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Messages - RobocopTwo

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1
Shen Woo / Re: Shen Woo (Console)
« on: March 30, 2013, 12:30:45 AM »
Just wanted to ask anyone here that might be able to do this consistently but I'm having trouble hitting the command grab into charged qcf+C in the corner consistently.

I find I get the non charged version alot as well as charging for too long and completely whiffing but are there any ticks or visual clue that people use to get the timing right? Any old thing that helps you get it more consistent would be great.

Thanks loads  :)

During the HD combo right, well you can usually visually see it but a tip that I do with sound it to wait until Shen grunts "UHHHH....." If there's no game sound to your access then after the command grab after doing 236 ;c, hold it for the bare minimum then continue the sequence. This shouldn't take too much practice (less than 15 minutes in training mode) as it's just a matter of timing so just grind it out & you should be ok. Always remember that there's always the change of human error so no one lands everything 100%.

Sorry Malik, It's not that I don't know the technique for it, it's that it just never seems to connect (maybe 1 in 20 attempts if I'm lucky) but maybe if I explain the problem I'm having it'll make more sense.

When I do st.C, f+B, HD st.C, f+B, grab I try to do qcf+C and charge it as you have figured out from my bad explaination before (sorry about that). If I try to input the qcf+C early and hold it to make sure I HD cancel on the earliest frame it messes up my charge time although, I can visually tell when he has charged enough. There seems to be a wierd point in between the initial punch (with 60 damage) and the charged version (for 80 damage) where you get the speed of the 60 damage version but 80 damage but I can't seem to hit that point at all really. Either way I know I probably just need to try and find that point consistently but I can't at the moment, I would probably find the audio clue useful but my speakers are broken so unfortunately that tip isn't getting me anywhere lol

Just want to confirm a few things though, I assume you do have to HD cancel at the earliest possible point after the grab right? If so do you use the hold button techniques or do you try to aim for the exact frame to HD cancel on? Also, can you do this point blank in the corner or does it have to ranged like the grab into qcf+D combo?

Guess I've got to keep on going on that one then  :(

2
Shen Woo / Re: Shen Woo (Console)
« on: March 27, 2013, 07:20:14 PM »
Just wanted to ask anyone here that might be able to do this consistently but I'm having trouble hitting the command grab into charged qcf+C in the corner consistently.

I find I get the non charged version alot as well as charging for too long and completely whiffing but are there any ticks or visual clue that people use to get the timing right? Any old thing that helps you get it more consistent would be great.

Thanks loads  :)

3
Billy Kane / Re: Billy Kane
« on: May 04, 2012, 04:36:51 AM »
Hey guys, just wanted to ask if any of you guys have tips on how to do qcb+A, DC, qcb+C

I know it is possible but I can't do it consistently at all.

I've tried doing qcb+A, A, A, A, qcb+C BUT because of the stored inputs, I get qcb+A, DC qcb+A so thinking about that I tried qcb+A, A, A, C but that just got the stick spin. I also tried qcb+A, C, C, C, qcb+C but that got stick spin although I think if I did it a bit quicker I would get the desired result but I wanted to ask how other people would try to do it.

Thanks for all the help any and all provide :D

Been trying it a little bit again, and if I do qcb+A, C, C, C fast then it does work, seeing if I can implement it in an interesting way for HD combos......

4
General Discussion / Re: The Official What's Streaming Now Thread
« on: February 05, 2012, 01:46:24 AM »
Streaming right now

www.twitch.tv/neoxstream

Streaming from London

5
The update is there, it doesn't appear to make things faster although it does look like it makes connections a fair bit more consistent but this is only after testing it once so I would be very happy to admit I am wrong when that is proved so. Also I could be wrong but Takuma's cr.C seemed marginally faster (but as I said I could be wrong).

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Ralf Jones / Re: Ralf Jones Wiki Thread
« on: January 30, 2012, 05:19:35 AM »
It depends on range but yeah, it's an arse command normal with barely any range and isn't active for long enough to hit confirm decently from to make it really good. So arse range (horizontally that is) that can ruin things for you, slowish and doesn't give you enough time for good hit confirms.

It really is only good for block strings/combos I have commited to but in reality that move needs to be taken outside and shot.

I personally would go with B) just learn the range and when it doesn't hit. It's really annoying because it's another one of those things that you need to learn with Ralf that doesnl't make him better, it just makes you whiff less stuff and so to be on the same level as every other character you have to put more time into Ralf.

