64

RSX and Co. teach A2. Update: Frame data available PM my Inbox

2456714

Comments

  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    Wow, I never see counter CC in this game. I didn't even know you could do that, thats awesome.

    Its just not as brain dead easy as A3, takes good timing, but is not impossibly hard. If you have a decent sense of timing you can get a good seccess rate doing it. Even point point blowout cc can be counter cc'd.
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • Captain RyuCaptain Ryu Scoot Magee Joined: Posts: 835Registered
    Good shit trying to build up the A2 scene on ggpo. I'll jump in there more often to play too. Sucks that so many people stopped playing once the other games came out.

    Btw I need something to keep my fucking mind off SF4 lol.
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    AC reversals: Do them

    Alot of people hate acs in A2 cause people abuse them and they do high damage. A advance tactic which no one uses but a select few is the ac reversal which basically punishing a ac when you know/think its coming. The way to to this is to do any normal that is cancellable, and hesitate a split second and dp/super/teleport. Basically you do the motion to where it wont cancel the normal unless they ac. C.fp is a good way to practice with shotos since its safe if blocked and the animation is long so you dont have the dp come out on accident. So basically this is what would happen.

    EX. Ken has a level 1 and is about to die, you knock him down and expect him to ac your next move. You c.fp, wait a split second and do a mp dp motion, Ken acs the fp and the mp dp comes out, hiting the ac and killing him. If he didnt ac you just get a blocked c.fp.

    Another way is meaty light attack and block, this will let them ac the light attack and you block it and then ac their ac.

    Deep jump-ins can avoid acs also.
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    Guy 101 guy-running.gif

    This one was done by BBH, Im sure he doesnt mind me posting it, I added some
    stuff but 95% of this write up is his.

    Inspired by Maxstah's Dhalsim overview, I've decided to do a Guy strategy thread - but there was so much to talk about, this almost turned into a FAQ. Ah well, I think it's for the greater good because it seems like there are quite a few people who want to learn Guy, but can't find enough good information regarding him. I may not be THE authority on all things Guy, but I'm giving it my best shot!

    Obviously Guy was an overpowered character in SFA1 with redizzy combos up the ass, so it was only natural that Capcom nerf the hell out of him in SFA2. I've always been under the impression that Guy was pretty horrible in this game, probably 4th or 5th-worst or so. When GGPO came around I started using Guy as a fuck-around character, knowing that I would probably lose my matches but I was determined to use him anyway because he seemed fun. As I played him more and more though, I began to find little things here and there that made him more and more useful. All of a sudden I was winning more games, and it's gotten to the point where I consider Guy one of my "main" characters now. I'm not sure where exactly I'd put him in the tiers, but I believe he's got to be somewhere in the middle. He may be at disadvantages against some characters, but he can still win if you know what you're doing.


    General Overview

    So how should one play Guy? That's up to you of course, not everyone has to play him the exact same way. But, I generally feel the best way can be summed up in one word - rushdown.

    Your general plan of attack should be to land knockdowns. Knocking the opponent down starts a wakeup guessing game that is mostly in Guy's favor. Look at the things he can do to someone getting up from a knockdown:

    1. Crouching MK (if they don't block, they get knocked down again)
    2. f+MP overhead
    3. Throw out a crouching LP or LK, then throw (another knockdown)
    4. Do nothing, then throw
    5. Do a crouching LP or LK, and if you think they're going to try to reverse your throw, activate CC instead
    6. If in the corner, jump straight up and come down with a jumping HK or d+mp, then proceed to do any of the above options (or if you fear an AC, don't do an attack on the way down and throw when you land)
    7. Do nothing and bait their wake-up move/super/CC

    etc, etc. He has so many options on what to do to someone getting up, so the most important thing to do is to keep all these options in mind and MIX THEM UP! Don't just alternate between crouching MK and f+MP every time, toss in some throws too. Sooner or later they're going to pull off some sort of reversal and turn the tide so you'll have to know when to back off too.


    Special Moves

    qcb+MK is your friend. Use it. It beats so many normal moves on the ground clean, it's an excellent counter. It even makes for a great AC reversal if you're expecting one of your normal moves to be AC'ed (although it mostly only works against kick AC's). Problem is it leaves you vulnerable to a sweep or CC if they block it, but them's the breaks. The mk version does go thru fireballs also if the kick hits.

    RSX Note* A good way of doing his ac reversal is try to cancel the 2nd hit of c.mk

    The LK version of the qcb+K hurricane kick isn't very useful, it goes through fireballs but usually whiffs against crouching opponents, and even if it hits you only get one hit. qcb+HK will practically always miss crouchers because it goes so high - use it only in juggles (especially if you can buffer into it off an anti-air normal move) and CC's.

    The qcf+P Bushin Grab I generally don't use all that much, because you're a sitting duck during the jump. If you use the wrong strength button you'll usually stop short or fly past them, the latter of which is always dangerous. Nonetheless, it looks cool if you can successfully predict a fireball with it and grab them out of it. Remember that it doesn't grab if they're stationary in the corner, but if you can grab them out of certain moves (such as... well, a fireball) you will get the grab. Plus you have a potential juggle in the corner!

