So I've been doing alot better recently against online PvP.. I've been using Ryu alot .. When I can't get my Yun to work out... I also use Fei-long a bit too..even Cody sometimes... I've pretty much stopped using Ken, now that I see Ryu is way better.. If anyone wants to play me let me know... Hopefully I've gotten better..
Ryu is pretty much the stock standard character. A lot of ryus get 55-60 win rate with cr.MK xx fb/srk fadc ultra and jump back all day.... Also holy crap change of forum layout. Lastly: combo challenge from reddit What's the most damage you can do using only normals? (Normal moves for the hits, can feint, fadc in between. CH and genei jin are fine. 0 starting stun)
I think his(Ryu) EX Tatsu is really usefull.. It's a great combo starter generally on the edge where you can go strait into a Metsu or a EX Srk or even a EX Hado. It also can be a Clear out move/ catch opponent off guard. Can be done in the air... And has alot of other possible combo options.. I use to think Ken's Srk and Super/ultras beat out Ryus moves.. But his Ex Tatsu and EX hado in comparison is almost useless.. Where as Ryu's Ex Srk is still usefull as well his ex Hado.. I guess ultimately now I'd probly say Ryu's 3 Ex moves are alot better in catering to his overall gameplay as well his Super and Ultra.. And for ken he relies way to much on his Ex Srk, while seriosly lacking in his other Ex moves... Also it's easily punishable when he whiffs( which will probly happen more than not cuz he's way too reliant on it) Same thing for his Shinryuken which is easily block able/dodge able trying to start it from the ground...
To be fair, Ken's tatsu is 1f startup so that's nice. I barely use ken's EX srk. You get way better setups after normal srk. Ryu's EX Hadouken is 1f too, so nice to punish things. His EX srk is probably the least useful. Honestly though, with Ryu/Ken, most of the time, you just save up for FADC ultra. And when Daigo used to play Ryu, he used heaps of Super. And well, if Ryu Super is good enough for Daigo, it's good enough for me
Just confirmed that at a certain points all enemies will start doing double damage on every attack and will not be affected by combo damage penalty (i.e., successive hits in combos will not decrease in damage). I'm currently on round 84 of survival and forgot when this cheap tactic was enabled. I noticed a few rounds earlier than a half-charged ultra will easily inflict almost half my HP bar, and chipped attacks do almost as much damage as a light punch. A standard combo chaining a few attacks will easily take away 3/4 of my HP bar.
The hacked Akuma at end of arcade mode on harder difficulties is the most retarded boss I've ever seen in a video game. I guess they ran out of ideas to make the actual AI challenging so instead they gave him completely gamebreaking powers. I thought the whole idea of SF is a fair 1v1 fight, not a 1v2 fight where one character is twice as powerful as the other. - Double damage. Getting hit by any move means half your HP gone pretty much since he always uses the OP double kick -> crouch kick -> whirlwind kick -> uppercut combo - Double HP - Double air fireball - Zero delay after any move so it's nearly impossible to punish even if he misses. Missed uppercut? Good luck trying to hit him with anything since he can block before he even lands on the ground - Ability to counter combos right in the middle of one due to drastically decreased stagger. Countless times I've hit him with a combo yet somehow he broke out of it right in the middle and countered with a move Any other OP powers the devs want to throw at him? Maybe a one-hit KO? Or infinite gauge? Pretty much the only "strategy" against this guy is being a turtle. Using any move at all will be predicted and countered with 100% accuracy. I think his only weakness is throws. I beat him easily with Zangief by simply spamming piledriver. Seems the AI was not programmed to dodge command grabs or something. Fireball characters are completely helpless against this guy.
Most of his specials have normal recovery with the exception of airfireball. His SRK is easily punishable SNK bosses are renowned for their difficulty, so much so that 'SNK Boss Syndrome' is used a fair bit. Personally the hardest boss I've fought is double boss bison with unlimited supers in SFA3. They have a full screen psycho crusher super that cannot be dodged (bar some teleport moves)
I agree with this 100%!!! Akuma is the freaken cheapest boss ever! He can do moves his normal character can't do. His recovery time is indeed different and shortened (for example, I can normally do a rainbow ball against a fireball throwing akuma -especially his red fireball- not so with boss akuma). His health level is indeed different. An ultra from blanka will normally take at least half his health, not so with boss akuma. Bison was tweaked the same way to a lesser degree. Turtling works on both bosses...boring:|
I'm amazed that one can punish red fireball with the rainbow ball, gotta try it! Today grueling Bison performed this combo against me: devil's reverse (juggle) into ex scissor kick and without ever going backward. I agree with you that having to turtle is not the best, however I think bosses should be a bit doped. Bison and Akuma are supposed to be very powerful badasses that are very hard to beat. In the pvp game they have reduced damage and health respectively only for gameplay balance. Talking about cheap: Akuma in the sf2 hd remastered...
Devil's Reverse (aa), with link into (EX) Knee Press or Super/Ultra. AI chars just don't need charge to do moves
Yes yes, I remember we discussed that they don't need to charge or hold buttons, but it still throws me off every single time.
Some uses I found for chun's cr.MP: Dodging dive kicks The best anti-pole vs dhalsim But dear god do I wish I had her far s.HP
Have you been banned? It says banned under your name. BTW, what does somebody have to do to be banned?
I got a notification from volt today, but it was in Japanese so I couldn't read it. Anyone know what it was for?