As far as using d/f+A as an anti-air goes, if you want to do that by all means do it but you are taking your life in your own hands (quite litterally if the opponent has full HD). I always prefer far st.C as a predictive anti-air attempt but I'll give far st.D a whirl to see what it's saying for it's self. Thanks

7
Ralf Jones / Re: Good and Bad Ralf match ups
« on: January 30, 2012, 05:09:34 AM »
The only problem with that being (at least in K's case) you really don't want to be hit with a j.CD seeing as he has a couple of juggle anywhere moves. Also if you have blocked a j.CD from any of those characters you really don't want to be pressing buttons against a hop because you are in serious amounts of block stun, better to guard and CD counter them away. Also in the case of Iori and Kyo, because they have moves that hit from behind you need to confirm that they are indeed hoping and not jumping so you need to delay that st.A a little. If you don't delay the st.A they may well just jump over your head instead of hoping in to you and hit you with j.d+C (for Kyo) or j.b+B(is that the right notation for Iori's back kick? Or is it b+BD?) either way, once they get in CD counter is your friend for so many reasons it's not funny.

If you do run out of meter stay very mobile so they can't pin you down.

8
Ralf Jones / Re: Ralf Jones (Console)
« on: January 30, 2012, 05:03:59 AM »
It does a touch more damage now, but only around a percent or 2 more. The thing is because they increased the amount of hit stun off the qcf+C, the link to far st.C is now 2~3 frames instead of 1~2 so I think some one that takes Ralf all the way could make this their consistent HD combo. It would be tough but definately achievable.

9
Ralf Jones / Re: Ralf Jones Wiki Thread
« on: January 23, 2012, 08:05:12 PM »
df+A is generally speaking not a good anti-air, as you said it gets stuffed by alot of stuff and against hops it's just too slow unless you are predicting, which you have noted is a bad thing to do. In the general scheme of things I wouldn't gamble the df+A hitting just so I might get a good cross-up because if you are successful in hitting with the df+A you might not of got quite the right range for an ambiguous cross-up and even then, the opponent could still block correctly so there are still lots of things that have to go right for you to reach the real pay load. If you get things wrong or simply press df+A too late you are going to eat damage instantly, and maybe a whole combo.

For me the risk doesn't equal the reward as the risk is much greater so I never use df+A as an anti-air.

10
Ralf Jones / Re: Good and Bad Ralf match ups
« on: January 23, 2012, 05:32:41 AM »
Fireball wise, K is probably easier to deal with because he only has one speed of fireball so there is no issue about identifying what type of fireball is coming, you know which one it will be because there is only 1 speed as I remember (I could be wrong on this though, haven't played against a K recently). Set the dummy up to do En Trigger from full screen and just make sure you can get the timing down to destroy it with the qcb+P moves and then start practiceing doing that from a little closer and slowly move your way in.

The problem with K' is when he moves in close because his buttons are just really good, Ralf's are good too but in the really annoying area inside the far st.C range (I say inside because there is that optimal range for the far st.C which is just at it's tip) it's hard to deal with him apart from being really patient and using cr.D smartly but if you have meter alot of poorer K's will like to press loads of button or do En triggers with either follow-up without looking so that's where a nice qcf+AC comes in very handy.

You want to pressure him at that optimal far st.C kind of range because you can hop CD as well and keep him blocking for a while but don't over use hops. Poor K's will just guess with dragons sometimes so if you overuse a hop CD you will get tagged and then he will be at the advantage.

If he clams up than you will need to use run in throw, it's not a great tactic but you have to use it with Ralf because he has a hard time opening up K (that is if they aren't just spamming buttons).

As far as Robert goes, I still don't know how to fight that one properly, Rober has too many options for Ralf to deal with so I'll have to formulate something on that one later.

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Ralf Jones / Re: Good and Bad Ralf match ups
« on: January 18, 2012, 02:43:32 PM »
You are right, I only have 4 posts to my name here with this actually being my 5th so you have no reason to believe me however, if you check out Orochinagi and check out the Mai, King, Leona, RALF or Clark threads you'll see that I have done some practice with the game before console release to help the community. In addition I believe I was the one that found the most efficent kill combo with Ralf (the one that I posted in the combo section) which is 80-90% wall carry (so it works almost anywhere) and only uses 3 bars to kill. That wasn't Dune from Japan or B.A.L.A. or Kane 317, that was me.

Additionally for me to know bigvador wrote jump but meant hop in a game where there is a jump and a hop would require me to know the person and the way they speak, that's why I have said I don't quite understand.

I thank FataCon for trying to keep things calm here and I won't rise to inflamatory language but I will say that your friend bigvador hasn't got pissed off at all and just said that I put up a good fight but his stuff seems to work for him. He wasn't offended or petulant he just said it worked but you seemed to get annoyed for him, my suggestion is don't because neither of us are angry and we are just talking tactics.

We are allowed to disagree.

