The most difficult challengue for me was the Honda one with the 2 EX Hundred Hand Slap. The rest of challengues are very easy. With Deejay avoid mashing P when linking cr.LP. With Makoto, just after pressing up for the jump cancel after Fukiage do the QCB and then press SP. It's easier that it seems, just practice the timing.
I will point out that MGU input is different from AE. Instead of flash kick motion , it's HHS motion. Try turning off SP assist too Instant ex tsurugi should be done as qcb, up or up forward + sp. it can't be done like cammy's instant cannons strike For Honda, turn SP assist off and learn the rhythm of it
GG, Harq, thanks for the games! 3/20, won a game with Viper (vs. Gief!) and a game with Cammy (vs. Abel, iirc) and one with Ryu. Played a whole gamut of characters. The Makoto mirror match was absolutely insane. I (re)(re)[re]{re}learned that Flash Kick is the worst DP in the game. lol.
Dammit Jonathan. I was planning on going through the entire cast. Your Ryu is better than your other chars like Sakura (and better than Apprunner's). Just need to really commit the srk, FADC, ultra to muscle memory.
Flash Kick is fine. The only thing I hate is some 20+ recovery frames on whiff. I'm fair;y sure it autocorrects better than it does in AE. His Ultra does autocorrect terribly though
Hey guys, I have thirty minutes. Not really in the mood to play flowcharters someone request fight @sameasmyTAusername please?
Flash Kick is fine and I think all DPs are meant to have huge recoveries! it is meant to be the high risk/high reward move, that it beats almost everything but a wrong guess is fatal so people use it cautiously. some DP just auto-corrects better than others, unfortunately...
Honda #8 is all about the Link after his slaps. You only have to tap SP 3 times rapidly for the ex slap to come out. Then make sure you time the crLP link right after his slap finishes. DJ #5 is actually his jab into sobat kicks then super...? No machinegun upper involved at all...??? I suppose the number of trial is wrong but same logic, a quick 3 tap is enough for his MGU to come out. There's no need to mash. Makoto #6 and #7 are both about the jump cancel. I was stuck on this too when I first tried her trials, but you just have to hold up RIGHT AFTER her fukiage, then you'll have plenty of time to input her ex tsurugi. It doesn't work the same way as Cammy's instant divekick. something just for the fun: Cammy jumping HK, instant canon strike, crHP, crMK xx spiral arrow. Master this combo coz it is her most damaging combo without meter, and it certainly looks cool too
UNCOUNTERABLES or SAFE ON BLOCK Moves... (those moves which are STILL SAFE even if blocked, PROVIDED attacker ONLY blocks after last attack was blocked) eg: Bison Scissors Fei ONE Rakka Sagat Single Knee ALL (?) crouch Ps ? (charge type fireballs?) Who's got a list ??
Honda #8 mega annoying, still. Got Deejay this morning. I did it by pretending there was an extra button to the left of the punch button and told myself "you are plinking. this is plinking. you can plink in AE, bro" and got it on my fourth try. Timing is roughly the same as the Hado -> FADC -> st.HP timing for Ryu on console, only instead of doing all of that, it's just... P. P. P. scissorkick P. dqcf P. Surprisingly, it seems to "eat up" the scissorkick motion and another qcf just puts super out in a hilariously easy cancel, so there isn't frantic superbarmashing involved. lol. It's just that when you hit P several frames quicker, P -> P -> P even if you're in the air for one of them seems to OS for MGU on hit, while it doesn't appear to be true on whiff. There's no quality control in any of these tech things I'm saying and my fingers are twitchy as hell (thanksviper) so I might just be imagining things. For Mak, I got Challenge six by UF - D - DB - B+SP and EX Fukiage came out and hit. When I say "Cammy's EX dive" I realize I might be doing it much more differently than all of you, because I'm sure the motion's "right", since I can do it when I'm not under pressure to complete the combo for Mak* My instaEXdive with Cammy is D - DB - B - UB+SP. *For Mak UB doesn't seem to let you EXaxekick but changing UB to U or UF seems to work just fine. (coincidentally, that's how I do instant getoffme EX burn with Viper, because the D - DB - B - UB doesn't eat the sj, while U and UF do. It might just be a finger dexterity thing though, I'll test it later) And it seems to me that Challenge 6 may be more lenient of axekick timing, thus not requiring the "instant" activation, or maybe I'm just really bad at this :\ @cammy max dmg. I don't ever use that (might just be because I'm bad, again) because j.HP seems to have a better vertical hitbox on the jumpin, and in order to land instant dive (I'm assuming you mean the manual-who-needs-SP-assist instant dive and not the 'instant' UF jumpframe-or-not-jump-frame-is-hooligan-going-to-come-out? + SP) you need to hit so damn deep. :\ My go to highdmg is usually j.HP(close) -> cr.HP -> cr.mk xx spiral arrow, and I substitute the j.HP for divekick when corner shenanigans. But actually what I usually try to do is cr.HP (reset) -> noninstaEXdive combo-if-hit-backthrow-if-blocked and try to go for the backthrow unblockable. xD Cammy tech to note. Forward throw -> backdash -> spiral arrow is the farspiral that can't be reversal'd. Unblockable (if not for auto block lol): Back throw -> cr.LP IMMEDIATELY, spam until a single one comes out, pretty much -> jump towards, and roughly when you're head height divekick/exdivekick will hit front if they block back