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Street Fighter

rockman2k1

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Well, I dunno about the Dreamcast version, but I know he had some incredible priority in the arcade version of 2nd Impact. Including being able to stuff a good amount of attacks with his dive kick alone. Compared to 3rd Strike, I think pretty much he has less priority, and a lot less defense. The only reason Akuma is'nt higher on the teir list is the fact that outcome of a match can change depending on what kind of attacks he takes since his defense is rather random with a low stun bar. But he sure as hell has the potential to rush down and make any fight a tough one.
 

Ky Kiske

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Ah I see. Do you also know why Sean was so good prior to 3S? As you can see, I played 2nd Impact long after its release. Hell, I played 3S before 2nd Impact. =\
 

The Jive Professor

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My proficiency is mainly with Third Strike, since I've only messed around with Double Impact enough to know that it's an inferior (albeit good) game, so if I'm off don't say I didn't warn you.

As far as Akuma is concerned, if I'm not mistaken he was just a sprite edit/power increase of Ryu in Double Impact (in the same vein as Urien simply being a sprite edit of Gill in DI), but was given his own distinct properties in Third Strike. I could be wrong on that though. In any case his defense was substantially lowered to even him out in Third Strike.

Sean was simply an overall better character in DI. He did more damage, some of his moves had extra hits (his anti-air had a second punch at the end of it), and he did CRAZY stun damage.

Overall DI is a good game, but from what I understand (and have played and felt myself) is that noone really played DI competitively because of how much of an advantage top tier characters had in DI.



Akuma in Third Strike is a really solid character. He's definitely higher in the Middle tier because he has so many projectiles he is really the most effective character in the game for zoning people with fireballs. He's also got some really good syngery with his specials/normals. For example, Ken and Ryu's hurricane kick knocks opponents across the screen with the first kick if it connects. Akuma's will hold someone in place and juggle them, making them land just slightly after Akuma. This means he can usually combo out of light hurricane kicks, or even out of any strength hurricane kick in the air (e.g. you both jump, Akuma does the hurricane kick and juggles you, he hits the ground before you and can follow up with a standing hp). Also of note is that two of his three super arts can be activated both on the ground and in the air, and he has two more additional super arts. When you've got two meters stocked with any regular super art (which is the max for all three of his), he can do the Raging Demon or the Gateway to Hell. Gouki don't play.
 

rockman2k1

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The Jive Professor said:
Overall DI is a good game, but from what I understand (and have played and felt myself) is that noone really played DI competitively because of how much of an advantage top tier characters had in DI.
Is that really the case? Or was it that maybe 3rd Strike was released about a year after 2nd Impact was? Think about all the time that 3rd Strike has been played compared to 2nd Impact. In 3rd Strike, there has been plenty of strategies to deal with the higher teir characters, whereas 2nd Impact did'nt get these stratgies because a revision of the game was released only a year after. If there was another revision after 3rd Strike, chances are that Chun would still be the definete top teir, Yun would have no Genin Jin combo's with insane damage, Ken would probably only be mid teir, and Makoto would probably just suck.
 

The Jive Professor

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rockman2k1 said:
Is that really the case? Or was it that maybe 3rd Strike was released about a year after 2nd Impact was? Think about all the time that 3rd Strike has been played compared to 2nd Impact. In 3rd Strike, there has been plenty of strategies to deal with the higher teir characters, whereas 2nd Impact did'nt get these stratgies because a revision of the game was released only a year after. If there was another revision after 3rd Strike, chances are that Chun would still be the definete top teir, Yun would have no Genin Jin combo's with insane damage, Ken would probably only be mid teir, and Makoto would probably just suck.
Obviously the 'immediate' release of 3s contributed to DI's lack of support, but at the same time 3s is a better game. Like I said, my experience with DI was only a couple of hours of constant play, and I went into it rather optimistic ("Sean is good?! Woo hoo!") but it just felt...I don't know how to put it. But I know some guys who played a lot of DI, and one of them even said 'DI competitive play was just silly' in reference to character balance.

