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[SFA2] High Knockdown Trick Revisited

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HyprFyter

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Mar 31, 1998, 3:00:00 AM3/31/98
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Awhile back I posted an article about how special juggle combos could
be done after knocking someone down with a CC(i.e. with Sagat;
couching Roundhouse, juggle with Fierce Tiger Uppercut). Since then
I've learned a lot more about how the high knockdown trick works as
well as a bunch of combos that can be done using it.

For those who missed the original article or have yet to see someone
use the trick, I'll explain how it's done...

Basically, when you're in CC mode and you do a move that knocks
down, the opponent is knocked higher than they usually are when you
are out of CC mode. For instance, when you activate a CC and then do
a crouching Roundhouse, your opponent is knocked up in the air higher
than a normal sweep would, so it's easier to follow up with another
attack during the CC(this is one reason why the Valle CC is so
devastating). The interesting thing is, you can still get the benefit
of a high knockdown(HKD for short) _after_ a CC ends (meaning your CC
meter has completely run out, and your opponent is getting up from the
knockdown your CC caused). In order to get a HKD, you must first hit
your opponent with any kind of CC that ends in a knockdown. Then, as
your opponent is getting up or _right_ after, if you connect with a
move that knocks down(a sweep for instance) they will be knocked high
in the air(much higher than they normally should) allowing you to hit
them with a juggling move before they land. note: You can only follow
up a HKD with a move that juggles, like Akuma's DP or Guy's HK, all
non-juggling moves will whiff.

An interesting thing about HKD's is that you can normally only juggle
an opponent knocked in the air on the way up or at the apex, as soon
they start to fall you can no longer juggle. However, with a high
knockdown, just like in CC mode, you can juggle an opponent no matter
how high they are off the ground. This means, if you do a crouching
Roundhouse that results in a high knockdown, you can wait till just
before the opponent lands and still juggle them. Also, you aren't
limited to initiating a HKD with a sweep, certain special moves that
knock down will work, too. Another cool thing about HKD's is that
they can be initiated with combos, as well. So, with E. Ryu as the
opponent is getting up, you could do crouching Jab, crouching Short,
Fierce Red Fireball(HKD), juggle with a Fierce Dragon Punch. It's
also possible to do repeated high knockdowns. For instance, with
Sagat I could do a crouching Roundhouse as their getting up(HKD),
juggle with a Fierce Tiger Uppercut. Then as they're getting up from
the TU, I could do another crouching Roundhouse(HKD), Fierce TU,
crouching Roundhouse(HKD), Fierce TU, etc. As long as you keep
getting consecutive HKD's it can be repeated.

Now, landing a CC and then hitting your opponent with a knockdown move
or combo as they're getting up _will not automatically_ result in a
HKD. Whether you get the high knockdown or not is _completely_
determined by what your opponent does after getting knocked down by
the CC. Obviously, if they just block as they're getting up, there is
no way you can hit them, so there's no chance for a HKD. So, you can
only get a HKD in certain circumstances(most of which involve your
opponent doing a particular action as they're getting up). Those
circumstances include:

1. The opponent rolls after the CC - This is the easiest and most
common way to land a HKD in a match. If your opponent rolls right
after getting hit by a CC, simply hit them out of it with a knockdown
move or combo and you will get a high knockdown, FOR FREE. note: This
will only work in regular SFA2, since you can't roll after a CC in
A2Gold(and I'm assuming, Z2A).

2. The opponent whiffs a Reversal Attack("Reversal" _has_ to appear)
- This means if they do any kind of Reversal Attack(including Supers),
and it misses, you can hit them during the recovery with a knockdown
move or combo and get a HKD. i.e. Ryu does a Reversal DP and it
whiffs, if you do a knockdown move as he lands it will result in a
HKD.

3. You stuff their Reversal Attack - Just like #2, except if you
knock them out of the Reversal Attack with a knockdown move you will
get a HKD.

4. You do an AC reversal - If you stick out an attack as the opponent
is getting up which they AC and you reverse it, you will get a HKD.
So with Sagat, you could do a crouching Strong(they AC), 2in1 Jab
Tiger Uppercut(knocks them out of their AC and results in a HKD), then
juggle with a Fierce Tiger Uppercut.

5. The opponent is holding 'back' - Meaning, if they're simply
holding straight back on the stick while they're getting up and you
hit them with a knockdown move or combo, you will get a HKD. I have
_no_ idea why this works, especially since holding in any other
direction won't result in a HKD. note: While experimenting, this
happens to be the easiest way to get a HKD, and is a great way for
doing repeated high knockdowns.

6. You dizzy them with a HKD move or combo - If you dizzy your
opponent with repeated HKD's, then hit them while they're dizzy with a
knockdown move or combo, it will result in another HKD. i.e. With
Sagat, you do crouching Roundhouse(HKD), Fierce TU, repeatedly till
your opponent gets dizzy. While they're dizzy you could do a combo
like Jumping Roundhouse, crouching Roundhouse(HKD), Fierce Tiger
Uppercut. note: This is only really useful while practicing, since
landing repeated HKD's on someone in a real match is just about
impossible.

