TNB, post: 97571 wrote:
Ehh, having trouble with the bushin chain only getting two hits and three inconsistently when i piano mp and hp after the mp. Can anyone help me out?
Marble, post: 97578 wrote:
A very long time ago I tried to pick up this game with Sak, however it didn't work out as I got into the SFIII series at the same time. However I'm now back, and am keen to pick up Z-Guy. If anyone could help me out with questions regarding him as well as the game mechanics, it would be much appreciated.
The way the juggle system in this game works is that once you're in a juggle state, you cannot tech out until your opponent returns to neutral, right? That explains why I am seeing Guy players cancel anti-airs into his uh... demon flip and Ryus doing anti-air jab xx hurricane kick comboing.
Why is Guy's level 2 punch super the most popular choice to cancel from anti-air low strong? Is there a reason, besides saving meter for Alpha Counter?
Are there any good follow ups to a level 3 kick super besides bushin chain? (I would look for some myself but for the time being I don't have a training mode.) Also, do supers put people in an untechable juggle state? I can't understand why else you would be able to juggle after the super.
What Guy players are good to watch? I already know about Kiyo, Inbe and Shinya. Are there any match vids online of good western Guy players?
On one hand I can appreciate her purity as a grappler - relying on set-ups and tricks to land her command throws - but on the other hand, her awful moves and their strange weaknesses ruined what could have been a thoroughly enjoyable character to play.
Kyokuji, post: 97583 wrote:
Mika's way too unsafe in general. Just about anything she does can get her smashed pretty badly if she guesses wrong or mis-times just a little. Blocked slide = death against Cody, Sodom and a lot of other characters.
All her specials besides her basic command throw are really gimmicky too. She's fun to play, but not competitive in any sense of the word.
Iczer one, post: 97584 wrote:
V-Cody might actually be her worst matchup, for two reasons:
1) Because of her lack of a threatening low move, she can't force any offense on V-Cody AT ALL. All that Cody has to do is stay in a range where c.HK is unsafe and he's set. It's almost too easy for him to activate against Mika.
2) His jump is hard to handle for Mika, you will rarely be in a position to use c.MP effectively against Cody, and her other aa moves are dangerous to use (as a solid V-Cody will always be able to activate with his ability to rebuild meter so easily).
It's just horrible ._. i'd rather play against 10 Goukis than just 1 V-Cody in a tournament.
Renegade, post: 97589 wrote:
Played this a good deal at magfest and had a great time. Mainly went with the old standby's of A-Gief and X-Chun. Scrub Killers extroidinaire.
I used to play this game competitively, and never got to the point of using V-ism. In fact, it always came down that I was one of the last non V-ism players in tourneys.
I was kinda wondering... do you guys think this game is better with or without Vism?
Vism "is good for the game" points:
more normals to use (sakura's B+HP)
different specials (Vega's flipkick)
punish mistakes hard
meter becomes vitally important
beats down scrub fighter alpha 3 (chun/gief/sim/blanka)
somewhat increases character viability
Vism "is bad for the game":
Runaway+build meter tactics
Using Vism just to Counter Activate Vism
Low damage on normals (so only Visms do damage)
bill_collector, post: 97590 wrote:
do you know anyone that does not use those B**S** tactics in v-ism mode .... activate-runaway-build meter-loop ??? it's the same any time i play vs. v-ism ... all night all day .... this just sucks and screws the game ... so what do others do ??? they pick up v-ism too to counter activate ... B***S*** !!!