All supers in the game actually do quite good damage and a lot are 1f startup. These days if I have 4 bar, I tend to just go for HP xx (srk xx) super or something similar as a punish. A few supers are pretty sucky though: Sakura, Makoto and Vega off the top of my head. Actually I don't think Genei Jin is that useful. It's like 300~ damage if you do it properly, but the chance of dropping or whatnot and not being able to do a reliable reset off it hurts it. I'd rather use his meter for a good punish combo; e.g. Yun can do about 700 stun off 2 meter as a punish midscreen. The only time I think super is good is when you get the corner ultra and the combo into super is free
Got some tricky Ken combos for ya Harle. Srk > srk > ultra (full animation) No meter usage. Srk > srk > super > ultra No canceling. Air tatsu > srk > super > ultra No canceling. Air tatsu > srk > srk xx super > ultra With canceling. This is either a test of execution or a test of your juggle point knowledge.
Set Ryu/Ken/Akuma/Sakura to do instant air tatsu in the corner. Hit the srk when they are the peak of their jump: 1. srk (1hit), srk (1hit), fulltra 2. srk (1hit), srk (1hit), super (3hits), ultra (switched position, unless super does 4 hits, then, he doesn't have the option for that) Jump forward and tatsu perfect enough that it hits them only once while trying to hit them as high as possible. If done right: 3. air tatsu (1hit), srk (1hit), super (3hits), ultra [if done wrong, srk will 2 hit. Super connects, ultra whiffs] 4. air tatsu (1hit), srk (1hit), srk xx super, ultra [if done wrong, 1st srk will 2 hit. 2nd srk won't hit] Bonus combo: Hit 4 srks into fulltra using only 1 fadc. Hit 5 srks using 1 fadc.
I've done the 4 srks into ultra, you need to get the first one to trade. Way I do it is set dummy to Honda and have him ochio you when you're in the corner, then jump over k. 1st srk trades (1 hit), 2nd one is 1 hit, third one is one hit, fadc, 4th one, FADC, ultra
Generally I've found for trade stuff I go against jumping sim's arms. When I need heaps of height I try against super jumping viper
Tested it afterwards, noticed that it was easy doing 4 srks into fulltra. Changed it so it's with 1 fadc.
To make the srk timing trickier, just set the opponent to jump, instead of having them instant air tatsu.
Don't you find it annoying when a person stays for a bunch of matches, just so they can try to get one ahead of you, and then when they do they leave? I just played BlitzKing for 21 matches, my vega against his multi. At ten we were tied 5-5, at fifteen I was ahead, and at twenty we were tied again. As soon as he won the next one and he finally had more wins than me, he decided that's enough. He left and it made me realize that he was only staying until he could get more points. That seems kind of dumb, cuz I can only assume he didn't even want to fight half of those matches, but he had to because he can't leave with fewer points, oh how horrible that'd be. It's such a shame when great skills are overshadowed by immature attitudes.
Doesn't seem like a big deal. Personally, I end up trolling a bunch of people. Just this morning some akuma I ran into was jump back fireball so I got a life lead with rog and ran away for 60s But once matches get into the double digits, I don't think you can blame someone for jumping out at any point
I'll admit that I do something similar. If I was looking to quit anyway, I may play an extra game trying to go 1 up. But people prob dont notice the times I lose and quit down for the set.
If the player is horrible and or is laggy i just play 1 game. If the player is lame i tend to play firt to 2, if its an avarage player i take it to first to 3 if its a good player i try to play as long as i can. Sometime i hate that when im playing someone good, i either get a call or have something important to do.
I play 1 if laggy. If I win 3 in a row, i leave cause its a waste of time. I play 5 if they are good. I play 10 if they are great.
I usually give five matches. Lag gets a lag quit or an RQ if they mashed or played lame. I'll win quit if I won due to lag. Good connections get 5. If they are noobs and play lame I might leave after three unless they win one or I'll use another character. If they play super lame I'll WQ or RQ, good or bad players. If they are good and use only one character I'll play five, after that I just start playing retarded and super predictable. If they play multi characters I'll play five, if they are good (like Harley's level or a step below) I'll play ten. If they are really fun I'll play 15 using three different characters (or in Harley's case I'll play till he goes through the whole cast). Walk/jump back fireball throwers usually get two but it's unenjoyable.
If connection is good I'd usually stay no matter how lame they play... but when I'm winning over a lame style I'd just quit (1) it is tiring to play against some1 lame, like 99% of the time I need to wait and slowly corner them THEN I can finally start pressuring (2) if you can't win over me with a lame style and still not changing your strategy, meaning that this player just don't ''learn'' what so ever, then I see no point to continue If connection is bad but somehow acceptable then I'd stay even when I lose, then I will stop doing difficult links If connection is unacceptable then I'd quit, win or lose... I don't mind lame styles cause I know I'm usually impatient to wait and bait, games like that would improve my patience
Yo Appy, even Dieminion reckons Cammy is a bad matchup for Guile http://www.eventhubs.com/news/2014/jan/16/dieminions-guile-match-chart-super-street-fighter-4-arcade-edition-v2012/