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Started by Alain Hoang
Wed, 27 Jan 1993 01:46
Questions questions
Author: Alain Hoang
Date: Wed, 27 Jan 1993 01:46
Date: Wed, 27 Jan 1993 01:46
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Okay, I've played this game for so long now and here I am, an on the
verge non-tick master (but wouldn't mind learning how to tick) and I still
have questions. But then again don't the best always question themselves??
their abilites, etc?? Well I dunno, you tell me on that since many of you
seem to have hit master level according to my ratings.
Anyways to the questions
1. I have heard the big old argument on the tiger Knee of Sagat. Well I have
one thing to ask. The moves of / then O is generally a consensus
but I'm wondering just ONE O / thing. Does this back then up
move (similar to a Guile Jackknife) require any charging or some special
timing? Please inform me. I WOULD like to know.
2. The FB trap of Ryu (Ryules! Flame me if you want but I'm going back to Ryu)
is a very nasty nasty item I have learned but am just wondering is Blanka
almost non-susceptible to this move (In Hyper FIghter that is). Becuz
the Blanka master I was fighting just hopped over them then started a
slugfest on my face (ouch!). I was just wondering the effectiveness of
the fireball trap against certain characters.
3. I've seen this and would like it confirmed. Can you jump attack then
do an air Hurricane kick? I've seem some guy trying to come in with a
flying short knee with Ken but at the last minute (BEFORE he landed) he
went into an air Hurricane Kick. Is this possible and if so what is the
timing?
4. Ryu's HK on the ground. When is the time you do the move to hop over a
FB from Ken/Ryu? Last moment? A certain distance? Far distance (I doubt
that). I've been practicing the move and have sometimes jumped over Ken's
fireballs and hit the guy that just stood there dumbfounded. I also love
using that move to knock out torpedo type attacks >:) I love it when Blanka
does the rolling steam train (again and again balls) and I HK at the last
moment and then he goes sailing >:). I love it.
5. I'm going to try Balrog soon and just wondered how long does the
invincibility of the TAP last? I wanna have an idea of its invulnerability
length so I have an idea of what to do.
6. Is Dhalsim's teleport bufferable like a DP? I mean like you're down and
someone jumps in to hit you just as you get up... can you buffer in the
teleport and go poof?
Except for question 1, all the rest is assumed to be playing on the
Hyper Fighter.
Thanx for the help if it comes, beforehand.
hoanga@rpi.edu
Alain Hoang
"There is always something new to learn."
Re: Questions questions
Author: Thomas Calvin Cannon
Date: Wed, 27 Jan 1993 02:17
Date: Wed, 27 Jan 1993 02:17
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In article <x-q3trb@rpi.edu> hoanga@rpi.edu writes:
>
> Okay, I've played this game for so long now and here I am, an on the
>verge non-tick master (but wouldn't mind learning how to tick) and I still
>have questions. But then again don't the best always question themselves??
>their abilites, etc?? Well I dunno, you tell me on that since many of you
>seem to have hit master level according to my ratings.
>
> Anyways to the questions
>
>
>1. I have heard the big old argument on the tiger Knee of Sagat. Well I have
> one thing to ask. The moves of / then O is generally a consensus
> but I'm wondering just ONE O / thing. Does this back then up
> move (similar to a Guile Jackknife) require any charging or some special
> timing? Please inform me. I WOULD like to know.
>
Nope, no charging necessary. The timing's a bit tricky, but you'll get
the hang of it eventually.
>2. The FB trap of Ryu (Ryules! Flame me if you want but I'm going back to Ryu)
> is a very nasty nasty item I have learned but am just wondering is Blanka
> almost non-susceptible to this move (In Hyper FIghter that is). Becuz
> the Blanka master I was fighting just hopped over them then started a
> slugfest on my face (ouch!). I was just wondering the effectiveness of
> the fireball trap against certain characters.
Hmmm.. HF hasn't come to my campus yet [ =( ] but I'm sure that one of
the UIC folks would be thrilled to answer this one.
>
>3. I've seen this and would like it confirmed. Can you jump attack then
> do an air Hurricane kick? I've seem some guy trying to come in with a
> flying short knee with Ken but at the last minute (BEFORE he landed) he
> went into an air Hurricane Kick. Is this possible and if so what is the
> timing?
>
Yes, but for some reason, the only way I've been able to do it is by
treating it like a buffered move. (i.e. jumping roundhouse, then
do a HK _right_ after it connects) Unfortunately, using this method,
the HK flies right over your opponent's head.