and hit back if they block front. If their DP is reversal timed, it'll whiff, punish is INSTANT (this is important, or they'll recover) forward dash -> bnb. The alternate is immediate cr.hp and j.HP. These do different things. j.HP is MUCH easier to time. (pretty much press it and if it'll hit, it'll hit unblockable lol and if they block low you'll be deep enough for st.HP xx DP) j.HP will stuff most normals. (ihy sak). IT IS NOT A SAFE JUMP. IF THEY DP, YOU WILL BE COUNTERHIT. (and you'll trade with sagat which is worse because he can link f.HK to juggle you into Ultra) but basically if you get the unblockable timing right you CAN (THIS IS A THING, GUYS) OS SPIRAL ARROW ON THE WAKE FRAME RIGHT BEFORE YOU HIT (you have to do it manually, spamming SP is useless if sp assist is on) If they dash/focus dash, spiral arrow will autocorrect properly and get them (dive hits focus, spiral arrow is second hit). If they squat there and block with autoblock, if you did the unblockable correctly, you WILL be + on landing and you can back throw them. Oh man, I had this match when I hit autoblocking Ryu (already smarting from a pair of whiffed DPs) with a backthrow 5 times in a row. I wish you could get a replay of RQs yo why do I even play Viper, Cammy's the best character in the game
Okay, here's a quick way to get a list. Go on the "shoryuken" wiki for SSF4:AE. Look up every move that has a frame value of "+something" on block. Those things are safe on block. Note that you don't have access to most of the chars, or most of the moves, even. Also, if something is -1, it's safe on block. If it's -2, it's safe. If it's -3 you can punish that with a bunch of supers (shinku, emergency combo, chun's thing, etc etc - not all of them though). If it's -4, a bunch of the character's DPs (the "quality" ones - Ryu, Ken, Akuma, EXdp with sak if they're close etc etc) can get you. edit: Quickly, by character, block STRINGS -> multiple normals/specials chained together on block: Sakura: St.HP xx Hadoken close (really close) cr.lk x3 j.HP -> cr.HP -> tatsu (can be continued into St.HP xx Hadoken) the rule is if it's a bunch of normals that you can combo on hit, it's probably a blockstring for her. Ryu: cr.mk xx hadoken. made famous by Daigo, of course. this is, to my knowledge, not a true blockstring in AE if the cr.mk hits far, but I've never seen any cpu manage to punish far cr.mk xx hadoken in volt far (tip of the foot) st.HK. j.hk -> cr.hp xx hadoken cr.lp THREE HITS, MUST BE THREE OR MAYBE SUPER WILL GET YOU -> sweep overhead ONE HIT is safe, but if you get one hit on overhead, they're probably not blocking, in any event it's safe. Honda: cr.jab -> HHS HHS -> st.hk. ALL of the HHS must be blocked! EX Buttslam SECOND HIT Blanka: Two hits electricity. cr.lk multihits are really good. far slide. this is difficult. Guile: Mostly everything lol. Well, not flash kick, or really close sonic booms. But if the sonic boom hits -> towards heavy punch (the step forward slam you in the face thing that does too much stun) is safe. SWEEP IS NOT SAFE YOU CAN FOCUS (or even reversal) the second hit if the first is blocked. Balrog: Pretty much as long as his dash punches don't hit deep he's usually okay. EX dash upper -> cr.lk is true, iirc. (there are people a million times more qualified than me about this) Sagat: St.HK. Which is so broken. In volt, especially. Second hit only of tiger knee is safe. cr.mk is safe, as is cr.mk xx low fireball Yun: The question should be what ISN'T safe - the answer would be... #2palmz? I think that might be safe too, actually. Rush Punch, definitely. Hilariously, though, EX rush punch is safe on block. Upkicks, obviously. Both his target combos are very safe (and TC1 can combo into shoulder, which is safe) And when you're in Ginei Jin... cr.lk x 3 xx rush punch -> cr.lk is a true block string. LOL. Ken: EX tatsu, if all of it is blocked. Please don't block all of it. Please crouch. LOL. TC1 xx Hadoken Ugh, I am SO not doing this for the rest of the cast.
Some notes: Tiger Knee is on safe on block if it is descending when it hits. EX Tiger knee is 100% safe on block
Doh!!! Ggs! Harley! I was hoping my battery would make it through the whole cast I don't know what happened in the cammy match, I lost inputs or had some bad input lag and I couldn't do anything in the third. I was super salty after the chun li match. I'm so used to garbage chun li's that I play more rush down but against good chun li's I just can't do that and I get stuck in endless block strings:| Your fei is super tricky! Nice! I loved the Abel roll to super, very nice! I really wanted to see how you would play Akuma too
Ha! I thought you quit because I picked Akuma. I was slowly working my way through the cast. I know your weakness is actually rushdown so I tried to hold forward most of the time and not throw too many projectiles.
I wouldn't say my weakness is rush down, I just enjoy it more and counter with sloppy play. My weakness is lame play, only because I have no patience. When there are times that I do have patience I can usually out lame my opponents. When I met you in friendlies my battery was already at 20%, I was surprised we got as far as we did.
Well I know for me that that defense is my weak spot, because I spend less time blocking than I do attacking
LMAO Shane on BN... "LOOK @ ME, I can run+post winning replays too" LOL What I like better is the Comment on your BN card...
Has it been established frame rates on Volt are 1 to 1 with AE ?? I've always had my doubts but I do use AE tech data as foundation for research on Volt..