    If the qcf+P whiffs, you get an elbow instead that does pitiful damage. If you land it against a crouching opponent, you can actually combo after it if you're fast enough. Try crouching LK into qcb+MK for a 4-hit combo that knocks them down. Be careful though, if your timing is off or the elbow gets blocked, whiffing the qcb+MK will leave you vulnerable.

    His qcb+P, Northern Mountain Breaker or whatever ridiculous name it has, is useful for applying pressure. Buffer into it off a blocked normal move and you might hit them if they flinch. Unfortunately it's only a guaranteed combo after a standing or crouching HP, or a standing MP-HP chain. Whenever you get an opening and you don't have meter, always do Standing HP into qcb+HP to punish, or Standing MP-HP into qcb+HP if you're close enough. Even if you screw up your timing and they block, you'll be safe.

    His qcf+K wind dashes... first of all, qcf+HK, K is garbage. Don't ever use it, unless they're almost dead and blocking low. There is no reason to ever use this if they have a lot of life, because it puts you at frame disadvantage on hit. Garbage. qcf+MK, K isn't that useful either, but okay to throw into the mix when they least expect it - usually from full screen distance, since it's so fast.

    The qcf+LK, K dash cancel though? Very, very useful. Buffering into it off a normal move is almost always a good idea since it gives you an opportunity to get back in their face, instead of getting pushed back by the normal move. Of course, a great thing to do after a cancelled dash is to throw since you're so close to them. If you think they're going to reverse, use qcb+MK or CC. Or just do a crouching MK cancelled off the first hit into ANOTHER dash, etc. Whenever you throw someone across the screen and they're not in the corner, use the dash to get close to them. Remember, using the dash cancel is free super meter!

    Another thing to keep in mind about the qcf+LK dash is that you do NOT have to push LK again to cancel the dash. Either MK or HK will cancel it, as long as you started the dash with qcf+LK. I find it easier to "piano" the buttons and hit MK immediately after the qcf+LK, instead of hitting LK twice in a row. Your mileage may vary, see what method works best for you.


    Other Moves

    f+MP is a two-hit overhead. Although somewhat slow (of course), it's still very useful. After it hits, try doing a standing MP into qcf+LK, K to close the distance, or try a qcb+MK since people often tend to throw out an attack after getting hit by an overhead.

    Jumping d+MP definitely has its uses since you can use it to stop your jump short, which is good since Guy's jump is so floaty. Getting tired of shotos Dragon Punching you? Do an early jumping d+MP to stop short and make them whiff. The problem with this move is that if it hits, it's very difficult to land it "deep" and combo after it, so you might get thrown after one connects. Use it with caution.

    df+HK... I don't know. Does anyone have a use for this move? I don't. A move that sends Guy backwards is pointless to me. Maybe if you want to turtle a little bit and build meter instead, that's a good way to make a getaway... I guess.

    RSX note* df+HK makes doing his lvl 3 cc hella easy


    Bushin Chain

    Standing LP, MP, HP, HK is Guy's Bushin Chain - his classic attack combo from Final Fight. Unfortunately, it's not quite as useful in this game.

    RSX note* I suck at bushin chain

    For one thing Standing LP whiffs against 14 of the 18 characters in this game when they're crouching. That's not good. Since most opponents are going to be in crouch block when you're close, this means you won't have a chance of even starting the chain up unless something forces them to stand.

    And of course, the timing on this chain isn't easy. It's hard to properly explain the timing, so I would recommend practicing the timing on your own against a dummy opponent until you can get it down. There's a certain rhythm to it and the only way to get a feel for that rhythm is by practicing it a lot. Of course, you'll then have to recompensate your timing a little bit for GGPO lag, but it's still better to get a general feel for the timing on your own first.

    Another problem is that the last hit often whiffs entirely if you're not close enough. Even worse, if done in the corner, the last hit misses most characters for no reason at all, even if you started it from point-blank range!

    So why bother doing the Bushin Chain in the first place? STYLE. Well, I think it looks stylish anyway. Keep in mind it does about 25% damage and a lot of stun too. If you don't have meter and someone whiffs a DP or super or something, bust out with the Bushin Chain!

    If you can't get the timing down, don't worry about it too much, because it's not an absolutely vital part of Guy's game. It's just there for fun (and Final Fight fanservice, I guess)


    Supers

    For the most part, you shouldn't be using meter on Guy's super moves. Save the meter for CC's or AC's.

    qcfx2+P isn't completely worthless though - at level 2 or 3 it's a guaranteed anti-air if you can anticipate their jump and do it fast enough. Don't bother at level 1, it trades hits most of the time. And of course, you can juggle it after a qcf+P Bushin Grab in the corner if you're fast enough.

    qcfx2+K is garbage, unless you're really good at hit-confirming or something. Depending on the distance you're at, some parts of the super will whiff sometimes. You can get much more damage with a CC. Pretty much the only time I ever use this super is to kill someone with block damage.


    Alpha Counters

    Punch AC is good against jumping attacks and fireballs, Kick AC is good against ground moves. Neither of which do all that much damage, but they do give Guy a knockdown, and those are always good.