Also, you have to realize something: WHY was 3s played so much more than DI? It can't just be because it was the 'newest' thing, since when SF3:NG came out it was the new hotness and it got raked pretty harshly. 3s is just an excellent game, and it shows.

Of course if there was a Street Fighter 3: Fourth Esplode or something of that nature there would be balance tweaks, but exactly what those tweaks would be...at best we could speculate, but in truth we don't know what they'd do. Sure, Genei-Jin is an amazing super, but it's also the defining ability of Yun's, and it's not like Capcom hasn't done anything like it before (V-ism), it's just that now he's the ONLY one capable of it. I don't think it's a bad thing though, since I like character diversity and don't want a bunch of shoto clones running around.

Part of the reason strategies exist that are capable of dealing with top tier characters is that 3s is well-balanced enough that most characters, even in bad matchups, stand a good chance of winning. I would be lying if I told you that a friend and I (this friend being an excellent player, definitely superior to me overall) did not have a running feud. My Alex vs. his Ken is how we finish every set, and not just because these are our mains. Mainly it's because a few months ago, I beasted him first round them Perfected him the second. Since then I have gotten a Perfect on him on three other occasions in that matchup, and he has yet to visit the same shame upon me. I say all that to say this: 3s is well-balanced. DI is a fantastic game, I won't argue that it isn't fun, but 3s is just more polished in my opinion, and in the opinion of most of the fighting game community.
 

rockman2k1

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The Jive Professor said:
Obviously the 'immediate' release of 3s contributed to DI's lack of support, but at the same time 3s is a better game. Like I said, my experience with DI was only a couple of hours of constant play, and I went into it rather optimistic ("Sean is good?! Woo hoo!") but it just felt...I don't know how to put it. But I know some guys who played a lot of DI, and one of them even said 'DI competitive play was just silly' in reference to character balance.
There are a few guys that play 2I and they all agree that 2I is worse in terms of balance because of the obvious advantage the top tier have? Of course that's the case because agian, 2I has'nt had as much exposer as 3rd Strike. People are not used to the retardeness of 2I's top tier because the overall scene stopped playing after 3S was released. The only reason why 3S is balanced is because the game has been out for 7 or so years. And has been played competively for just as long. But back when the game was first released, don't think it was balanced. East coast tournaments wanted Chun-li banned because her 2nd super art was too damaging, can be canceled into so many normal's, and had two stocks. Hell, some people went as far to say that she was just as godly in 3S as Akuma was in Super Turbo. Sounds like balance to me.

I'm not saying that 2I is more or less balanced than 3S, all I'm saying is that due to the release of 3S, we'll never know how the game would have turned out if it was played for 7 plus years.

Also, you have to realize something: WHY was 3s played so much more than DI? It can't just be because it was the 'newest' thing, since when SF3:NG came out it was the new hotness and it got raked pretty harshly. 3s is just an excellent game, and it shows.
I'm pretty sure the reason 3S was played much more because it was newer. The reason why New Generation was so poor was because it was'nt the sequal it should have been. Only with revisions did the series get better. Implementing new ideas and what-not to the already exsistant engine.


Part of the reason strategies exist that are capable of dealing with top tier characters is that 3s is well-balanced enough that most characters, even in bad matchups, stand a good chance of winning. I would be lying if I told you that a friend and I (this friend being an excellent player, definitely superior to me overall) did not have a running feud. My Alex vs. his Ken is how we finish every set, and not just because these are our mains. Mainly it's because a few months ago, I beasted him first round them Perfected him the second. Since then I have gotten a Perfect on him on three other occasions in that matchup, and he has yet to visit the same shame upon me. I say all that to say this: 3s is well-balanced. DI is a fantastic game, I won't argue that it isn't fun, but 3s is just more polished in my opinion, and in the opinion of most of the fighting game community.
Once again, the reason those strategies exsist is because the game has been played for 7 years. A game does not get better or worse unless it's played a lot, in which case, 3S qualifies.
 