>4. Ryu's HK on the ground. When is the time you do the move to hop over a
> FB from Ken/Ryu? Last moment? A certain distance? Far distance (I doubt
> that). I've been practicing the move and have sometimes jumped over Ken's
> fireballs and hit the guy that just stood there dumbfounded. I also love
> using that move to knock out torpedo type attacks >:) I love it when Blanka
> does the rolling steam train (again and again balls) and I HK at the last
> moment and then he goes sailing >:). I love it.
>
Ryu is invunerable while going up into the HK _and_ while coming down,
so in order to phase though anything, you have to start the HK _right_
before you get smacked.
>5. I'm going to try Balrog soon and just wondered how long does the
> invincibility of the TAP last? I wanna have an idea of its invulnerability
> length so I have an idea of what to do.
>
The TAP is only invunerable while Balrog is turned around. It's a little
bit longer than the invunerability of Ryu's HK
>6. Is Dhalsim's teleport bufferable like a DP? I mean like you're down and
> someone jumps in to hit you just as you get up... can you buffer in the
> teleport and go poof?
This isn't buffering, but I assume it's possible. Ever since CE, the
'man down' has always had an opportunity to get the first move off,
providing that it's a special technique or a throw.
>
> Except for question 1, all the rest is assumed to be playing on the
>Hyper Fighter.
>
>Thanx for the help if it comes, beforehand.
Your welcome
>
>hoanga@rpi.edu
>Alain Hoang
>"There is always something new to learn."
>
---
T. Cannon
Re: Questions questions
Author: Dark Lord of the Sith
Date: Wed, 27 Jan 1993 03:53
Date: Wed, 27 Jan 1993 03:53
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> Anyways to the questions >1. I have heard the big old argument on the tiger Knee of Sagat. Well I have > one thing to ask. The moves of / then O is generally a consensus > but I'm wondering just ONE O / thing. Does this back then up > move (similar to a Guile Jackknife) require any charging or some special > timing? Please inform me. I WOULD like to know. No charge time required, You can as many as you want in a row, w/o delay. >3. I've seen this and would like it confirmed. Can you jump attack then > do an air Hurricane kick? I've seem some guy trying to come in with a > flying short knee with Ken but at the last minute (BEFORE he landed) he > went into an air Hurricane Kick. Is this possible and if so what is the > timing? The HK can be done in the air just as it is done on the ground. (You had better know what the HK motion is!) Once while playing, I hit the opponent with a flying roundhouse, and proceeded to hit them with a mid-air HK. Don't know if a combo or what, but I did it. >4. Ryu's HK on the ground. When is the time you do the move to hop over a > FB from Ken/Ryu? Last moment? A certain distance? Far distance (I doubt > that). I've been practicing the move and have sometimes jumped over Ken's > fireballs and hit the guy that just stood there dumbfounded. I also love > using that move to knock out torpedo type attacks :) I love it when Blanka > does the rolling steam train (again and again balls) and I HK at the last > moment and then he goes sailing >:). I love it. The timing for the HK over the FB is right before it gets to you, so that it passes through his legs as he is going up for the HK. I think it works best for strong or fierce FB's only. >5. I'm going to try Balrog soon and just wondered how long does the > invincibility of the TAP last? I wanna have an idea of its invulnerability > length so I have an idea of what to do. Similar to the HK. Definitely more surprising though, but the opponent will be expecting it after a while. Use it in close quarters to assure they can't counter. -- Caine Schneider "Attack me if you dare, I will crush you!" -Ken "I've got a bad feeling about this..." -Solo -Skywalker -Leia --
Re: Questions questions
Author: Seth James Killian
Date: Wed, 27 Jan 1993 05:43
Date: Wed, 27 Jan 1993 05:43
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hoanga@nason109.its.rpi.edu (Alain Hoang) writes:
> Okay, I've played this game for so long now and here I am, an on the
>verge non-tick master (but wouldn't mind learning how to tick) and I still
>have questions. But then again don't the best always question themselves??
>their abilites, etc?? Well I dunno, you tell me on that since many of you
>seem to have hit master level according to my ratings.
> Anyways to the questions
>2. The FB trap of Ryu (Ryules! Flame me if you want but I'm going back to Ryu)
> is a very nasty nasty item I have learned but am just wondering is Blanka
> almost non-susceptible to this move (In Hyper FIghter that is). Becuz
> the Blanka master I was fighting just hopped over them then started a
> slugfest on my face (ouch!). I was just wondering the effectiveness of
> the fireball trap against certain characters.
Actually, the FB trap is extremely effective vs. Blanka, if begun from
the correct distance. It is possible to sweep him before he hits the
ground, regardless of what move Blanka may do from the air. It is
not easy to describe generally, but the spacings aren't too hard to
pick up if you watch someone who can do it. Against other characters?
There is far too much to be said here, maybe I'll post a guide when I'm
not so sleepy...