    Custom Combos

    This is where your super meter should be going. Although his CC's aren't anywhere close to being the most damaging in the game, they are very solid and give him the potential for an HKD juggle afterwards. Standard CC's activated against a ground opponent:

    Level 1 CC - Activate, Crouching MK, qcb+hp, qcb+hp, qcb+HK - 35% damage or so. You have to be fast to get two qcb+hp - if you're not fast enough, the meter will run out before the qcb+HK can juggle. If you're not sure you can connect two qcb+LP's, do one instead and then the qcb+HK. It's highly recommended to go for two though, especially if you have about 1.5 meters.

    Level 2 CC - Activate, Crouching MK, qcb+HP, qcb+HK, qcb+HK - 45% damage or so. I think the qcb+HP gives slightly more damage than qcb+LP but is also slightly slower - although it's nearly impossible to tell in a CC.

    Level 3 CC - Activate, Crouching MK, qcb+HP, qcb+HK, qcb+HK, qcb+HK - around 60% damage! You have to be fast to get three qcb+HK's in. If you're not sure you can do it, try substituting a qcb+MK for one of the HK's - the damage will end up roughly the same anyway.

    RSX note* if you get a blow out of punishing a whiff dp etc, do this cc at lvl 3:

    df+hk (1 hit), qcb+hp x5, qcb+hk (about 75%)

    An alternate means of starting the CC is to do it with a Standing MK instead of a Crouching MK - this is useful if they whiff a move from a distance. They might think they're out of range from retaliation, but you can suck them in from half-screen distance with this! Only use a Standing MK if you're sure they can't block it though - in any other circumstance it's wiser to start with Crouching MK because of the whole "Valle CC" effect of catching an opponent in standing block.

    RSX note* s.mk cc is nasty, it allows you to punish a lot of shit like blocked fireball or sagats s.mk on block/hit.

    However, let's say they anticipated your CC and were blocking low ahead of time when you activate. Whoops! What you can now do is his f+MP overhead to break their guard, then do a crouching/standing MK into a qcb+P, possibly followed by a qcb+HK if you have enough meter. This isn't as good as it sounds though, as the f+MP is still pretty slow, and after you land this once, your opponent will be more likely to be on the lookout for this and poke you out of it. If that starts happening, try to keep doing crouching MK's to try to trip them up. Don't do them rapid-fire, wait a little bit between each one. If it doesn't work and you blow all your meter... well, that's life.

    You can also use CC's as anti-air, but it's pretty tricky. Unfortunately most of Guy's normals are too slow to be able to properly use the short invincibility from the CC. I've had some success with starting anti-air CC's with Standing Jab though. If you get an anti-air CC started, don't bother with the qcb+P, since they're already airborne. Go straight into qcb+HK's. If they're already in the air, you can get two qcb+HK's even at level 1!

    RSX note* His AA cc is a faggot, Ive never seen it trade, basically there are a few variation at lvl 3, lower lvls just hk hurricane.

    AA CC 1: s.lp, qcf+hp, qcb+hp x3, qcb+hk
    AA CC 2: s.lp, qcb+lk x3, qcb+hk
    AA CC 3: s.lp, qcb+hk x3

    Another reason landing a CC is important is because Guy is one of the few characters that can take full advantage of the "High Knockdown Juggle" glitch! Which brings us to the next part...


    High Knockdown Juggles

    What is the High Knockdown (or HKD) glitch? If you're not sure on what it is, this old alt.games.sf2 post by GGPO's endy22 explains it in detail:

    http://groups.google.com/group/alt.game ... 60dbc96cf9

    Now the easiest way to land an HKD is to hit them when they ground recovery roll after a CC. So whenever you land a CC, *ALWAYS* follow it up with a Crouching MK (both hits). If they roll, they get knocked up into HKD state.

    If you manage to land an HKD, a qcb+MK (1 hit) or qcb+HK (2 hits) hurricane kick is guaranteed on every character. The HK version is harder to land since it has to be timed perfectly, but obviously it does do more damage than the MK version. I find that the HK version is easier to land on bigger characters like Zangief or Sagat. For the most part I would recommend sticking with the MK version unless you're sure of your timing - if you whiff the HK version and they recovery roll, you're in trouble.

    Sample of a qcb+MK HKD at approx 87 seconds left in the 1st round of this video. (I'll replace this with a link of one showing a qcb+HK later probably)

    An alternate means of doing the HKD is to do a qcb+P before they hit the ground - if they roll, the qcb+P will knock them out of it and send them HELLA HIGH up into the air, which looks pretty amusing. A qcb+HK is easy as pie to juggle in this situation, if you can actually get the HKD off the qcb+P in the first place. I always forget about it and just do a crouching MK when they're getting up instead.


    Other Juggles

    Besides the HKD's, Guy can also use the qcb+MK/qcb+HK and even his qcfx2+P super in certain instances to juggle people.

    As mentioned before, if you land a qcf+P Bushin Grab that puts them in the corner, you can do a juggle afterwards. qcb+MK is guaranteed on every character, qcb+HK seems to work on "big" characters. Or of course you can juggle any level of the qcfx2+P punch super! This looks very stylish and does great damage overall. The timing on this is pretty hard though. I would definitely recommend practicing this offline to get a feel for the timing on these juggles, because it isn't easy.