Ky Kiske

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Just so I'm understanding this correctly, you're saying that DI could probably have been a better game if there were no 3S because the scene would have continued to play it up until now and eventually find strategies that could effectively deal with the top tiers?

And the topic of Chun's SAII, yeah that thing does tons of damage and the last hit is jump cancellable so you can tack on extra damage or even end with her j.HK which is a knockdown. I once saw a Chun vs. Remy match and here's how last round went: Chun lands a few pokes, Remy tries to low poke, Chun low parries and lands a c.MK xx SAII. Remy gets up, tries to low poke again, same result, done. Fastest round I've ever seen. iirc, Chun's c.MK xx SAII is where the whole concept of hit confirm was born.
 

The Jive Professor

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rockman2k1 said:
So, wait, NG wasn't played becuase it was the new hotness it was just a bad game, but 3s was ONLY played because it was the new hotness even though it is inferior to DI? Just asking.

It's not like I don't see what you're trying to say, and it's not like I'm saying DI is bad, I'm just saying 3s is better. There's a huge difference.

Here's the thing. MvC2 has been out even longer than 3s and has been played more by a longshot...would you call it balanced because it has been played so much?

It's cool man, play DI, it's not like I'm part of a 3s cult and I'm looking for converts, but 3s is the natural evolution of the series, and just as I feel DI was a huge upgrade from NG, 3s is a huge upgrade from DI. DI feels like there's a lot more love in it, because the backgrounds, win/lose screens, and music were all better and felt more integrated whereas 3s just has some kind of bland backgrounds and after a match it's just a picture and a rating. 3s just feels like a better game in terms of mechanics with the swtich to the throw/UOH/taunt implementation, high/low parry, and improved hit detection. I'd say character balance too, but allegedly that's in question.
 

rockman2k1

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Ky Kiske said:
Just so I'm understanding this correctly, you're saying that DI could probably have been a better game if there were no 3S because the scene would have continued to play it up until now and eventually find strategies that could effectively deal with the top tiers?
Kinda, I'm pretty much saying that if 2I got played more, then it would have turned out differently. For either better *OR* worse. And this is true for any fighting game out there.

So, wait, NG wasn't played becuase it was the new hotness it was just a bad game, but 3s was ONLY played because it was the new hotness even though it is inferior to DI? Just asking.
What I pretty much meant was that NG was a rather crappy sequal to the SF series. I know that it did'nt get a lot of love over here, and in many places, for whatever reason. However, the SFIII series got two more upgrades, each getting newer gameplay options and making it a overall better game. Stuff like EX moves, short hops, personal actions, red parries (not sure if they are in either 2I or NG) newer characters and chacter balances thoughout the upgrades. What did NG have? Nothing really special, it kinda felt like a step backwards.

It's not like I don't see what you're trying to say, and it's not like I'm saying DI is bad, I'm just saying 3s is better. There's a huge difference
And I never said that 3S was inferior compared to 2I. All I ever said was pretty much that 2I could have been a lot different if it was played more. But as of right now, yes, 3S is a much more balanced game compared to 2I. Hell, it's a lot more balanced compared to a lot of fighters out there.

Here's the thing. MvC2 has been out even longer than 3s and has been played more by a longshot...would you call it balanced because it has been played so much?
Actually, 3S is older. It was released in 1999 where MVC2 was released in 2000. But anyways, teirs in Marvel have shifted throughout the years. The first two years of MVC2, Cable was broke, Iceman was top cause he did'nt take chip damage from a lot of attacks, and Sentinal sucked because he was "slow". But throughout the years, we found out unblockables with Sentinal and Storm, we learned that as soon as Iron Man touches you, you lose the game, Strider/Doom teams are'nt godly anymore, Tron's projectile assist does'nt have damage scaling, Magneto with Psylocke assist has countless infinite setup's and resets.
 

The Jive Professor

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Huh, yeah you're right. I thought MvC2 was released in 1999 as well. Shows how much I keep up with it.

