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Renahzor

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Renahzor

1043

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386

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#1  Edited By Renahzor
@regularassmilk said:
" @Shadow said:
" We as gamers are not getting more stupid, but more stupid people have started gaming. "
i.e. all the 360 playing COD4 worshiping frat boys of today. "
And then, of course, there's always the exception that proves the premise.
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Renahzor

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#2  Edited By Renahzor

the only cartwheel she has is backdash...  Her frontdash is very very fast and can lead to alot of dash throws and then dash->TK cannon strike, which is the bread and butter of her gameplay, and really thats how you have to beat a guile that knows the matchup well.  She can do hooligan roll into either a throw or slide (hooligan is when she rolls into a ball and jumps at you) , but this is not useful against a guile who knows the matchup, as both are countered by /downback.  If you see hooligan coming, just jab, it beats the slide and the throw clean and you can start your jab combos. Dont flashkick it, as you pointed out it will simply make both of you whiff.  against cammy just be very patient with your moves, zone with sonic boom, dont throw out random flashkicks, stay charged and punish whenever you block anything.   I catch MANY guiles by throwing psychic hooligan rolls into the throw, because i actually do the hooligan well before the boom comes out, and they're just in that projectile throwing rhythm.  
 
The ONLY way to hit guile with a spiral arrow is to hit it psychic or just throw it out and hope, or hit confirm into it.  This is not viable versus anyone not just blinding throwing the sonic booms out.   Its way more than a 50/50 risk for cammy, scoring the knockdown off a spiral arrow isnt very helpful because of the ranges they land at, and if they block you're seriously hosed with a huge combo, knockdown, and starting the wakeup mixups.  She has no overhead, so everything she has can be blocked low, barring plain jumpins and regular throws, use that to your advantage.
 
The cannon strike is her air dive kick, and yes it will cross over flashkicks from very specific ranges, however it is also completely unsafe.  if it is blocked high in her trajectory you can punish with jab-> combo.  If it misses you can throw her before she recovers barring any severe lag.  If you're beign rushed down she has a lot of options, so you need to keep her away as much as possible.  only reversal flashkick if you know whats coming will lose to it, or if you have 2 ex stocks and can FADC the flashkick on block. 

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Renahzor

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#3  Edited By Renahzor

Spin knuckle goes through sonic boom, but has too much startup for guiles recovery, resulting in at best a block knuckle, and at worst being punished on reaction for how slow it is.   Spin knuckle has 36 frames of startup, and boom has only 29 recovery frames, meaning it is impossible to hit a spin knuckle if they dont throw the boom after you've started your knuckle.  It also means, that a charged guile can boom and flashkick before your attack even starts.  Spin knuckle is virtually useless in this matchup.
 
EX spiral arrow goes under sonic boom, however guile has extremely fast recovery on booms (29 frames vs 45 for ryu's fireballs) making that VERY dangeruos, as blocking a spiral arrow that hits deep means a free combo for guile.  7 frames of startup on spiral arrow, coupled with 29 frame boom recovery means, depending on distance, you have to either hit it psychic or be standing directly on top of guile, which is typically not the reason you want to fly under a boom anyway.
 
Edit:  Most of the Balrog EX dash punches get EX 'super armor' like a focus attack for one hit.  Many characters have this, but cammy does not, her EX arrow, Spin knuckle, and hooligan are all hittable as normal without super armor.
 
Edit edit!  Trading flashkick for a jumping RH from cammy is a win-win for guile.  He not only wins the trade my a very wide margin (does way more damage, cammy has low stam) he also scores a knockdown.  This is a trade any guile payer should be willing to make.

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Renahzor

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#4  Edited By Renahzor

You cannot simply block booms, they push you too far.
 
As a Cammy main, this is one of my hardest match-ups.
 
First, never  jump at a charged Guile, its not worth it.  Second, never ever jump at a charged Guile.  Your goal in this match is to force him into a corner and start the mix-up shenanigans.  Getting around booms is your first priority, focus attack absorb and dash forward is good.  If he has you at full screen, FA one boom(dash back), jump over (using air cannon strike to land faster) the next, FA, jump etc etc.  You'll build meter, and he should stop eventually when you have a free ultra stocked.
 
Your primary way of getting in will be using focus attack absorb dash forward.  You can do this after you've jumped, cleared, and landed a full screen sonic boom and end up at about sweep range.  He will be trying to combo into double sweep or sonic boom to push you back out.  You can punish double sweep between the 2 hits with many things (CS, ultra, FA) so be sure not to let him abuse that.  Once you're close use a combination of dash throws, blockstrings (crouching: lk,lp,lk hit confirm into RH SA, the last lk is a 1 frame link) and dash -> TK cannon strike -> combo.  Bait flash kicks and punish on wakeup if you can.  This is one match where I feel knowing your TK cannon strike & blockstrings is 100% essential, because he cannot really stop the rushdown once you have it going without risking a flashkick whiff into a hard combo.   Also, after back throw your crossup RH cannon strike should force a whiffed flashkick, if the lag doens't turn him around.  That can be useful at midscreen to try and gain some ground and force him farther into the corner.  Frame trapping with hooligan combo after cannon spike also works well against guile because they usually wont be charging on a quick rise.

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Renahzor

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#5  Edited By Renahzor

I dont know where you get that Mario Galaxy is that easy, there are some pretty challenging stars and plenty of comet challenges as well.  I HAVE a 5 year old, and she is relatively adept at certain games, Galaxy is not one of them.  And SSBB to me is only really fun at a non-competitive level with a few friends over, which seems to be the general trend for many Wii titles anyway. 
 