    Here is a video of B-IzM landing the qcfx2+P super after the grab TWICE in one match (both times are in the 2nd round)

    In the corner, Guy's kick grab (the knee bash) can also be juggled after! But this is pretty pointless because timing a juggle after it is nearly impossible - you don't know when Guy is going to let go of the opponent, it all depends on how well both you and your opponent mash during it. Generally, Guy usually lets go after the 6th or 7th knee bash if you're doing a good job of mashing. The same moves juggle here, the qcb+MK/HK or the qcfx2+P super. I would seriously recommend against ever trying for the super though - with the timing being so random, it's a waste of a super level. Try for a qcb+MK if you're feeling saucy, and if the moon and the stars align, you might just land that extra juggle hit!

    Here is a video of the one and only time I've ever been able to land qcfx2+P super after a kick grab in the corner. I'm sorry, VariantX. :(

    Another thing that should always be kept in mind is that buffering into any of the aforementioned juggle moves against an airborne opponent will also cause a juggle! Say the opponent jumps at you, and you use Guy's crouching HP as anti-air. Don't stop there, buffer into a qcb+HK. You might score an extra 1 or 2 hits, and more importantly it'll knock them down, as opposed to making them land on their feet. Always try to get into the habit of doing this if they jump at you.

    RSX note* grab your opponent with mk everytime and count the hits, dont mash thoough. This should lead to the same amount of hits each time, allowing you to know when to super.


    Small/Big Characters

    There are 4 characters in the game that should be considered "small characters" because of how small their sprite is when they're crouching, and then 4 "tall characters" who have problems ducking under specific attacks. This has a huge effect on Guy because the small characters are disastrous for him and the tall characters give him a couple advantages he doesn't have against the rest of the cast.

    Let's start with the small characters. The 4 small characters are:

    Charlie, Rose, Sakura, [another] Guy

    So what is the problem Guy has with these characters? It's just one thing - Standing HP whiffs against any of these characters when they're in crouch block. This is a huge problem, because Guy's Standing HP is an incredibly useful ground move, because of the fact that it has good range/priority, and is bufferable (and is one of only two moves that is guaranteed to combo into a qcb+P on the ground). This also affects his Standing MP-HP chain, as the MP will hit a croucher and then the HP whiffs. Another unfortunate side effect of this is that if you go for a throw with Fierce, and it whiffs because you were either out of range or they were in blockstun/hitstun, you've just whiffed a standing move at close range and are in prime position to get thrown or CC'ed back. So basically, against any of these characters, you need to get out of the habit of using Standing HP as a poke when fighting them.

    Now, the tall characters. These 4 are:

    Dhalsim, Sagat, Sodom, Zangief

    Yeah, I don't know why Dhalsim qualifies as a tall character in crouch block and Birdie isn't, but that's SFA2 for you. Against any of these characters, Guy's Standing Jab hits them when they crouch block. This isn't a very significant advantage, but it means that these are the only 4 characters he's guaranteed to be able to connect a Bushin Chain on when they're ducking. Even if they block, you can use the Bushin Chain as a way to keep the pressure on and build meter (although beware of AC's).

    Another nice perk against these characters is that if you connect a qcf+P Bushin Grab against any of them in the corner, you can juggle with an HK hurricane kick instead of an MK one so you get two juggle hits instead of one. Of course, timing the juggle in the first place is really hard to land consistently, and the HK version will leave you a lot more vulnerable if you whiff, so maybe it's not that great an advantage anyway! (it MIGHT be possible to connect the HK hurricane kick juggle against other characters, but I haven't found any)



    Whew! This is already way too long and there's a lot of shit I no doubt missed. I haven't even touched on character matchups or any of that stuff.

    If anyone has any questions or anything to add, feel free to post!

    EDIT 02/12/08:

    Saikyo Dojo Combo Union's SFA2 Guy Tutorial Video http://www.megaupload.com/?d=TLQXTTH3 , uploaded by Dai_Akira. Thanks!

    Random stuff:

    c.lk, then c.mk beats people mashing throw
    s.lk, c.mp, c.fp, s.lp all anti air, canel c.mp or s.lp into qcb+hk to juggle

    Guy is awesome.
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    How do I beat rose's dumb shit?

    I'd give this game a chance if there was a way round not losing 1/3 life while blocking a soul illusion combo

    A little more in depth on that. Yes soul illusion is a bitch and yes its chips alot, but if rose does use HK drill you are given a free cc. Also, pressure her or run away. Another way around it is cc as soon as she activates. You will either get the cc on her or force her to block, eating up her Soul Illusion time. Just dont jump when she has soul illusion cause c.fp xx lvl 1 soul throw will do like 50% cause fp hits 3 times. Another way way is to ac any hit she does. DO NOT DO NOT DO NOT AC THE HK DRILL ITSELF. You WILL trade and lose 20-45% life. Only Gief and roses grab acs will work on the drill, along with bison's kick ac. Maybe rolentos kick ac too. Other acs trade.
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    Anyone have any question, I mean shit, feel free to ask anything. Or else, lol.
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • LionxLionx Do the Stun Super! Joined: Posts: 925Registered
    Well i use Rolento personally, and i play him semi CvS2-ish with runaway, but i havent played A2 seriously back in the days. Would like to see if theres anything noteworthy about him outside of what people say (build meter/runaway, then CC) @_@