What I meant by balance though was that MvC2 is dominated by the top five: Magnet, Storm, Psylocke, Sentinel, Cable. In any case, it's gotten far more play than 3s and it's still insanely top-heavy. 85-90% of the cast doesn't even stand a chance unless they've got one of those five in their team.

To be perfectly honest, NG did have a lot of new implementations (EX moves, super-cancels, parries) it just lacked in a few others (if I'm not mistaken Ken and Ryu couldn't even do hurricane kicks in the air anymore, talk about going back to World Warrior days).

DI could have been a lot different if it were played more, you're right, but it got swept under the table, so whether or not the metagame would have substantially altered the game is kind of a moot point.

Oh, and I believe red-parries were implemented in 3s, but I'll have to do some research to make sure.
 

SimDaddyGT

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Red parries were introduced in 3rd Strike. I'm pretty sure of it.

You can't really say Marvel was that well-balanced with all these glitches and bad matchups. And people playing only top tiers (like at Texas Showdown) kinda ruins the fun of playing. Don't get me wrong, the game's still fun (and the only thing I've got in an arcade within a 50-mile radius), but not as well-balanced for me as 3rd Strike, where any matchup can be good.
 

The Jive Professor

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Just had some really good matches last night. Beasted with Q all night long, baby. He's got some really high-damage combos that look so painful. j.RH > st.mk > EX dash punch > st.RH is brutal. I found that connecting a j.fierce will throw someone across the screen and give you time to taunt (Q's taunt gives him a huge defense bonus, and if you stack three he's practically utouchable).

My Dudley faired pretty poorly, but my Alex and Sean were as sharp as ever and my Elena and Ken have improved.
 

Ky Kiske

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I want to get better with Yang. But last time I played I had trouble pulling off his EX mantis slashes with consistency because you have to do it really fast.
 

The Jive Professor

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Ky Kiske said:
I want to get better with Yang. But last time I played I had trouble pulling off his EX mantis slashes with consistency because you have to do it really fast.
Yang is really good. A bread-n-butter combo for him would be c.mk > mantis x 3. Don't forget to use his diagonal-down mk in the air because it's great for keeping pressure on your oppoenent and has crossup potential too, iirc. SAII is what I choose when I play Yang.
 

Ky Kiske

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Yeah, I know about the c.mk>matis x3 combo. Back when I played I used SAII as well. It was easily comboed into.
 

The Jive Professor

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He's got some good resets too, but I don't remember how to do them. Oh, if you're going for the mantis x3 and it gets blocked, just stop after like the first or second mantis, do his >mk (the overhead) or UOH and try again, and keep mixing it up until you land it. Tends to work pretty well for my scrub-tier abilities with him, but I have been known to get the V with Yang.
 

The Jive Professor

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GREAT-ONE said:
Heres a combo video of Akuma in street fighter 3 third strike. This was done by a japanese player named KYSG and it was also done on an arcade system, not a game console. Its a pretty good video.

http://youtube.com/watch?v=n1DU7HD3t2k&search=akuma combo videos
I've got that vid on my hard drive. It's cool and all, but if I'm not mistaken it's done on a program stick and for the most part those combos are not humanly possible. Some parts of it you can do, other parts...not so much. Akuma is ridiculous and all, but he's not THAT ridiculous.

Edit: KYSG uses a program stick, so technically the combos are possible, but I don't think the human hand can do them. Who knows.

Good find, in any case.

I've been trying to learn Ryu a bit more, because even though Ken is my favorite shoto, Ryu is a lot more flexible in terms of playstyle in 3s. Not to mention Shin-Shoryuken is one of the sweetest looking supers ever.