P.S. I'm not an SRK troll, I don't actually go into the forums on that site or have an account as I mostly play games that aren't regularly talked about there (Guilty Gear, KoF13, Vampire Savior, Garou: Mark of the Wolves, Street Fighter 2). You would find me on Dustloop, Orochinagi and Neoempire though.

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Ralf Jones / Re: Good and Bad Ralf match ups
« on: January 17, 2012, 07:48:40 AM »
I would say you can't judge anything online with any seriousness.

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Ralf Jones / Re: Good and Bad Ralf match ups
« on: January 17, 2012, 01:33:02 AM »

Ralf is arguably the worst character in the game for a reason, and that's because his traits just don't stack up in his favour. The risk you run when you try anything doesn't equate to the rewards he gets if he gambles correctly.

out of everything u said this is the most ridiculous thing u said but i will (and can) agree with about have the stuff u said
So you think I'm partially correct but you don't come to the same conclusion, okay.

With clark u have 2 options empty jump or jump CD qcf A or C just because he has dont mean hes god like also qcb AC is a really good to for a anti air u can use qcb C but ur timing has to be good therefor he does have good anti air options but at a cost.
I can't quite understand what you have written here but essentially what I'm getting is that Ralf has 2 EFFECTIVE options against Clark, empty jump (which you really should not be doing against a grab character) or j.CD into dive (which is reasonable). you shouldn't empty jump against Clark because the risk doesn't equal the reward as the risk is too high. Empty jump (and not hop) can be anti-aired by anything but lets presume the guy is a reasonable player and decides to do the option select st.C so if you jump in you get hit and if you land he gets the grab. So that's not very good, also once ralf is knocked down his only option seems to be qcf+AC but that has armour from the 2nd frame I believe, meaning ANY meaty attack beats you. So lets presume the guys timing is off, well then he will break your throw and if you press buttons he will CH you. Alright then, so lets presume you read this and do qcf+AC to take the hit and hit him back, well that's a no as well because he can buffer in the B back breaker every time and he will take your hit, your 1 bar and he will thank you by throwing you up in the air and giving you very little that you can do off the ground.

Okay now lets go and look at the positives, you hit the j.CD and you knock him away or he blocked it and ate the dive punch, well he is pushed out which is good but you risked taking possibly 10-25% damage so that you might be able to do around 10% with the odds being in his favour of guessing correctly and with better follow-up benifits.

qcb+C is not a solid anti-air, it has to be used on prediction and not on reaction unless they jump from full screen. Qcb+AC is a good anti-air however it is not reliable as it depends on a comodity that can run out and that ralf does not generate that well and so by definition it isn't reliable, it's good, just not reliable.

givin all the tools ralf have he can easily keep grappelrs at bay vice is the only problem because she can CD into EX grapple so if that stops people coming in of jumping in or anything then thats that persons problem.
So you believe Vice is a problem, okay, I think Clark is a problem seeing as he has your exact same buttons apart from j.D (and his is better), st.D (once again, Clark's is better) and st.CD (Ralf's is definately better) and he has the tools to go around Ralf's. Diamon just has better buttons than Ralf so I wouldn't even bother comparing and Raiden fits into that previous category of high jumpers are hard because they can get round his jump/hop CD lock down.

what u was talking about when it comes from zoning characters is the same problem that ralf would have (exept a grappler) the fact that he can knock away fire balls give him a advantage unless they shoot it slow then a different story. i think you would have to break down y he "cant" or having a hard time beating a zoning character
Okay, if Ralf is getting rid of fireballs (like with his qcb+P) that's great but what hapopens when you get it wrong (and you will eventually take at least chip damage) Ralf has to go on the offensive and he doesn't have the tools to open people up anymore.

the only thing i can say about rush down is become a rush down cause really thats what ralf is plus he has good pokes so that really adds to his game
No, Ralf is not rush down, he doesn't have the tools for to open people up. Shen is rush down, Iori is rush down, Ralf is not. Ralf can do close range zoning half decently and Rush down okay but he does nothing that well.


i think the easyest match up with ralf maybe clark (for me at least) or any grappler for that matter only cause i found out a few good things to stay away from there grabs: cr. A x2 qcf A and st. C (2nd hit), far D or far C into valcan punch



How does your first combo help you stay away from grabs? From what I've experienced his autoguard grab guards through whole strings.

sorry it took me a while to answer ur question for my first combo if somebody wanted to D SAB u in the middle of ur block string then u would beat it out its risky if ur not solid with it and with auto guard i only use 2 options and thats jump CD qcf A (this is a block string in the air) of just empty jump
I'm really not sure what you mean by this last bit.