    I know a couple things here and there but...i wanna see if theres anything you can maybe share. I am interested in what you have to say :)
    CvS2: (C-Ryu, Terry, Rolento; K- Rolento, Geese, Kyo.) + Sagat/Cammy
    KoFXIII - Andy, Terry, Maxima ; BB: Tao >:3
    My IPlayWinner Article on CvS2: http://tinyurl.com/83dv74g
    High Level CvS2 vlog: http://www.youtube.com/profile?user=Lionx
  • D-ProtoD-Proto Execution God Joined: Posts: 824Registered
    i want Bison 101 =), bison was the 1st charac i picked up when playing a2 on ggpo, and im rusty as hell with him, i would like some tips.
    ST Mains: Deejay, Balrog.
    SFA2 Mains: Sodom, Gen, Adon.
    SFA3 Mains: Gen, Sodom.
    SFIII3s Mains: Q
    SSF4AE Mains: Gen.
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    Dreamfire can help alot on this one, but heres some stuff.

    Best AA cc in the game, activate s.lp xx scouter jump kicks

    To consistently get full damage on his cc, piano mash all the kicks, they all do the same damage.

    S.lp xx knife s.lp xx knife xN is the corner is really good

    kara cancel c.rh into lp roll to build meter faster

    f+mk cannot be thrown and is really helpful vs gief

    hk grab is safer than hp grab, cause s.fp had too much lag if you whiff

    walking s.lp is annoying

    canceling a normal into a knife hits people mashing

    lvl 1 trip wire is godly, instant low point blank and nothing will beat it outside a full body invincible move, and allows for a safe jump

    c.fp , c.mp, j.fp, j.mp and c.rh are your friend
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    i want Bison 101 =), bison was the 1st charac i picked up when playing a2 on ggpo, and im rusty as hell with him, i would like some tips.

    Ill see how soon i can get to this.
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • LionxLionx Do the Stun Super! Joined: Posts: 925Registered
    Good stuff RSX. I saw you did that kara cancel before but i was doing it wrong doing the roll first. That helps alot! The only thing i didnt like about the Kick throw is they take no damage if they tech it which really sucks, but thats better than a free CC i admit.

    Thanks for some good tips.
    CvS2: (C-Ryu, Terry, Rolento; K- Rolento, Geese, Kyo.) + Sagat/Cammy
    KoFXIII - Andy, Terry, Maxima ; BB: Tao >:3
    My IPlayWinner Article on CvS2: http://tinyurl.com/83dv74g
    High Level CvS2 vlog: http://www.youtube.com/profile?user=Lionx
  • jae hoonjae hoon Flames of Justice Joined: Posts: 7,593Registered
    I have a very bad Ken everyone in here can beat up on. Just been playing ST mostly but always looking to try something else.
    SRK Kobrai Kai - Kickin bitches in the face since 2001
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    Well you are already half good, that fucker is top tier as hell lol Im off to work when I come back Ill do a quick little ken and Bison starter guide.
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • jae hoonjae hoon Flames of Justice Joined: Posts: 7,593Registered
    Well you are already half good, that fucker is top tier as hell lol Im off to work when I come back Ill do a quick littel ken and Bison starter guide.

    Yeah I was playing DS and he told me his combo is sweep, acouple of hurricane kicks then dp. I just cant activate worth shit on a pad without macroing, which I wont do.
    SRK Kobrai Kai - Kickin bitches in the face since 2001
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    Press all buttons to activate, instead of just 2p 1 k. His cc is c.rh xx hurricane kick then at lvl 1 fp dp, lvl 2 lp dp, fp dp, lvl 3 lp dp, lp dp, fp dp. Basically just adding a lp dp per lvl. When close you can use lp dp instead of hurricane kick.
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • Hatred EdgeHatred Edge Tyrannical Joined: Posts: 9,260Registered
    Anyone have any question, I mean shit, feel free to ask anything. Or else, lol.
    I play Adon and I really need to level up. I have a hard time mastering his Jaguar kicks(QCF+K) since short/forward are punishable ON HIT(not sure about RH Jaguar Kick).
    I used to do
    -short JK vs crouch attacks
    -Forward JK vs projectiles.
    -No RH JK since there's a chance I can actually go over my opponent leaving me open.

    As for Jaguar Tooth(HCB+K); I'm supposed to use this vs projectiles. Problem is vs Charlie who has Sonic Boom and the recovery isn't shit so it's rather hard to pick the correct Jaguar Tooth and counter. Should I stop using Jaguar Tooth and uses Jaguar Kick only instead since I have more success with that anyway but JK is punishable on hit....

    And how do I deal with people like Chun Li and Guy both I have trouble with because they're so mobile.

    What's Adon's strongest CC? The only one I know is sweep>JKxNxJaguar Knee(dp+K).
    I killed her.

    "And you're stronger now.  Isn't that what you've always wanted?"

    Power.

    "ABSOLUTE POWER."
  • DreamfireDreamfire Joined: Posts: 159Registered
    I play Adon and I really need to level up. I have a hard time mastering his Jaguar kicks(QCF+K) since short/forward are punishable ON HIT(not sure about RH Jaguar Kick).
    I used to do
    -short JK vs crouch attacks
    -Forward JK vs projectiles.
    -No RH JK since there's a chance I can actually go over my opponent leaving me open.

