>I'm very sorry to say that Akuma has a infinite combo.Everyone,boycoth
>the game please!!!.
>
SFA3 have this thing where after a few hits(maybe two), he cant be hit
any longer and will come down.
That is as long as you dont tech out of it, especially in the corner.
Teching in the corner is suicidal...
actually, you're dead wrong. NOT teching in the corner is just as suicidal.
You just get hit having NOT flipped instead.
The key is to tech right when the juggle will hit so your invulnerable
flip will make it whiff.
[...]
>NOT teching in the corner is just as suicidal.
>You just get hit having NOT flipped instead.
Isn't there a juggle limit (2 or 3 moves, I think) provided the victim
doesn't flip? The flip resets this, making the infinite possible *only*
if the victim keeps flipping.
>The key is to tech right when the juggle will hit so your invulnerable
>flip will make it whiff.
That's the way I prefer to use it. ARK goes for a Shouryuken juggle, I
flip, and they eat a combo/SC/grab/taunt/whatever. ^_^
--
Paul Cordeiro, juuhachisai: p...@gpu.srv.ualberta.ca
-BoB-
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Robert I.
SF Code 5.0 {Cr+>++ Ro+ Z+ I[III]+>++ Cl++}
[ac ch- cn- c+ cc+ 2+ m+ n+:- o++ os++
p t+ r(+...@vs.cocky players) s++ sp- st+
ta- t tm--:- th- tr-:+ v+]
I've juggled for around 4-5 using Ken by doing a roundhouse HK after a UC. I
think the 2 wack limit is only true if they're basic attacks not specials or
supers.
Dr. Blasphemy @#*!
Correction: It's not two hits that's the limit. It's two chances, with a
chance relating to the number of times you are on the ground. When you
jump and hit someone out of the air, your just being on the ground
counts as one chance, then you land (second chance) and can jump and
juggle them again. If they don't flip out after you jump and hit them
the second time, you won't be able to juggle any more. If they flip
out, your chances reset. If possible, the attacks you use with each
chance can hit more than once (like Chun Li's Rising Triple Kick), so
there's no true limit to the number of hits you can get; it all depends
on what moves you use.
--
U
Actually, I had meant to say moves instead of hits, my fault on not being
clear. Anyways, from what I've seen, it seems that the limit only applies
to ground based attacks. I have been able to to juggle an opponent (he
didn't know about being able to flip out) 3 or 4 times with Chun Li's
jumping roundhouse into another jumping roundhouse (the second hit
relaunches the opponent allowing you to land and juggle without the need
for a ground-based attack-2 hits each resulting in 6-8 hits and it would
just seem like it can continue forever if they didn't dizzy (dizzying
an opponent, a drawback?...that may be a first.)
Ultima wrote:
> Drblasfemy wrote:
> >
> > >Waht exactly is the limit to juggling in Alpha 3 (without the opponent
> > >flipping
> > >out.) I've heard that it is two hits from the ground and that seems to pretty
> > >much hold true. But is there an air limit? Because I remember being able to
> > >continuously juggle them (3 or 4 times) with Chun Li's jumping roundhouse
> > >until
> > >they dizzied, taking off a god awful amount of damage in the meantime
> > >somewhere
> > >like 40%.
> >
> > I've juggled for around 4-5 using Ken by doing a roundhouse HK after a UC. I think the 2 wack limit is only true if they're basic attacks not specials or supers.
>
> Correction: It's not two hits that's the limit. It's two chances, with a
> chance relating to the number of times you are on the ground. When you
> jump and hit someone out of the air, your just being on the ground
> counts as one chance, then you land (second chance) and can jump and
> juggle them again. If they don't flip out after you jump and hit them
> the second time, you won't be able to juggle any more. If they flip
> out, your chances reset. If possible, the attacks you use with each
> chance can hit more than once (like Chun Li's Rising Triple Kick), so
> there's no true limit to the number of hits you can get; it all depends
> on what moves you use.
>
> --
> U
>
Well, I did this with Ken once: crouching fierce anti-air, air RH hurricane
kick, L3 shinryuken. 19-hit non-teched juggle. So it would seem that it's
possible to stretch the limit out a bit.
>>The key is to tech right when the juggle will hit so your invulnerable
>>flip will make it whiff.
>
>That's the way I prefer to use it. ARK goes for a Shouryuken juggle, I
>flip, and they eat a combo/SC/grab/taunt/whatever. ^_^
Is the flip really invulnerable? I'm sure I've been hit out of it a few
times.
-Jon
"Candy is dandy, but liquor is quicker." -Nash (no, not THAT one...)
>U guys can just go and try it out.I'm not lying.In case your opponent
>techs,change the timing so that it hits them.Repeat the procedure again.I won
>20+ perfects with this.Only Akuma has the infinite.I don't know about others.
Has anybody you did this "infinite" to *not* flipped and still couldn't
escape? Somehow I doubt it. But at any rate, post up your "infinite" if
you haven't already. How can something be proven or disproven if it isn't
put up for analysis?
>I think u're right.But Akuma is exempted from these rules.