I think you might be looking at him from the wrong perspective, robo, because it seems that you think that ralf should be opening people up, when really his tools are designed for him to be a wall, imo. You are right in saying that his pressure is lacking, but that's not where his strength lies.
Oh I agree, he isn't a pressure character, he is a close range zoner, it's just that I think his close range zoning isn't good enough and so you are forced to rush in a bit but then he as very few ways of opening up the opponent.
Quote
even if they stop jumping or pressing buttons because they are afraid of the back fist, what is ralf really going to do?
I don't know about you but if I get someone to stop pressing buttons/hopping/whatever that means I put a dent in what they were trying to do.
And what if that is exactly what they were trying to do? Ralf can't fireball from the otherside of the screen so he has to get close and if you don't press buttons he has to come in for jumping mix-ups or grabs but as we both know he isn't a rush down character so if you force him to do something he is crap at, your character and not Ralf, is the winner.

Quote
if you run for the standard throw they can break it and even if you do catch them then they can tech roll the hit
Not sure how this makes normal throws bad...yes, his lack of command grab keeps him low, but at the same time he has beastly frametraps with close c which can confirm into hd and qcf+c which is safe and confirms into knockdowns.
He doesn't have BEASTLY frame traps, he barely has any, I think his CD is +1 but he has nothing that fast apart from sweep or back fist to capitalise with. If you are hit by back fist that is all you are getting and if you sweep they are going to tech roll and that's all your getting. Also frame traps are great if you can pressure or scare people into pressing buttons, you want to press buttons because something is coming but you can't because you are at negative frames, Ralf doesn't have the tools to make you want to press buttons and so frame advantage means very little. His st.C is okay but the range is terrible and as I remember you can only cancel into special moves after the 1st hit and he has no + frame specials so unless you link cr.B into st.C for a hit confirm you aren't going to be able to use any supposed frame traps off a 1hit hit-confirm.

He is definitely low, but it's really not because he has to gamble. Even the gimmicky dive punch is safe as hell, and the only things that's really a gamble is ex qcf+p
I'm not saying he is low because he has to gamble, every character has to gamble, everytime you hop in to the opponent you are gambling that they don't press buttons before you do. The problem is that as a close range zoner he doesn't have tools to scare you, he has to play the opponents game and then keep them out, but not too far out. If anyone wants to beat Ralf what they essentially need to do is stop his jump ins and play dry and there really isn't that much he can do against it.

I would address your second message mate, you've put some sound ideas across but I'm feeling a bit poorly and doing this mammouth amount of writing has drained me a bit.

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Ralf Jones / Re: Good and Bad Ralf match ups
« on: January 16, 2012, 12:01:17 AM »
He doesn't really do well against Clark either due to the fact that Clark has Ralfs normals now and he has the B argentina back breacker with guard points so any careless hop, jump or standing attacks can have you snatched away and then picked up off the ground if Clark has Drive meter to do it. To add to that, Ralf's other good tools (dive punch mix-ups, qcf+AC guard points) are kind of nulified by the B version of the back breaker.

So essentially he doesn't do well against Vice, in my oppinion he doesn't do well against Clark, according to you any one with a floaty jump to get around his j.CD is going to give him a hard time (which I agree with) so you can put Raiden in that group then and well, Ralf's buttons aren't as good as Diamon's so in reality Grapplers BEAT Ralf and by a fair bit I think.

Zoners beat ralf (as you have said) not because they can fireball pressure him but because he can't really challenge them. People like to say Ralfs buttons are good but they aren't that great, cr.C has nice range but really isn't as fast as it should be for it to become a good poking tool. Far standing D is okay but also too slow, far standing C does a bit of a chunk but it isn't enough to scare people into not doing things and even if they stop jumping or pressing buttons because they are afraid of the back fist, what is ralf really going to do? He doesn't have a command grab so they can sit there and block, if you run for the standard throw they can break it and even if you do catch them then they can tech roll the hit and you have to work your way in again which isn't that easy for ralf (due to size and speed). Okay so because the throw isn't a good option what do you do then? Run in and try to guard break? Well most strings will end in the qcf+C but that is minus frames on block, yes Ralf is safe but the mix-up games are not in his favour so you have worked your way in, made the opponent scared enough to not press buttons, gone for a run in block string and then Ralf is at a disadvantage.

Ralf doesn't do well against rush down because they can mix him up and he has no solid way of keeping them out.

Ralf is arguably the worst character in the game for a reason, and that's because his traits just don't stack up in his favour. The risk you run when you try anything doesn't equate to the rewards he gets if he gambles correctly.

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Ralf Jones / Re: Ralf Jones (Console)
« on: January 14, 2012, 03:15:05 AM »
Seeing as I'm new to this place I thought I'd post up a video



Enjoy

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