Ryu Tutorial vid:

http://www.youtube.com/watch?v=Z6a9_8Icrvc&search=ryu tutorial

A ridiculously cool Urien video focusing on the potential of Aegis. It's some really scripted, stupid setups, but it looks cool and RX is one of the best Urien's in the world so it's always cool to see him play (he's got such wicked charge partitioning):

http://www.youtube.com/watch?v=jo9hiDf8j00&search=aegis reflector

Quite literally the supreme (and possibly only) Twelve tutorial. Hilariously honest, too:

http://www.youtube.com/watch?v=K3-Oc503dQs&search=twelve tutorial

Enjoy gents.
 

rockman2k1

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The sad fact is that many of those combos are possible and doable, however, they are also very situational. So even if you had the skills for them, chances are they would rarely (if at all) be able to have a chance to do.

The cool thing about KYSG though is that any game he'll make a combo video for, he'll mosy likely break. He's just that sick! I also like his Elena video better! :)
 

Ky Kiske

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KYSG is one of the most famous combo creators of all time but most of his videos showcase combos that are more for show and "WOW!" factor rather than application.

I play Ryu too but mreh. Can't say that I'm all that great with him.
 

The Jive Professor

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Ryu is good, and even though I've liked Ken more since SFII, Ryu is much more flexible in 3s. I play EX Ryu, meaning I just focus on all his EX moves because they take him from 'meh' to 'wow' quicker than you can blink.

Lots of folks play Denjin Ryu though, and look for the Denjin setups and causing heavy damage/stun.
 

GREAT-ONE

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Ryu has always been my main in the street fighter games. In Third strike, its a tie between him, and Ken and Akuma. Ryu's shin-shoryuken super in Third Strike is by far, one of the most powerful supers in the game, and its also one of the sickest moves as well. I don't know why people don't use him that much in tournaments cuz he's really good.
 

The Jive Professor

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GREAT-ONE said:
Ryu has always been my main in the street fighter games. In Third strike, its a tie between him, and Ken and Akuma. Ryu's shin-shoryuken super in Third Strike is by far, one of the most powerful supers in the game, and its also one of the sickest moves as well. I don't know why people don't use him that much in tournaments cuz he's really good.
I don't know many people who main Ryu, but alot of people use him for Denjin. It's a short bar super, so it's pretty quick to max out and has a lot of setups that are really difficult to parry through (since Denjin is unblockable), especially since the timing for the parry on a Denjin shifts about three parries in. I'm also a fan of Shin Shoryuken though, since it just looks too cool, especially with a hurricane kick follow-up. Not to mention it'll knock half a bar off most characters.

Ken is more popular simply because he's easy to use in 3s. His normal chains are not all that complicated and with the ability to juggle people with two lp SRKs and c.mk into just about everything it's not hard to see why Ryu just gets left in the dust sometimes. Ken is a great character, but since he's easy to pick up there are a TON of scrubbish Kens running around.
 

Ky Kiske

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When I use Ryu, I normally just stick with SA1 because it's easy to use and it allows for corner followups. What are his best EX moves and in which situations are they good to use?

Btw Jive, my MB thread is finally posted with tons of info and links, though not too much gameplay info is in it yet. Check it out whenever you get the chance.
 

The Jive Professor

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I'll definitely do that. Oh, and for reference:

half circle forward = hcf
half circle back = hcb
quarter circle forward = qcf
quarter circle back = qcb

Ryu's EX moves typically change the properties of the special altogether, in addition to being quicker/stronger. His hadouken and his SRK just get extra hits/speed/damage. But his hcf+k(the one where he steps up and kicks) normally is just a knockdown. The EX version however makes them bounce off the side of the screen on a successful hit, and can be followed up by just about any move you can think of (standing RH, hurricane kick, SRK, etc). I wouldn't bank on the EX kick, but I think you can link it from c.mk, so it's not implausible to use. His EX hurricane kick, instead of flying across the screen, actually makes him swirl in place and deliver a flurry of kicks. I THINK it's an overhead, but don't quote me on that, I'll check it tonight. I'll have to also check what the EX version of the hurricane kick does in the air. The EX hurricane kick is good to use on wakeup, just because it's so fast.
 