    As for Jaguar Tooth(HCB+K); I'm supposed to use this vs projectiles. Problem is vs Charlie who has Sonic Boom and the recovery isn't shit so it's rather hard to pick the correct Jaguar Tooth and counter. Should I stop using Jaguar Tooth and uses Jaguar Kick only instead since I have more success with that anyway but JK is punishable on hit....

    And how do I deal with people like Chun Li and Guy both I have trouble with because they're so mobile.

    What's Adon's strongest CC? The only one I know is sweep>JKxNxJaguar Knee(dp+K).

    I'd rarely do his Jaguar Tooth at all, honestly. They can easily CC before it hits (maybe not lk version) if you happened to do it when they didn't throw a projectile. I dunno, I'd say the best thing about Adon is people don't play him much, but after a while when people start catching on he loses out since he's so linear. Aside from just using s.rh as his main far poke, c.jab/c.short/c.mp as his crouching pokes, and df+mk/his dp for antiair...there isn't a whole lot else to really do besides random gimmicks and just making your footsie game more solid.

    Dunno if you use it or not, but his cross up j.mk is pretty darn good and I don't see many Adons really using it. If you can hit confirm that they were standing while they got hit you can just j.mk, c.short, into his dp for a quick crossup combo. Might even get away with not being hit even if they blocked since lk dp is pretty quick and sometimes you'll wind up on the other side, which can throw them off.

    As for his CC, that's his strongest one, just make sure you're doing LK Jaguar kicks. Can do a far antiair CC with s.rh into LK jaguars, and for a close antiair CC..I'm not sure actually. Standing jab seems pretty unreliable, I was gonna mess around and test his df+mk and even his lk dp as starters, I guess I'll let you know if they work.
    <randomdps> Yes, it's like your characters are walking through a sea of gummy bears
    Darian on how slow A3 is.

    <Hakero> fucking brazil is in tropical geography
  • azisazis Megaton Puncher Joined: Posts: 249Registered
    I would like to know how come in Japan Adon is considered top tier only under chun. It was something like 1st Chun, 2nd Adon, 3rd Ken, 4th rolento. How and Why? He looks as dangerous as Gen and Guy to me, Hard to face, but nothing to say "wow, wtf", like Rose, Ken and Chun.

    And one thing I didn't catch.

    On Evil Ryu's 101, the link to Endy's video, why is he activating and crouching in the end. What is he showing?

    The description says it shows some bugs, all I see is the juggle extended after the CC, as tatsumaki and shinku hadouken juggles, the juggle is extended in a CC finished with tatsumaki.

    Another thing I wanna know is, what do I do after the counter with rose? c.MP x drill what strenght? No matter what I do, it doesn't connect to the drill. Or is it c.jab? I cant connect c. jab to anything either.

    And...
    Rose combos:

    after a cross up mk, c.mp xx sould illusion, walk forward a little bit, c.hp xx hk drill

    Does it combo after walking and c.hp? Or will the opponent block, so this goes only for block damage?
    Cancel c.mp or s.fp/c.fp into soul illusion, immeadiately activate and combo into cc.

    cross up mk, c.mk xx soul illusion, lvl 2 soul spark for heavy damage
    In the first, cc with Soul illusion does more damage, or is it just a way to get in with cc?

    In the second, what is this soul spark? 2xqcf or 2xhcb super? and the same doubt of above: Soul illusion activated makes the super does more damage? The shadows are still there in the next super?

  • Hatred EdgeHatred Edge Tyrannical Joined: Posts: 9,260Registered
    I'd rarely do his Jaguar Tooth at all, honestly. They can easily CC before it hits (maybe not lk version) if you happened to do it when they didn't throw a projectile.
    Even more reason why I won't be using Jaguar Tooth. On Gamefaqs the writer says to counter projectiles with Jaguar Tooth. Rather difficult seeing as far back Adon goes with it. That's why I opted to use Jaguar Kick.
    I dunno, I'd say the best thing about Adon is people don't play him much, but after a while when people start catching on he loses out since he's so linear.
    I agree he's linear. His mixup IMO is pretty weak. I started using more throws since he can IMO get in his opponents face rather quickly(save for Chun and Guy).
    Aside from just using s.rh as his main far poke, c.jab/c.short/c.mp as his crouching pokes, and df+mk/his dp for antiair...there isn't a whole lot else to really do besides random gimmicks and just making your footsie game more solid.
    Thanks, I already got some knowledge on his pokes. It's his mixup potential that kills me. He is so damn limited. His range isn't bad at all but his overhead is the slowest in the game. I've been repeatedly punished for using it. I rarely have success with it.
    Dunno if you use it or not, but his cross up j.mk is pretty darn good and I don't see many Adons really using it. If you can hit confirm that they were standing while they got hit you can just j.mk, c.short, into his dp for a quick crossup combo.
    Actually I haven't been using it. I spend most of my time trying to stay in my opponents face and the only time I get a knockdown is with his throw. I'll start using it though.
    Might even get away with not being hit even if they blocked since lk dp is pretty quick and sometimes you'll wind up on the other side, which can throw them off.
    Gotta try that. Thanks.
    I would like to know how come in Japan Adon is considered top tier only under chun.
    Adon is top tier in A2?!
    I killed her.

