Why have I just noticed this now? I will sign up. I had fun at the ggpo tournament. I'm on xbox, my GT is "Worst Q". Hope I can get a runback @ThePhantomnaut:
Is this thread going to be just the list of players or can people just come in here and ask if anybody is up for a game. If not should a thread be created for that purpose?
Also, anybody want to play right now? Nobody is awake in my country.
@jaycee13: i keep on dropping Q out at the second super as well... tis frustrating cause im getting the 2nd super out as soon as ken lands like in the vesper video but the end knee never connects
If you aren't already, try to piano the inputs to triple your chances of the super coming out at the correct frame. I always piano supers on 3rd strike as well as occasionally double tapping since it doesn't give you as much leniency as with sf4.
I'm stuck on Akuma's 4th trial, Standing roundhouse to raging demon. I thought I was just messing the timing up but then I tried doing the demon on it's own and that doesn't work either?! The input is the same as in SFIV and I can do it there, am I missing something here?
it's the same as the super version of the demon not the ultra one.
Yeah that's what I'm inputting...............I must be doing something wrong I'm just not sure what.
Try doing it slower and more deliberately. You have a good amount of time between the input of the st.hk and the demon. Try to stretch it out and make the last input be just after the last recovery frame. Also, I believe the distance you are from the other player is key for it to land.
As for my problem, I am stuck on Ken's last trial. I understand you need to cancel into super from a certain distance so that it hits Q on the way down, knocking him up for the juggle. I just can't make the second super launch because the last hit (the knee which triggers the rest of the super) always wiffs.
Edit: I managed to do it. For anybody having trouble: Get Q in the corner and stand right next to him. Jump back once and then proceed to do ex.hadouken > sa3. the last hit of the tatsu should knock Q back up. The second super must be done the instant you come out of recovery (the timing is very strict for this part, the rest of the combo is easy in comparison). The super should again knock Q back up. If the last ground hit doesn't connect Q will fall straight to the floor. Now, dash forward (or walk forward slightly) and jab.srk then instantly ex.srk. As soon as I landed the second super correctly, I had no problem with the rest of the combo.
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