I put one up against a scrubby Sakura, I posted it just because I landed a badass mix up on the last round, I have always played Akuma but people complain about how cheap he is so I never really brought him out instead I chose to learn a character no one really played but now I'm all about those TP so I'll probably switch between them in ranked once I get my pressure game with Akuma up to par with my Fei pressure game.
Yea Thanks~ Felix is Yun expert too~ is fun to use him~ Ah yea~ infact I prefer to fight in friendly more nowsday~ I do meet lot of nice player and with no ragequit~ so much fun compare to ranked....
Focus dash-back or Focus dash-forward -- her revenge is so frickin' useful, so it's actually easy to build if they're fireball-happy. Also EX dashing punch can get through fireballs and get 3/4s of the screen on reaction, and will punish the shotos (but will be blocked by deejay/guile/chun). Otherwise jump but cut short with the mid-air axe kick. Once you get to about 1/2 screen I imagine it'll be too risky for them to fireball, since you can jump in and reach them w/ jP or jK.
better to keep you mouth shut and seem stupid, then to open your mouth and remove all doubt... Well I have a few questions which are going to show my noobness.... First what is a "frame"? also, the last few pages have discussion showing move sets and FADC stuff... db(c), f+P, db, uf+K. Interestingly, that also allows for db(c), df+P, db, uf+K. jP, db(c), df+P, db, uf+K gets you 508 dmg. can someone explain this to me?
I'm not so sure what your asking in the second part of your questions but I can help you out with first question. This is pulled directly from eventhubs.com How to read frame data Here's what the text on the frame data pages means. Move: The name of the attack you're using. Startup: The number here represents how many frames of animation take place before this move is capable of hitting your opponent. Active: Short for Active Frames. The number here shows how many frames of animation a move is capable of hitting for. For example, Ryu's Standing Hard Punch when used up close has 7 active frames. Recover: Short for Recovery Frames. This number shows how long it takes you to finish off the animation for a move before you can input another command. Total: Total number of frames before the move's animation is complete and you can do another action. Frame Adv. Block: Short for Frame Advantage after Blocking. A number with a + before it means how many frames faster than your opponent you will recover if they block your attack. Negative numbers mean how much faster your opponent will recover than you after blocking it. Frame Adv. Hit: Short for Frame Advantage after Hit. A number with a + before it means how many frames faster than your opponent you will recover after successfully hitting them with this attack. Negative numbers mean how much faster your opponent will recover than you after being hit. SOOOOOOOOOOOOOOOOOOO...... Using an example here is the frame data for Fei's standing punch, hopefully the explanations above make it a little easier to read: Start up: 4 Active: 5 Recovery: 25 Total:34 On Guard: -12 On Hit: -7 Damage: 100 Stun: 200
that does help. with regards to my second part of the post, I can not decipher db(c), f+P, db, uf+K. Interestingly, that also allows for db(c), df+P, db, uf+K. jP, db(c), df+P, db, uf+K gets you 508 dmg. for example, this bottom one, is it jumping punch, down block(crouch) lol... i have a feeling I am wrong, just need a legend for all these letters and I noticed the different case-sensitive stuff too? just confused on how to decipher.
Ah, that's just me and my random naming conventions. =) Guile's manual controls for his Super is down-back charge -> down-forward -> down-back -> up + Kick. That then allows you to use hold down-back(charge), down-forward+Punch, down-back, up-back+Kick. Basically doing his Super, but sneaking in a "Punch" during the down-forward motion of his Super. Lead that all off with Guile's jumping Punch, and you get the 508 damage. edit: Typically i would just up/down/back/forward/jump in lower case. I don't know if that's the general convention. Sorry for confusing ppl!
Ah gotcha it looks to be, jp-jumping punch db- down back (c)-charge df- down forward p- punch uf- up forward k- kick
Thank you very much! I find that my skills don't always synchronize with my BP; in fact, I don't think that it does that for many people. Wow... interesting. I only got into the App Store 1 1/2 years ago. Good on ya! You play on the Xbox, right? If so, I was just wondering, how much does the online stuff cost for it? Not to be nosy or anything. I remember that when Makoto first came out, I was trying to main her. But she just didn't really suit my playstyle, I guess, and I ended up switching to Yun. I'll have to fight your Yun some time, because I know that it's harder to combo against another Yun, but also because I'd like to fight Yuns' of my skill level. That'd be nice. OK, quick question: does a meaty Kobokushi beat Blanka's EX/Electricity?
I just thought of something sort of OK-ish. In the settings, we could be allowed to change the moves' type, so, lets say that you wanted a LP Shoryuken instead of a MP Shoryuken... you could change it to suit your preferences.
Haha thats funny. I had to sit there for a second and decipher all that stuff too. Youre a mathmagician Mooken, it looks like a big algebra equasion..
Hey iVoloster~ Those are GREAT MATCHES~!! Nice Akuma you have there~ I can't afford to make any mistake else will follow by your combo~ Sorry for leaving after 5 matches~ the game start to lag abit at 5th matches and my hand is start to sweating~! I enjoyed those sets! And I hope you feel the same way~ I recorded the 1st to 4th sets~ mind I upload those replays?
Go ahead and upload them, my Akuma was very scrubby against your Yun but by the last match I started getting a handle on the match but then it started to lag. You've got a really strong Yun, it's good to see you rep the under used characters! I spend $25 I think every three months on a subscription.
Haha~ well~ it normal Makoto is under use when there are so many other better characters~ but well~ I just don like shotos Characters except for Deejay and Chun Li~ I prefer close combat battle~ Ehh~ I don't think my yun is up to your skill yet~ oh yea I do agreed is hard to combo during Yun mirror~ haha~ anyway I don't use meaty combo like cr.kick x 2 > target combo~ I use cr.punch or kick instead as I feel that is safer And Kobokushi will just trade hit with Blanka electric... I will just sweep kick him haha
Seriously?! I was thinking something like $50 a month (I don't know why)! Ah well, I guess I'll see what it's like in Canada.. It's not that Makoto isn't good (you're a prime example of why Makoto is so good), it's just that she didn't suit my playing style. The thing about Cr. LK x2 - TC 1 - Tetsuzanko is that it's a true blockstring, and gets a nice amount of meter. I think I might overuse it a bit, though. It's also really hard to get out of it once I land my Raigeki by the legs, but they can still teleport/Shoryuken/(I think)Backdash out of it. Thanks for letting me know; I thought that it beat Electricity out completely.
Haha how would people afford to game if it was $50 a month Anyways I meant to tell you that I DL'd a few of your Yun replays the other day and I was really impressed you don't see many Yun's let alone good ones.