    "And you're stronger now.  Isn't that what you've always wanted?"

    Power.

    "ABSOLUTE POWER."
  • DreamfireDreamfire Joined: Posts: 159Registered
    Stuff

    Basically, when I play him (not serious, usually just messing around) I just kinda try to counterpoke, and add little gimmicks in here and there. The thing is most of the gimmicks aren't safe :/ Just, simple things I do is like...On their wakeup I'll just do a c.mp canceled into jaguar tooth HK and if they do hit anything they'll get hit, but if they don't it's easy CC bait or dp or even AC.

    If you really want to counter a fireball you can use his super, I personally never remember it and I'm bad at hitting 2-3 buttons for the supers anyway. It should work pretty good though.

    I have no idea why Adon would be considered that high.
    <randomdps> Yes, it's like your characters are walking through a sea of gummy bears
    Darian on how slow A3 is.

    <Hakero> fucking brazil is in tropical geography
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    Ok Imma try to cover this stuff best I can. With Adon his mk jag kick is the best version to use vs projectiles cause it will hit the tip of their hand and you are safe, other versions are all punishable when used for anything other reason. As far as his jag tooth is concerned, use lk when you are cornered to switch the momentum in your favor and other versions for mind games, very rarely actually hitting them, that way they dont know when it is coming. His strongest ccs are:

    c.rh, lk jag kick x4, mk jag kick, dp+hk

    and if they are standing

    [c.mp xx lk jag kick]x5, s.mp/s.lk xx dp+hk

    if they jump:

    s.mp xx hk dp x2

    higher lvl aa cc

    s.mp into regular lk jag cc

    IMO Adon is not a mix up character at all, more of zone/turtle with his long high priority pokes, forcing the opponent to jump or make a mistake into his cc. Landing his cc is really what you should focus on, or connecting c.lp x2 into lvl 3 super. His kick super is real good anti air and anti fireball, you can use his super at any lvl to go thru c.rh xx fireball pokes strings.


    To answer azis question, yeah the walk forward c.fp after a c.mp xx sould illusion combos, and soul illusion into cc does not give more damage, just allows the combo. Ill write up the Ken/Bison stuff a bit later, bout to grub.
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • azisazis Megaton Puncher Joined: Posts: 249Registered
    Thanks.

    And on Evil Ryu's 101, the link to Endy's video, why is he activating and crouching in the end. What is he showing?

  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    Look at the combo count
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • KerseyKersey Cyrax Wins Joined: Posts: 504Registered
    I play Chun for my main, but also like using Bison, Sagat, Sakura, and I'm interested in Rose. I suck and have the most problems with shotos.

    My biggest problem is Ken right now. Against him I use fireballs a lot, just a basic zoning game. When I feel frisky and I get close to play footsies, but his roll gets me everytime. I know cr.mk beats it but damned if I can get it out quickly enough. Also, whiffing pokes that seem safe works against me because he(and Rose to I've noticed) can punish even a whiffed cr.mk with a sweep.
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    THE ULTIMEATE CC LIST!

    Video link of some of the ccs:




    Here is everyones ccs:

    Gen:

    any lvl- c.rh xx hk dp xN, full dp ender

    Ryu:

    any lvl- c.rh xx lk hurricane xN, Hp dp ender
    aa cc- c.mp or s.mp into above cc

    Ken:

    any lvl- c.rh xx lp dp xN, hp dp ender (if close you can lp dp after c.rh instead of hurricane)
    aa cc- s.mp xx lp dp xN, hp dp


    Akuma:

    lvl 1- c.rh xx lp dp, red fb, hp dp
    c.rh xx hk hurricane, hp dp (far cc)

    lvl 2- c.rh xx hk hurricane, lk hurricane, red fb, hp dp

    lvl 3- c.rh xx fp dp, lp dp, lk hurricane, red fb, hp dp
    c.rh xx hk hurricane, lk hurricane x3, red fb, hp dp
    c.rh xx lp dp, red fb, lp dp, red fb, hp dp (dreamfire cc)

    AA CC- s.mp xx red fb xN

    Sodom:

    any lvl standing or on anyone who cant duck mp scrape: c.mk xx mp scrape xN, c.fp xx 360+hk

    On anyone who can duck it use lp scrape but dont use c.fp, go straight into 360+hk

    Sim:

    Any lvl- c.rh xx hk up flame xN

    AA cc- s.lp cc hk upflame xN

    Chun "fucking I hope she dies what a whore" li

    lvl 1- c.rh xx up kick x2
    c.rh xx lightning legs, up kicks when meter is almost out

    lvl 2- c.rh xx lightning legs longer, up kicks when meter is almost out

    lvl 3- c.rh xx up kicks x2, hold db a split second, upkicks
    c.rh xx lightning legs, up kicks x2

    aa cc- s.lp xx up kicks xN

    Dan:

    Lvl 3- c.rh xx rh gale kick, lp dp, lp dp, rh gale kick (thx Gunter)
    Lvl 3 (close)- c.rh xx lp dpx4, hk gale

    Bison:

    lvl 1/2- c.rh xx SK xN, sweep xx headstomp, p. Land and unblockable sweep

    lvl 3- c.rh xx SK x4, s.mp xx headstomp, p. Land and unblockable sweep



    Rose:

    lvl 1- c.rh x hk drill x2, hp soul throw
    lvl 2- c.rh x hk drill x3, hp soul throw
    lvl 3- c.rh x hk drill x4, hp soul throw