Ky Kiske

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Ah yes, I remember the EX hcf+k causing a wall bounce. I remember reading a faq that allowed for 5 EX hcf+k's. Is that even possible? As for EX Hurricane Kick. I never really found uses for it, but then again I hardly find competition for the game strangely enough. Unfortunately you can't do EX hcf+K into Shin Shoryuken. That would be too good.

Also, what's the purpose of linking a super from a normal move instead of just cancelling the normal move itself? In some combo/tutorial videos, I see them do s.mp, (link) SA3 with Ken. His s.mp is cancellable though.
 

rockman2k1

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Because the fact that they are hit confirmable. You don't want to blindly cancel a standing strong into a SA III for the simple fact that you'll get punished for your super being blocked.

Also, props for people using more than just EX hadouken. I can't ever really see a reason why to use meter for either a EX hurricane kick and/or EX mule kick.
 

Ky Kiske

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Yeah, I figured that might be the case. In the Alpha games, there were times when I would lose track of how many times I hit the opponent, and when the opportunity came up, I would do a c.mk -> lvl.3 super but then my opponent would be knocked down once they got dizzied. So here I am seizing the perfect opportunity for damage but then after my opponent gets dizzied they go flying away from me while I see my lvl.3 super hit nothing but air. >.< I'm so glad in 3S they implemented the stun bar so that way you know how close the opponent is to being dizzied. The good thing is that you can juggle your opponent when they get dizzied so not all followups end up whiffing.
 

The Jive Professor

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rockman2k1 said:
Also, props for people using more than just EX hadouken. I can't ever really see a reason why to use meter for either a EX hurricane kick and/or EX mule kick.
Like I said, they're very situational. Ryu doesn't really have many normal chains or many tricks up his sleeve, so he very much relies on his EX moves (or if your'e using Denjin, setups for that). You don't want to be EX mule-kicking more than once every few rounds (or matches even). It's all mindgames. I'm pretty sure you can link the EX mule-kick from c.mk, so it's not like it won't ever get used.
 

Ky Kiske

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If you can land an EX mule-kick from c.mk then you can probably land one from a close s.hp I'm guessing. Is it not that useful of a move outside EX? If you think about it, it could be used for finishing short combos because it always knocks down as opposed to the regular hadouken.
 

The Jive Professor

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Ky Kiske said:
If you can land an EX mule-kick from c.mk then you can probably land one from a close s.hp I'm guessing. Is it not that useful of a move outside EX? If you think about it, it could be used for finishing short combos because it always knocks down as opposed to the regular hadouken.
It's not all that great of a move in and of itself, but controlled-randomness in 3s is your friend, so throwing one out at the start of a match, for instance, is not outside my realm of possibilities. Because it knocks down and throws opponents across the screen, I suppose it could be good in halting somebody's rushdown (if you are able to get it in).
 

Ky Kiske

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I finally got a copy of Anniversary Collection. I tested EX Hurricane Kick and unfortunately it's not an overhead. It would still be a good move for wakeup though because it comes out really fast just like you said.
 

rockman2k1

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The Jive Professor said:
Like I said, they're very situational. Ryu doesn't really have many normal chains or many tricks up his sleeve, so he very much relies on his EX moves (or if your'e using Denjin, setups for that). You don't want to be EX mule-kicking more than once every few rounds (or matches even). It's all mindgames. I'm pretty sure you can link the EX mule-kick from c.mk, so it's not like it won't ever get used.
Yeah, that's true. You should know the character you use inside and out. Even with moves that you don't use all too often or at all. But regardless, I still would'nt use it. :p Even if it knocks down, is fast, leads into a combo or whatever (which is both EX hurricane/mule kicks do) I just don't like the risk/reward ratios with those moves. But agian, props to those that do use those two EX moves!

And also, close standing fierce punch into EX mule kick will work. Since even the normal versions work as well.
 

The Jive Professor

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rockman2k1 said:
Yeah, that's true. You should know the character you use inside and out. Even with moves that you don't use all too often or at all. But regardless, I still would'nt use it. :p Even if it knocks down, is fast, leads into a combo or whatever (which is both EX hurricane/mule kicks do) I just don't like the risk/reward ratios with those moves. But agian, props to those that do use those two EX moves!