>3. I've seen this and would like it confirmed. Can you jump attack then
> do an air Hurricane kick? I've seem some guy trying to come in with a
> flying short knee with Ken but at the last minute (BEFORE he landed) he
> went into an air Hurricane Kick. Is this possible and if so what is the
> timing?
Yes, this is possible, but with only semi limited uses. It IS a two
hit combo, if done late, but does less damage than most Ken/Ryu combos.
The only idea I have come up with is for an anti sac throwing maneuver.
They take the hit... then they take another one before I have even hit
the ground. The timing for this will also come with a little practice,. I got it after more or less two days.
>4. Ryu's HK on the ground. When is the time you do the move to hop over a
> FB from Ken/Ryu? Last moment? A certain distance? Far distance (I doubt
> that). I've been practicing the move and have sometimes jumped over Ken's
> fireballs and hit the guy that just stood there dumbfounded. I also love
> using that move to knock out torpedo type attacks >:) I love it when Blanka
> does the rolling steam train (again and again balls) and I HK at the last
> moment and then he goes sailing >:). I love it.
This is very intuitive, and VERY useful. I use this move so much that
I have almost forgotten how to get inside with Ken (who cannot go
over FB's). I'm afraid I cant describe the timing, but it is done very
late into the approach. Like I said, very intuitive. Practice practice
practice...
>5. I'm going to try Balrog soon and just wondered how long does the
> invincibility of the TAP last? I wanna have an idea of its invulnerability
> length so I have an idea of what to do.
I think that the "invulnerability" is actually quite a bit longer than
the HK's, but takes some timing none the less. I put invulnerability
in quotes, because I don't think that Balrog is actually invulnerable
in the same sense as Ken/Ryu in the middle of a DP are. I say this
because I have thrown B out of the TAP and I believe it was while still
in the turnaround portion of the animation.
>6. Is Dhalsim's teleport bufferable like a DP? I mean like you're down and
> someone jumps in to hit you just as you get up... can you buffer in the
> teleport and go poof?
I have no idea. Still too slow to be much good IMO.
> Except for question 1, all the rest is assumed to be playing on the
>Hyper Fighter.
>Thanx for the help if it comes, beforehand.
>hoanga@rpi.edu
>Alain Hoang
>"There is always something new to learn."
Seth Killian
Re: Questions questions
Author: Alain Hoang
Date: Wed, 27 Jan 1993 15:33
Date: Wed, 27 Jan 1993 15:33
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Thanx to all that replied to my questions. I have partaken a mission to use the Hurricane Kick for Ryu as it hasn't been used before. After watching our local Ryu master (who doesn't have the HK down as good as all you Ryu nuts but better than me by far) HK E.Honda out of a Torpedo one day I was inspired to annoy people with this kick to no ends. So far I keep forgetting about the kick but I'll have to use it on Roll-happy Blankas :) Hmmm, I suspected that such a late use in the HK was necessary for jumping over fireballs and I believe that the HK doesn't go over Jab FB's that well at all. And I guess I'll have to go get and practice my timing to hop over it. *sigh* Oh well more practice. Another question .... DOes it matter WHICH kick you use for the HK when jumping over Fireball's. When I have done it (wih major inconsistencies) it's always been the Roundhouse kick. But I'd like to use different kicks so I can mix up the distance partaken after jumping over the fireball with the HK. THanx Beforehand Alain Hoang hoanga@rpi.edu "Whaddya know, learned somethin' new"
Re: Questions questions
Author: Seth James Killian
Date: Thu, 28 Jan 1993 00:46
Date: Thu, 28 Jan 1993 00:46
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hoanga@sage4b.its.rpi.edu (Alain Hoang) writes: B > Hmmm, I suspected that such a late use in the HK was necessary for >jumping over fireballs and I believe that the HK doesn't go over Jab FB's that >well at all. And I guess I'll have to go get and practice my timing to hop over >it. *sigh* Oh well more practice. Another question .... DOes it matter >WHICH kick you use for the HK when jumping over Fireball's. When I have done >it (wih major inconsistencies) it's always been the Roundhouse kick. But I'd >like to use different kicks so I can mix up the distance partaken after jumping >over the fireball with the HK. It does the old heart good to see someone aspiring to new levels of annoyance with that wonderful HK! I loooove the HK. In answer to your questions: you CAN go over jab FB's with the HK, although I have not done it with the short HK (haven't actually tried). You can also use the short HK to go over FB's of higher speeds. Practice on Ryu or computer Chun Li (HF). For going over FB's with the HK, I almost always use roundhouse, because it goes further. You can hit the FB thrower from about 1/2 screen away safely. Any farther and he'll have time to react and possibly squish you. What most often happens is that some Ryu will be FBing mercilessly and when you sail on through one, he