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MocPac

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MocPac

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I'd like to play

PSN: MocPac11

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MocPac

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#2  Edited By MocPac

  I am of the opinion that the Void Ray's damage should be changed to a base damage plus bonus to Massive so that they can counter the units that they are suppose to (Battle Crusiers, Carrier, Broodlords etc.) while not being extremely dangerous to deal with using Armored units such as Vikings and Stalkers.  At least now they'll be good at dealing with MMM in both charged and uncharged states if I manage to Psi-Storm the Marines to death or trap them with Force Fields (5 Range Marines vs. 6 Range Void Ray).
 
Also I am a little sad that I'll not longer be able to Feedback Corrupters and Thors with my High Templar. What makes me mad though is that they could have given the Phoenix the same Cooldown treatment.  >=/

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MocPac

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#3  Edited By MocPac

I really dig the new Warp-In mechanic for Protoss.  I demand instant satisfaction from my macro!

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MocPac

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#4  Edited By MocPac

 Things that beat Carriers:
 
Void Rays (big damage after powered up) 
Corrupters (extra damage to Massive + damage debuff ability) 
Battlecrusiers (Yamato Cannon focus fire) 
Vikings (out ranges Carriers, could take out mass Carriers with inferior numbers with proper kiting) 
Armor Upgrades (Carriers attack fast with small hits, units with high armor take very little damage from them.  A good player would have level 3 armor for their units around the time that Carriers show up.) 

As it stands right now, Colossi, High Templar, and Void Rays are better choices for Protoss late game units.    

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MocPac

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#5  Edited By MocPac

  Been a big Makoto fan ever since I got my hands on 3rd Strike years back, never really played that game competitively due to a lack interest in my area.  I was quite happy when I heard that she was going to be in SSF4 and went straight to training mode with her when I got the game. 
 
The HP Hayate set-up that Plasma posted is a pretty good way to go, you don't necessarily have to Kara the grab as walking forward for a split moment should give you enough range for HK Karakusa.  Also it should be said that LP and MP Hayates have more push back than HP Hayate, so Karakusa won't work without the f.LK Kara Cancel.
  
Though what I'm really finding to be my Bread n' Butter is Hayate Cancels into Karakusa.  Most of Makoto's normals (namely s.LK, s.MK, s.MP, and c.MP) has her moving forward sightly to deliver the attack and then immediately move back to the position she was standing in. 

   

By canceling one of these attacks with QCF+Any Punch+Any Kick (Don't do MP+MK though, as you'll end up Focus Cancelling instead), she'll perform a fake Hayate at the lunging portion of the attack and gain ground on the opponent, as oppose to losing space due to the attack's push back.  This puts you in a great position for Karakusa.  If you're doing s.LK or s.MK then you can hold the attack button down for the kick portion of the Hayate Cancel. 

  

 I recommend trying this: s.LK (hold) > QCF+Any Punch (Press the button, don't tap.  It's important to have a tiny bit of charge time for the cancel to register) > HCB+HK 

 
s.LK has the least amount of push back, making it the easiest move to use for this tactic.  In training mode I can almost always land HK Karakusa after s.LK into Hayate Cancel, even from the max range of s.LK.  Though that may not be the case with a human opponent that would probably be holding back to block and can walk out of range. 
 
Once you get this down try your hand at the s.MP set-up and learn the link combos from that move.  If you go for those tricky links then it will incentivise your opponent to block after you hit with s.MP, making it the perfect set-up for the Hayate Cancel into Karakusa.
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MocPac

40

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MocPac

40

Forum Posts

132

Wiki Points

3

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Reviews: 0

User Lists: 0

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MocPac

40

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132

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#8  Edited By MocPac

Think they'll include a free Mega Man sticker with SSFIV?

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MocPac

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#9  Edited By MocPac

The way I did it contradicts this guide.

I was able to fight Gouken after losing a round against Seth (he got a cheap finish with a Sonic Boom).  After I unlocked Akuma I fought Gouken again but didn't unlock him.  I fought him a third time after I beat the game with Akuma and that's when I did unlock him.  I all three times I was using Cammy and had beaten arcade mode with her and all other unlockable characters (except Seth of course).  I fought Akuma by getting 2 Perfect and 2 Ultra Finishes, and I fought Gouken by getting 2 (3?) Perfect and 3 or more Ultra Finishes.  Though I'm starting to theorize that the Ultra (Super?) Finishes might not be nessesary to fight Akuma.  But I am certain that you need some Perfects to fight Gouken.

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MocPac

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#10  Edited By MocPac

Play as the Space Pirates eh?  I'll be looking forward to that.

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