I agree with Ultima's description of the juggle limit. Here's a
pretty simple corner juggle combo I've seen for A-ism Akuma:
to begin: Fierce Gou-shouryuken (3 hits)
1st chance: Roundhouse Tatsumaki Zankuu Kyaku (3 hits)
2nd chance: Fierce Gou-shouryuken (3 hits)
9 hits, around 20-25% damage IIRC.
The player attempted another HK after this, but it whiffed. So
it seems that Akuma is *not* exempted from these rules, as it
should be.
Paul Cordeiro wrote:
>Well, I did this with Ken once: crouching fierce anti-air, air RH hurricane
>kick, L3 shinryuken. 19-hit non-teched juggle. So it would seem that it's
>possible to stretch the limit out a bit.
That's not stretching out the limit at all, actually. a Tatsumaki and a
Shinryuken are just two moves.
>Is the flip really invulnerable? I'm sure I've been hit out of it a few
>times.
AFAIK, any frame when you're in that white silhouette is invincible.
It's invulnerable. It takes timing to do, and it helps to control
your flip so that you get out of the way.
Take for example Sagat juggling you with tiger uppercuts. If you just
flip out when the end of his fist is about to hit you, your invulnerability
will wear off by the time his shoulder is running into you, and Sagat can
hit with that part of his move. So you get hit.
Use toward+PP in that case. GREAT way to get out of corner juggles.
This will move you forward as you flip, so you actually land on the
other side of your opponent in that case.
>It's invulnerable. It takes timing to do, and it helps to control
>your flip so that you get out of the way.
The flip's controllable? Well I'll be damned! No wonder I flip backwards
sometimes and flip straight down the other times... ^_^;;;
[...]
>Use toward+PP in that case. GREAT way to get out of corner juggles.
>This will move you forward as you flip, so you actually land on the
>other side of your opponent in that case.
I wonder if teckhui1 took this into account...
> WhoaMoses-sen ga baka desu!!!!!It's not htat i'm trying to be clever.I
just don't
> want to spoil the fun of finding out the infinite.I don't need u guys to
analyse
> it.I have done it myself and i CONFIRM it's a infinite.People will find
out the
> infinite in no time.i don't have to say it out.I don't want to spoil the
fun.If
> people really can't find out,I will then say it out.Once again,WhoaMoses
ga baka
> desu.
>
Peronal gripe here, but try to assume that not everyone else in the world
knows Japanese. ;( I get so tired of someone blurting out what no one can
understand.
- Kao Megura - (the only japanese you need to know is Dan's "doushita, doushita!" <What's wrong?>)
e-me at : kmegura (at) yahoo (dot) com
stop by : http://i.am/kao (or) http://kao.home.ml.org
get this : I once saw a guy mash the buttons during a Super Taunt.
my hell : I watched "Regis & Kathie Lee" just to see the Pumpkins
play, and then they perform my favorite song at the very
end of the stupid show and it's cut off by commercials.
Warning: Read at your own discretion
************************************
teck...@mbox4.singnet.com.sg wrote:
>
> he teched,i hit him.he didn't tech,i still hit him.he teched when i was about to hit him,i still hit him.My bottomline,u can't escape!!!!!
"u can't escape" does not equal "infinite"... If you're merely timing
your moves so that an opponent flipping out will get hit, it's not an
infinite. If Akuma can keep juggling with a DP repeatedly ad infinitum
without his opponent flipping out, then it would be an infinite. This is
not the case. After two chances, Akum cannot hit his opponent again if
his opponent does nothing.. End of story...
> U don't have to believe,it's for your info.As long as i can do it,i know it's true.I want to share what i have found with others.It's up to u to believe it or now.
So far you've posted nothing worth believing in...
> it's easy to do,for me that is.I have stopped playing SFZ3 since then.
Whatever...
> I only play and use Akuma when i really cannot win that bastard(opponent) with my Zangief.
Can somebody translate this for me please..?
--
U
--
Waleed Mahdi(aka Middle kick)
Kao Megura wrote:
> In article <35E0520B...@mbox4.singnet.com.sg>,
> teck...@mbox4.singnet.com.sg wrote:
>
> > WhoaMoses-sen ga baka desu!!!!!It's not htat i'm trying to be clever.I
> just don't
> > want to spoil the fun of finding out the infinite.I don't need u guys to
> analyse
> > it.I have done it myself and i CONFIRM it's a infinite.People will find
> out the
> > infinite in no time.i don't have to say it out.I don't want to spoil the
> fun.If
> > people really can't find out,I will then say it out.Once again,WhoaMoses
> ga baka
> > desu.
> >
>
> i won't use japanese if u know what i'm writing....
Okay, then I do <baka = stupid>, so stop, thanks. ;)
...hmm.... Well just to fill up some space, anyone notice that on the SS
version of MSH, you can store a charge move even when walking forward? I
still don't know how it works but I keep doing a Mystic Stare / Smash
every time I walk towards my enemy as the round begins. Hope that glitch
wasn't in the arcade version!
- Kao Megura -