TBH it seems like you're letting nostalgia ruin certain games for you.  Yes, Fallout 3 is a departure from the precedent set by the earlier games.  It is also a damn fine game in its own right, simply not being as hard as the originals doesn't make it a worse game.  Likely your dislike for Oblivion changed the view of what you think Fallout should be.    Along the same lines, I can say I didn't enjoy Half-Life 2 as much as i enjoyed the original.  It is in every way a better game, but to me the original will always hold that special place in my heart, for many factors.  Star Ocean on PSX is my favorite in the series, I was younger and that game was AWESOME.  The newest one (The Last Hope) will never match that, even if it is a technically superior game. 
 
Yes, some franchises are lowering the barrier for entry into their games, and many of the long running series like to keep with what has already been selling, and that's common throughout the entertainment industry.  AAA titles with huge budgets are going to do exactly what has been proven to sell for their franchise, because the risk of a dud is far too great.  Modern warfare 2 will BE modern warfare, with some new features.  People expect it, and thats what they want when they pick up their copy (and their totally sweet ass NVGs).  They aren't going to re-invent the series, they're going to sell people who already know what MW is another game because they have multiple millions of dollars wrapped up in doing just that.  
 
Basically, IMO there have been plenty of very well done games, more than enough to satisfy me.  some have been difficult, some have not.  I play games for different things on different days.  Some days i want to get lost in a story, some days i want to blow the shit out of some buildings in Red Faction, other days I want to be challenged by a difficult game, or do some platforming, or beat someone down on SF.  Simply because the AAA titles are being watered down to sell more copies doesn't make me stupid.

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Renahzor

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#6  Edited By Renahzor

There's definitely room for both types of games in the market, although probably more room for the mindless shooter than any well thought out and intriguing adventure/puzzle game etc.  I think this contributes to my love/hate relationship with a game like Street Fighter 4, in which I can spend hours some nights playing friends and really trying to out think them or play as hard as i can, and other nights i dont even want to look at it because the amount of mental energy I would have to expend.
 
Indie games are a great place to look for new game play ideas, but you do have to be ready to wade through a lot of...  well lets just say unpolished...  games as well.  I'm glad there's room in the market for games like Braid, the upcoming Scribblenauts, Portal, and others.  I'm also glad I can pick up Red Faction and just go blow stuff up some nights.  
 
I think 'smart' games fell out of style a bit, partly due to poor game design.  There's a fine line between a clever solution to a great puzzle, and something totally cryptic that the designer *thinks* should be obvious.  I think that's why a game like Portal has really brought people back around to wanting more of that style of game.  They struck the balance very well on just how difficult the puzzles should be.  If all of the 'smart' games had remained fun, inventive, and unique they would have been much more prevalent in the market.  As it was, many adventure games and logic puzzle type games were too cryptic, too difficult, and many times just not very fun to play.  Hopefully with the recent successes of games that break the run'n'gun cycle and break out with some new ideas and more fun thinking type game play, we'll see more of those types of titles go into development with decent financial backing.

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Renahzor

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#7  Edited By Renahzor
@Napalm said:

" Eh, I'm indifferent to Street Fighter IV now. People certainly haven't gotten better at it, but it's plagued by grab-throwing fags, jump-in fierce to fierce sweep homos and projectile-happy hacks. "

Honestly, i dont know how to respond to this other than the typical Sirlin link, so here ya go:  
http://www.sirlin.net/articles/playing-to-win-part-1.html 
 
People are most certainly getting better.  Im seeing more 1 frame link combos, hard punishment for blocked moves, better matchup knoweledge, etc etc in champ mode.  yes theres still the occasional pattern fighter that you have to deal with, and if you're not used to playing to that kind of strategy it can be hard, but seriously.  I know you play guile, and if you're seriously complaining about people jumping at you, im not sure what to say.
 
to the OP:  Stick with it!  There's a lot of nuances in SF, and the more you play the more you'll be familiar with it.  Honestly, no amount of CPU play will prepare you for playing other people, so you can always just jump in and see how you do!  :)
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Renahzor

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#8  Edited By Renahzor

Add:  Chocula89
 
Im always up for a few games!

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Renahzor

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#9  Edited By Renahzor

Basically for unlocking stuff, I do like everyone else, 1 round on easiest.  Once you get used to it hes not really too bad, hes pretty psychic about his moves though.  The harder difficulties of CPU play don't represent how a person will play at all really, and infact you can learn some bad habits.  To get better at playing other people just fire up the online and have at it, or have some friends over and play a couple hundred matches with 1 or 2 characters, you'll start to learn a few of the tricks that way.  Just make sure you have good friends who wont call you cheap for throwing them 7 times from 100-0.  The ones you want to play against are the ones who will learn to tech that throw spam.  ;)

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Renahzor

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#10  Edited By Renahzor

Actually there's quite a lot of lag in SF4 online, and its not always immediately noticeable.  I fight a pretty good Balrog player pretty regularly in local matches.  If i play other balrogs online I can immediately notice lag almost always.  Even that extra half second makes things very difficult to punish sometimes.  many times a ken simply spamming light dragon punches is completely un-punishable because he has great recovery, and the same stuff that would punish it offline simply wont work online.  Thats really where I notice the lag the most, on quick punishes and reversals that should land but dont due to just a small amount of lag that makes the timing very different.