, not jab??) -i don't use his rh kicks at all...they might be useful for AA? or i dunno...but I think they're garbage -poke with low rush moves (short) to suprise them -poke with s. or c. jabs upclose... That's about it for me...oh and pick forward kick color cause the red coat is just too cool. __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by lonelyfighter on April 4th, 2001 03:41 PM: yeah Q's outfits rule I like the Dick Tracy coat strong punch I think or the whit outfit AKA Yakuza Coat I forget which button that is. Posted by Geese on April 4th, 2001 03:47 PM: which one is the white coat? that would be cool... __________________ You might disagree with me, and I respect that, but you're most likely wrong. Posted by DeadlyRaveNeo on April 4th, 2001 04:15 PM: Re: Q query? quote: Originally posted by lonelyfighter I have some questions about Q like setups for his command throw something people cant just jab out of etc. Whats his best Super Art and why? and just general strats and combo's. Your help shall be appreiciated. King of Naboo has a really good Q, he'll probably post something here later. as for the white colored one, its the short kick version, usually the cool colors are always the short kick and the medium punch version :P like Yun's and Remy's. Q's red coat also looks pretty cool, he's like a big iron commie. LOL that is forward kick BTW. few things I know about Q: Q cancellable normals as far as I know are standing close medium kick and back+roundhouse. people think you are going to fall down with the back+roundhouse then they eat something coz they stick out something while you cancelled it into QCB+P. And oh yeah, don't kill yourself trying to taunt 3 times in a round, he's already tough, just taunt when you get the chance and when they are knocked down. Q's normals are really good and I all of them have good uses. the back+roundhouse hits low enough to hit crouching opponents in the beginning and can be used as anti-air as well when the kick arcs up. back+strong for snuffing crossups. etc. __________________ Street Fighter Toronto << Local Arcade News, Arcade Reviews, FAQ's (under construction) IRC - #TOSF at EFNET Posted by Arma^ on April 5th, 2001 03:53 AM: quote: Originally posted by LOLO contact me during exam week~~ since i am staying in london till my last final (the 27th)~~ keep sending me private msg~~ keep in contact~~ Whoa you're in London? Do you play in Casino or Play2Win or something? Arma Posted by CaliFlower on August 26th, 2001 05:07 AM: Geese is back folks...this thread is officially active once again...so ask away!!! __________________ I suck pretty bad, but sometimes I win! Posted by Mishima on August 26th, 2001 05:30 AM: tell me everything you got on chun-li Posted by Draven_TKD on August 26th, 2001 05:54 AM: Do tell him anything LOL, Andrew you want to learn how to play with that cheesy girl. Just because you know shes cheesy, and shes hot. This is Kris incase you didnt know __________________ Any tool is affective if you know how to use it. Kyoshinexo@yahoo.com Posted by Ssongro on August 26th, 2001 06:17 AM: Parries. Hi Geese, I was wondering if you could help me with this query I have, basically concerning parries. When opponents throw a super fireball it's easy to prepare yourself for a parryfest, but how do you parry, let's say, a shoryuuppa? I've noticed on DC training that inorder to parry close up supers you have to press foward simultaneously with the pressing of the ataack button which finishes off the super move command. I can parry the last three hits of this move, blocking the first six hits -the same goes for other ppl who share a similar combi' of consecutive hits- but I can never seem to start from the begining. please can you help shed some light on this situation. Chers. Posted by CaliFlower on August 26th, 2001 03:47 PM: quote: Originally posted by Mishima tell me everything you got on chun-li Look, Chun-Li is a very basic character. Her fierce punches are too good. Use back + fierce as anti-air and as a general "get-the-fuck-off-me" move and use the neutral fierce as the main poking move to annoy and build meter. When you have meter and the opponent is near, try to hit him with a crouching forward, and cancel that into Super II (her best super IMO). After the super, superjump (slight delay after the super) and juggle them with a fierce (for 2 hits). If you want to jump in, jumpin with roundhouse as it has good priority and hit stun. If you want to meet them in the air, do it with a jumping fierce. If you want to piss them off, taunt. If you want to combo something else OTHER than her Super II, do this: c. forward, short Spinning Bird Kick, forward Lighting Kick You can also combo Super II from her back + fierce, and since it has high priority, this is not a bad idea at all. __________________ I suck pretty bad, but sometimes I win! Posted by CaliFlower on August 26th, 2001 04:13 PM: Re: Parries. quote: Originally posted by Ssongro Hi Geese, I was wondering if you could help me with this query I have, basically concerning parries. When opponents throw a super fireball it's easy to prepare yourself for a parryfest, but how do you parry, let's say, a shoryuuppa? I've noticed on DC training that inorder to parry close up supers you have to press foward simultaneously with the pressing of the ataack button which finishes off the super move command. I can parry the last three hits of this move, blocking the first six hits -the same goes for other ppl who share a similar combi' of consecutive hits- but I can never seem to start from the begining. please can you help shed some light on this situation. Chers. Don't bother parrying supers. It's really a waste of time. Just block the ShoryuReppa, wait for Ken to come down, then nail him HARD. Either way, he is fucked, parrying or no-parrying. I've said this once and I'll say it again: DON'T PUT YOURSELF AT RISK WHEN YOU HAVE NO NEED TO! THIS IS ONE OF THE KEY THINGS IN BEING A GOOD STREET FIGHTER PLAYER! Of course, if you want to show off, I guess you could try and parry a muti-hitting super like the ShoryuReppa, but its very difficult because your opponent will do it to surprise you, hence making it VERY difficult to parry it. And this is what parrying is all about, ANTICIPATION. And from my experience, it is pretty difficult to anticipate a super, unless you're playing someone who ALWAYS does a super on getup. Then, with practice, you COULD learn to always parry the super. PS. I don't think that you can parry multi-hitting supers upclose if you didn't anticipate the intitial flash of the super (you know, the part where they gather their chi), because if this was the case, you wouldn't even NEED to anticipate supers. All you would have to do is wait for the flash, and start parrying, giving you plenty of time to start the parrying. Of course, I could be wrong because I don't parry much in this game...OH NO! How horrible! Most importanty, just remember what I told you: DON'T PUT YOURSELF AT RISK WHEN YOU HAVE NO NEED TO! THIS IS ONE OF THE KEY THINGS IN BEING A GOOD STREET FIGHTER PLAYER! In other words, don't parry for the sake of it. If your opponent is gonna cheese you to death with super, then you can try parrying it, but this situation doesn't come up often. Just chill til then, and have fun playing. Learn characters YOU want and like, and don't be a follower just for the sake of it... __________________ I suck pretty bad, but sometimes I win! Posted by eantisocial1 on August 27th, 2001 06:21 PM: ken n ryu would you use ken, or ryu? i love ken, for his style. but ken's nowhere ryu's power n killing speed. how should/can i use ken so that he rivals ryu. i mean, look at ryu... a few kicks n punches n the opponent's dizzy... middle punch xx shoryuken xx shin shoryuken and opponent's dead. damn, i hate ryu. i still insist on using ken, but how should i make him better? N, are there any use for his fancy kicks? All times are GMT. The time now is 10:43 PM. Powered by: vBulletin Version 2.0.0 Release Candidate 3 Copyright © Jelsoft Enterprises Limited 2000, 2001.