7. You counter them as they're getting up - This one is kinda hard to
explain, since I'm not exactly sure why this sometimes works, and
sometimes doesn't. When I originally posted about the HKD trick, I
believed that all you had to do was counter your opponent with a
knockdown move as they're getting up and it would result in a HKD.
Meaning, that if your opponent is entering any kind of joystick
command(besides blocking) or button command, as they're getting up and
you hit them with a knockdown move, you'd get a HKD. I soon found out
that is not always the case. It works a lot of times when your
opponent is going for a Reversal and miss-times it, and your knockdown
move hits them, but not always. I guess it's something specific that
they're doing that makes a HKD possible, but I'm not exactly sure what
it is yet. note: This makes jump-in or crossup HKD combos possible.


8. You AC their Reversal Attack - AFAIK, this one is worthless. If
you rebuild your meter through repeated HKD's then have your opponent
do a Reversal and you do an AC that knocks down, the AC will result in
a HKD. Unfortunately, you can't follow-up the HKD because your
opponent will have that 'spinning' animation and apparently can't be
hit. I only mention this one, because I haven't bothered to try it
with all the different AC's, so I'm not 100% sure that none of them
can be followed-up.

9. You link a knockdown move at the end of a non-knockdown CC - This
is a special circumstance where you don't actually have to knock your
opponent down with the CC before getting a HKD. Basically, if you do
a CC consisting of all non-knockdown moves(like a bunch of standing
normals or stream of fireballs) you can link a knockdown move at the
end of the CC, and get a HKD. So, with Sakura you could activate a
CC, do a bunch of standing normals(lame, I know), then just as your
meter runs completely out, link a normal crouching Roundhouse while
they're still in hit stun(results in a HKD), and then juggle with a
Strong DP.


Here's a list of moves for each character that will cause a HKD after
a CC ends.

Ken: Crouching Roundhouse
Ryu/E.Ryu: Crouching Roundhouse/Crouching Roundhouse, Fierce Red
Fireball
Chun Li: Crouching Roundhouse(close)
Rose: Crouching Roundhouse, Soul Spiral
Zangief: Crouching Roundhouse, df+Roundhouse
Sakura: Crouching Roundhouse
Akuma: Crouching Roundhouse, Fireball(close), Red
Fireball(1,2 or 3 hit), d,db,f,uf+Punch move
Sagat: Crouching Roundhouse, Jab Tiger Uppercut
Charlie: Crouching Roundhouse
Rolento: Has no moves that will HKD
Dhalsim: db+Roundhouse, Strong/Fierce Yoga Fire, Yoga
Flame
Guy: Crouching Forward, df+Roundhouse
Adon: Crouching Roundhouse
M. Bison: Crouching Roundhouse(slide)
Sodom: Crouching Roundhouse(slide)
Gen: Has no moves in either style that will HKD
Dan: Crouching Roundhouse
Birdie: Crouching Roundhouse


Ok, now there are two basic types of combos that can done using the
HKD trick...

Normal HKD combos:
Combos that can be done by characters who have specials that
juggle(Akuma, Chun Li, Guy, E. Ryu, Sakura, Adon, Sagat) and can be
done after any CC that knocks down(every other character has to
rebuild meter so they can juggle with a SC). Examples:

(pardon some of the generic names for moves)

Adon - Jumping Fierce, crouching Roundhouse(HKD), Roundhouse Jaguar
Kick

E. Ryu - Crouching Jab, crouching Short, Fierce Red Fireball(HKD),
Short HK, Fierce DP. (vs. Zangief, corner only)

Chun Li - Jumping Roundhouse, crouching Roundhouse(HKD), Triple
Up-Kick

Sagat - Crossup Short, crouching Strong, Jab Tiger Uppercut, Fierce
Tiger Uppercut


After Rebuilding Meter:
Combos that are only possible after you rebuild your meter through
doing repeated HKD's. Basically, there is no way you'd ever, EVER get
this type of combo off in a real match, but do indeed work with some
setting up. Examples:

Charlie - Jumping Roundhouse, crouching Roundhouse(HKD), Level 3
Somersault Justice (corner)

Guy - Jumping Roundhouse, crouching Forward(HKD), Level 3 Air Punch
Super

Ken - Jumping Fierce, crouching Roundhouse(HKD), 2in1 Short Roll,
Level 3 Shinryuken

Rose - Jumping Roundhouse, crouching Jab, crouching Short, crouching
Strong, Short Drill(HKD), Level 2 Aura Soul Catch (corner)

Akuma - Jumping Fierce, crouching Roundhouse(HKD), Short HK, Short HK,
jump towards Level 3 Air Super Fireball or Level 3 DP

Dhalsim - b+Fierce(headbutt), Jab Yoga Flame(HKD), Level 3 Yoga
Inferno (corner)

Zagief - Crossup d+Fierce, bd+Roundhouse, Level 3 Air Catch
Super(A2Gold, Z2A only)

There's a bunch of other combos that can done using the trick, but the
examples should give you the idea. Also, it's possible to juggle
with a CC after a HKD when you rebuild your meter.


Well, that's about all I have to report on the high knockdown trick.
I hesitated to post all this, since A2 is such an old game, but
figured someone may find it of interest. There's also another little
CC trick I found that I was thinking of posting in the future, but
this should be enough for now =).


Rahmon Omar DeLoney __ rdel...@norfolk.infi.net


PermaJ

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Apr 2, 1998, 3:00:00 AM4/2/98
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>this is one reason why the Valle CC is so
>devastating)

what's the Valle custom combo?


>= Perma

"Cough, cough. . .Wharggle"

Ukyo Tachibana, SS2

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