will have already started the motion for the next one. This is funny because you cant have two FB's on the screen at once, and they expected the first one to have connected by now so their FB motion ends with an extremely foolish looking standing straight out fierce, while they stand frozen in recoil while you smash them. This move is also wonderful for it's occasionaly amazing damage, sometimes better than a throw... P.S. Just today on a CE machine, I went through TWO of computer Ryu's fierce FB's in the same short HK. One on the way up, and one on the way down. In all my years :) of HKing, I have never before seen this, and it will probably be tough to duplicate. Perhaps this will lend some credence to the "invincible on the way down too" theory of HK... >THanx Beforehand >Alain Hoang >hoanga@rpi.edu >"Whaddya know, learned somethin' new"
Re: Questions questions
Author: This Space for Rent
Date: Thu, 28 Jan 1993 01:53
Date: Thu, 28 Jan 1993 01:53
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About HF Ryu's mid-air Hurricane Kick: Yes, you can get this move in a combo. You can interrupt an aerial attack with the hurricane kick. This two hit combo comes in handy in those annoying Ken/Ryu battles and gives Ryu and edge IMO. The joystick motions for this combo are easy. If you can do a roundhouse/ fireball combo, you can do a flying roundhouse/aerial hurricane kick combo. Now, when you use it: Usually, you have to hit players around the neck or chest area with your flying roundhouse so that you: a) can land the rest of a combo successfully. b) don't get sac-thrown c) don't get foot-swept or worse before you land. However, when jumping over a fireball, it's not always possible to hit your opponent that late. If you try to, you'll find yourself on the fist end of a DP. If you hit them early, then one of the above nasties can spoil your attack. With Ryu's flying roundhouse/aerial hurricane kick, Ryu can safely jump in from distances and with poorer timing than he used to be able to. There's a certain distance in every Ryu player's head where they regard it as 'safe' to fireball. You'll notice that during Ryu vs. Ryu battles, players often throw fireballs simultaneously at this distance. Now, instead of countering with a fireball, you can jump over and attack with your new combo. Ryu's effective ground range has been increased! Well, I'll leave you to ponder the implications. Just wanted to let you know that this move changes some of the subtleties of positioning of Ryu/Ken battles. Ken's flying roundhouse/hurricane kick just doesn't cut it. -- Eu-Ming Lee (aka CyberGeek) el27166@uxa.cso.uiuc.edu If you have nothing good to say, sit down, shut up, and post to USENET.
Re: Questions questions
Author: Dark Lord of the Sith
Date: Thu, 28 Jan 1993 02:01
Date: Thu, 28 Jan 1993 02:01
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> P.S. Just today on a CE machine, I went through TWO of computer Ryu's > fierce FB's in the same short HK. One on the way up, and one on the > way down. In all my years :) of HKing, I have never before seen this, > and it will probably be tough to duplicate. Perhaps this will lend some > credence to the "invincible on the way down too" theory of HK... This is possible against computer Sagat or any human idiot who like throwing only high tigers. I've gone through two high tigers at once several times. Like seven or eight times. I used the short HK to do, and I never hit him with it, but it looks like a trick that you'd plan. -- Caine Schneider "Attack me if you dare, I will crush you!" -Ken "I've got a bad feeling about this..." -Solo -Skywalker -Leia --
Re: Questions questions
Author: This Space for Rent
Date: Thu, 28 Jan 1993 02:02
Date: Thu, 28 Jan 1993 02:02
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It's easier to go through fireballs with the roundhouse hurricane kick because the lateral speed is greater than the short hurricane kick. However, it is possible to go through jab fireballs with the short hurricane kick. I use the short hurricane kick to go through fireballs most of the time. The other ones leave you too vulnerable. The fireball thrower can simply block and then DP. If they do this on your short hurricane kick, they'll usually DP right through your hurricane kick as you're invulnerable and coming down from it, or you'll already be on the ground and blocking their attack. IMO, it's usually safer to throw after blocking a hurricane kick, since it will always work if done correctly. The problem is doing it correctly in the first place :-). However, if I recognize a HK as a roundhouse one, I'll have plenty of time to set up for a DP. Side note: My Blanka strategy against players who hurricane kick too much is to block it and then bite. Don't pound on the fierce button to bite. You can only bite after Ryu is out of the hurricane kick, so don't even try before then. If done right, Ryu can't DP or do anything. But that's his fault for losing the initiative by performing a HK in the first place. -- Eu-Ming Lee (aka CyberGeek) el27166@uxa.cso.uiuc.edu If you have nothing good to say, sit down, shut up, and post to USENET.
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