And also, close standing fierce punch into EX mule kick will work. Since even the normal versions work as well.
I don't like it much either, but like I said, controlled random is your friend. Lord knows I use Alex's DDT in my mixup game, and I can hit one/two of them a round if I play the mind games right.

EX hadouken is decent. It's not really worth the meter unless you're SA1 Ryu, in which case you've got meter to burn. The most use I've ever gotten out of it was using it to try and chip someone out, heh.

EDIT: Mopreme's excellent Ryu tutorial. http://www.youtube.com/watch?v=Z6a9_8Icrvc&search=ryu tutorial
 

Ky Kiske

Smash Ace
Joined
Feb 24, 2005
Messages
520
Location
OC, CA
Is Denjin the most commonly used SA for Ryu? I can see how it would be useful because the meter is small so it can be built fast. The problem I have with it is getting it to be fully charged because it takes some time. Does it always fill the opponent's stun meter when it's fully charged? Also, what are some of the setups?
 

The Jive Professor

Smash Apprentice
Joined
Jun 19, 2006
Messages
94
Ky Kiske said:
Is Denjin the most commonly used SA for Ryu? I can see how it would be useful because the meter is small so it can be built fast. The problem I have with it is getting it to be fully charged because it takes some time. Does it always fill the opponent's stun meter when it's fully charged? Also, what are some of the setups?
It's pretty common. There are quite a few good setups for it, none of which give you time enough to make it FULLY charged, but even still it will usually do enough stun bar for the dizzy.

One good setup I've seen is c.mk into SRK and super cancel into Denjin. They'll still go up in the air and fall down, which will give you time to build Denjin.

Super-canceling from a hadouken is good too, simply because your opponent will either parry or block it (or, best case I suppose, eat it) and it will give you time to charge a bit, then you can choose when to throw it out depending on mind-games.

The best thing about Denjin is that it's a short bar, and 'ish unbrockable'. Honestly, when I use Denjin, I chuck them out liberally. Obviously go for setups and combos, but God, it's such a good super even when it only comes out with as a two or three hit fireball, just because the stun damage it does is immense.

I'll try and find some Denjin setup videos.
 

ThE_BaTmAn

Smash Lord
Joined
Mar 10, 2005
Messages
1,100
Location
Omaha, Ne
Yo how many good 3rd strike smashers and GG Slash smashers are out there. Cause at FC6 there were'nt to much compition for me in either game. lol just want to start some trash in this tread so lets some up. And is there anyone out there who plays Jo Jo's Bizare Adventure or Project Juctice
 

Ky Kiske

Smash Ace
Joined
Feb 24, 2005
Messages
520
Location
OC, CA
I play Slash but not so much 3S. I just couldn't find too much competition for 3S. But I really don't think FC6 is the place to go for Slash competition. =\

Back to the topic, so Denjin setups normally don't yield a full charge? I realize the stun damage can be quite a bit even without a full charge but the move by itself doesn't deal much lifebar damage.
 

The Jive Professor

Smash Apprentice
Joined
Jun 19, 2006
Messages
94
No, most setups don't attain full charge. The whole point is the stun damage so you can follow up with a combo that really will put on the damage.

I also play a little JoJo's, but I don't know much of the game since noone around here really plays competitively. Still, Dio Brando is a gangster, no lie. ZA WARUDO! WRYYYYYYYYYYYYY! MUDAMUDAMUDAMUDAMUDAMUDAMUDA!!!

Top class, son.
 

Omnigamer

All the things
BRoomer
Joined
Jun 16, 2003
Messages
4,412
Location
Boston, MA
I played GGXX/ and Jojo with Batman at FC. Fun times and good games... Disappoints me that most other smashers don't play too many other fighters though. I can't say that I'm much of a fan of Capcom fighters ( <3 SNK ), but I'll play just about anything.
 
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