    Adon:

    lvl 1- c.rh xx hl dp x2
    c.rh xx lk jag kick x2, hk dp

    lvl 2- c.rh xx lk jag kick xN, hk dp

    lvl 3- c.rh xx [hk jag kick, hk dp]x2
    c.rh xx lk jag kick x4, mk jag kick, hk dp
    c.mp xx lk jag kick x5, s.mp or s.lk in hk dp (must be standing)

    Birdie:

    lvl 1- c.lk, s.lk xN, 360+hk
    c.hk xx final x2

    lvl 2- c.hk xx final x3

    lvl 3- c.hk xx final x4 (can add a red headbutt at the end but is hard

    Sagat:

    lvl 1- c.rh xx hp tiger uppercut x2
    c.rh xx hk tiger knee, hp tiger uppercut

    lvl 2/3 c.rh xx hk tiger knee xN, hp tiger uppercut

    Charlie:

    lvl 1- c.rh xx lk fk, hp sb, hk fk
    c.rh xx hk fk x2

    lvl 2- c.rh xx hk fk x3

    lvl 3- c.rh xx hk fk x2, lk fk, hk fk
    c.rh xx lk fk x3, mk fk, hk fk

    Guy:

    lvl 1- c.mk xx hp shoulder x2, hk hurricane

    lvl 2- c.mk xx hp shoulder x3, hk hurricane
    c.mk xx hp shoulder, hk hurricane x2

    lvl 3- c.mk xx hp shoulder x4, hk hurricane
    c.mk xx hp shoulder x3, hk hurricane x2
    df+rh xx hp shoulder x5, hk hurricane

    AA cc:
    s.lp xx hk hurricane xN

    lvl 3 special:
    AA cc
    s.lp xx qcf+hp,p, hp shoulder x 3, hk hurricane

    Near corner on standing tall opponent- c.fp xx qcf+p, grab, mk hurricane, hk hurricane

    Rolento:

    Any lvl- c.rh xx [scouter jump piano mash all kicks or mash lk]xN
    AA cc- s.lp instead of c.rh into above combo

    Gief:

    any lvl: df+rh xx lp gloves xN, ppp
    any lvl: c.mk xx fp gloves xN, 360
    aa cc: kkk, lp gloves xN, ppp
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    Ok some quick bison stuff:

    S.mp is very good up close giving a hefty amount of frame advantage, you can link a s.lk after

    c.mk is a very good meaty

    After a hp throw, a teleport will cross up and allow for a meaty c.mk

    You can combo into SK with s.rh

    Headstomp/skull diver mix up is 2 good, if bison gets hit in recovery he is counted as being in the air. punch follow up is prefect cc bait/set up, ac set up.

    c.fp is meaty as hell

    s.lk up close is hella good to poke with

    c.fp and s.hk are good aa, as well as s.mp in alot of situations

    Slow fireball is SOOO gay, abuse it, be careful vs shotos cause they can air hurricane. If you have a lvl 3, try to bait a air hurricane and combo into lvl 3 pyscho crusher to make them shit their pants.

    j.lk is his best air to air, as well as air grab.

    More later, ken soon
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • Hatred EdgeHatred Edge Tyrannical Joined: Posts: 9,260Registered
    Ok Imma try to cover this stuff best I can. With Adon his mk jag kick is the best version to use vs projectiles cause it will hit the tip of their hand and you are safe, other versions are all punishable when used for anything other reason. As far as his jag tooth is concerned, use lk when you are cornered to switch the momentum in your favor and other versions for mind games, very rarely actually hitting them, that way they dont know when it is coming. His strongest ccs are:

    c.rh, lk jag kick x4, mk jag kick, dp+hk

    and if they are standing

    [c.mp xx lk jag kick]x5, s.mp/s.lk xx dp+hk

    if they jump:

    s.mp xx hk dp x2

    higher lvl aa cc

    s.mp into regular lk jag cc

    IMO Adon is not a mix up character at all, more of zone/turtle with his long high priority pokes, forcing the opponent to jump or make a mistake into his cc. Landing his cc is really what you should focus on, or connecting c.lp x2 into lvl 3 super. His kick super is real good anti air and anti fireball, you can use his super at any lvl to go thru c.rh xx fireball pokes strings.
    I agree Adon isn't a mixup character. I read he's a great AA character.

    Thanks for the CCs. I needed them.
    I killed her.

    "And you're stronger now.  Isn't that what you've always wanted?"

    Power.

    "ABSOLUTE POWER."
  • KerseyKersey Cyrax Wins Joined: Posts: 504Registered
    Ok. How do I beat Ken. Seriously.
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    Depends ken can play differently, what is the ken doing. Some kens are aggressive, others turtle and ac all day.
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
  • RagingStormXRagingStormX Needs more Crisco. Joined: Posts: 3,192Registered
    oh yeah and bisons kick ac is golden, kick ac into throw or cc is priceless
    Learn Street Fighter Alpha 2! http://forums.shoryuken.com/showthread.php?t=162792
    This plays when Chuck Norris uses the bathroom
Sign In or Register to comment.