TU
Yes. You know...her "launcher".
> and do you
> cancel the Roundhouse into the EX kick or wait for the Roundhouse to
> finish then do it?
You wait...just like you would have done on SF3 to get all of the hits
in. Besides...you CAN'T cancel it.
> When doing the air chains after, I'm assuming you
> must super jump right?
That part I don't know...but you probably just regular jump.
--
Bottom Line: ('cause combo masters can visualize.)
Onaje Everett teve...@pacbell.net
Meaning: The Sensitive One
IRC and ICQ Nicknames: FreshOJ, DaJooce
Other Nicknames: The Juice, Combo "Master", "That Guy That Knows Stuff"
Mantra: "I can do ALL things through Christ, who strengthens me."
-Phillipians 3:14
Warning: Read at your own discretion
************************************
Onaje Everett wrote:
>
> TU wrote:
It styarts off a low jab or universal overhead too, BTW.
[Stuff ONaje answered SLASHed]
> > When doing the air chains after, I'm assuming you
> > must super jump right?
>
> That part I don't know...but you probably just regular jump.
NO! After you do Ibuki's EX Hien,. you don't jump: You go STRAIGHT into
the air chain [hold F+Fierce, forward]! You do it while you're coming
down from the EX Hien! The timing's kinda tough, since you must make
sure your opponent is below you when you do it (and Ibuki is coming
straight down), but it can be done. No jump required at all...
--
Jamie "Ultima" Stoute
http://www.concentric.net/~Ultima1 - Fan art, a ton of junk, and
some miscellaneous rambling...
http://members.xoom.com/Ultima1/main.html - The Street Fighter
RPG Manifesto!!!
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"If an arcade doesn't contain some version of SF or SS in it,
then's it's not an arcade"
Onaje, you know you CAN cancel Ibuki's far standing RH. It's hard to
do, but with practice can be done fairly consistently. What you have to
do is cancel into a superjump which for some bizarre reason can be
cancelled into a special move before Ibuki leaves the ground. You do
this by ending a special move motion with UP-TOWARD, then hesitating a
split second before pressing the button. You must hesitate long enough
for the game to recognize a superjump, but within the window allowed to
complete the special move. For example, to do a super-stylish two-hit
combo you can do a far standing RH, press down, down-towards, towards,
up-towards {hesitate} RH, which will cancel into the Kubiori
(neckbreaker.) It looks far too cool.
Oh yeah...the super jump. I knew about that. After all, you did post
about it...and when Nick speaks...I listen. :)
I guess I meant that you can't cancel it into a special move. My bad.
--
Bottom Line: ('cause I have a good memory.)
But... you can. You can cancel it into any special or super, as long as
you're fast enough.
A few more notes on the cancelling thing: (this apples is 3, not 2i,
but it might be the same)
The far standing roundhouse AND the close are both interruptable. Oddly
enough, you can interrupt them even if they whiff. (Well, at least the
far one, I never managed to whiff the close one) So, you can easily
practice by doing far standing roundhouse->triple kick from all the way
across the screen. (BTW, roundhouse->triple kick is a 4 hit combo)
You can also, as Nick daid, interrupt with a Super. Far
roundhouse->Hashin SHo was pretty easy. Since you can interrupt the
close roundhouse, I was also able to do close roundhouse->jump attack,
so I'm thinking you can probably do close roundhouse-> Air knife (super,
whatever it's called)
I have to stress that this is very easy to do. I did it on my first try
and had about a 90% success rate. Rememeber the old tiger knee motion?
You can do close roundhouse->uppercut (interrupt and hit on way up).
Pretty cool. You can also do far standing roundhouse-> headstomp, which
must be sort of annoying, and of course standing roundhouse->command
throw, which is unnparryable and also looks pretty cool.
James Margaris
>
> Onaje, you know you CAN cancel Ibuki's far standing RH. It's hard to