QUOTE(Star_Scream @ Sep 10 2009, 01:54 PM)
Errmm.. i can only use charge characters.. i cant make srk properly.. when i try to use ryu, my ultra become ex srk.. everytime!!
I am not sure how you perform these inputs but here's something that I think may help.There is this thing called 'riding the gate' which basically means performing circular actions on the stick by going through the input directions to the max allowable range. If you notice, even before touching the edge (the gate), you will hear the soft 'click' of the microswitch - that's the sound of your input being captured.
Try to NOT ride the gate (or too much) when doing these motions. Using Ryu, practice fireballs and try to find that perfect spot where you can safely do D, DF, F + P in "one smooth glide" with minimal force. For me, I bring the stick to D and touch the gate, then glide it so it doesn't fully touch the DF corner, then move it to F (touching the gate too).
I really don't micro-analyse my inputs, but I THINK I input Ryu's Ultra like this:
[ul]Direction / Touch Gate?[/ul]
Down / Yes
Down-Fwd / No
Fwd / No
Down / No
Down-Fwd / no
Fwd / Yes
Works for me, may not work for you. If you can perform a smooth FB, you can try doing it twice. Once you have his Ultra nailed 10/10 times in execution, you can just try to DASH, then input the Ultra command after the (Fwd, Fwd) motion.
Reasons why EX-SRK may come out:
• The way the engine records commands and 'shortcuts' (i.e. SRK = DF x2, Punch)
• After Dash, Ultra is inputted immediately. You can try to reset the stick to neutral first before doing Ultra
• And the most important one, PPP is not done together. For this, you can try turning the input log on in Training.
QUOTE(laxa88 @ Sep 10 2009, 01:06 PM)
Hi guys! I hope this "adds value" to the thread instead:
I'm trying to main Abel but I feel his combos are a bit restricted. I've been using the same combo over and over (cr.LP > MP > qf.P > cancel > cr.HP > roll > dp.P), so I've been trying to avoid it. Is this normal? :/
Also, I seem to have problem against Blanka... I think Thrust and Kenny7333 can testify that
I think the decider move for many tight Abel matches is his normal/EX qcf.p > FADC > d.HP > Ultra. I was having problems linking the d.HP after coming out from FADC but applied a useful technique and got a very good success rate! The gurus here have already shared this technique so here you go!I'm trying to main Abel but I feel his combos are a bit restricted. I've been using the same combo over and over (cr.LP > MP > qf.P > cancel > cr.HP > roll > dp.P), so I've been trying to avoid it. Is this normal? :/
Also, I seem to have problem against Blanka... I think Thrust and Kenny7333 can testify that
Simply perform: d.HP (hold this button with middle finger, then QUICKLY piano your index finger to d.MP). If you notice in training, the first input will display as HP, then the second one as MP+HP. The game will accept the highest hierarchy input so the engine captures HP being inputted TWICE. Which means you have DOUBLE the chances of having that move to come out.
This is the hierarchy, LP < LK < MP < MK < HP < HK. Simply put, pressing all SIX buttons will result in HK coming out as it's the highest of the button order. Also, the engine will capture all button inputs too (useful for Gouki, because you can output his Demon with Fwd, Fwd, LP+LK+HP as a shortcut - THREE steps, instead of FIVE).
There's TONNES of other shortcuts in this game that makes almost-impossible execution possible. I'm 100% sure Phyurix knows this for Gen. If you're in his PPP stance and people jump, just do QCF+KKK twice to catch them in the air with your KKK-only Super/Ultra. Lucky cannot kara-cancel with all 6 punches and kicks, like Gouki
Sep 10 2009, 02:59 PM

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