Barry Lightning
Banned
LiveFromKyoto said:I remember reading a magazine interview with I believe Nishitani, where he told the story. It's legit.
yea, i read on the internet once [insert wildest fantasy]
LiveFromKyoto said:I remember reading a magazine interview with I believe Nishitani, where he told the story. It's legit.
HomerSimpson-Man said:I spent one day trying to do the mentioned kara-throw, over an hour later and nearly smashing my head into the wall, I gave up. I couldn't do it at all.
Cancelling any normal into a special too? Insane. So it's like a one frame window?
The best advice I can give you for karas is to start with karathrows, and the timing between hitting the cancelled normal and the throw should be so close together, that you can BARELY feel the difference in timing between the button presses. Literally, the buttons should be pressed near simutaniously but only your fingers can tell you didn't.HomerSimpson-Man said:I spent one day trying to do the mentioned kara-throw, over an hour later and nearly smashing my head into the wall, I gave up. I couldn't do it at all.
Cancelling any normal into a special too? Insane. So it's like a one frame window?
If you say snaking and mean constantly using mini turbos/mushroom boosts then that was in Super Mario Kart 64 as well. Many broken track records require the use of these miniboosts used constantly in a matter of seconds.blackadde said:and how does snaking in mk fit into all this? i'm not a mk fan by any means .. was it in games prior to mk:ds? did it make it into other racing games?
Mario Kart 64 says 'hi'sonarrat said:It was in Crash Team Racing first, not as a glitch but as an actual integral part of the gameplay.
LakeEarth said:The best advice I can give you for karas is to start with karathrows, and the timing between hitting the cancelled normal and the throw should be so close together, that you can BARELY feel the difference in timing between the button presses. Literally, the buttons should be pressed near simutaniously but only your fingers can tell you didn't.
Took me forever to do them too, but I'm getting kara throws now. I'm not gonna be trying out kara-demons or anything anytime soon. Not with a pad.
I haven't looked into that, but I know it is possible. Makoto has a move where she steps back for a second, then moves forward (I believe its f.rh), and people kara the step back into her 'straight up punch' special to position her in a way where she can hit it twice, and since that move does enourmous stun, it 100% stuns all but the biggest stun-bars. I believe you do the motion (to be edited in, one minute)HomerSimpson-Man said:Tip noted. Thanks.
Geez, so you basically have to press these buttons to a point that you can barely tell the difference in timing presses but they are technically? Whew, tough mountain to tackle.
Since these are kara-throws (hence canceling with LP+Lk after a normal attack) how does kara canceling into specials work?
"I cannot preform the 100% stun combo! What am I doing wrong?"
Make sure you have your execution on Kara-Fukiage almost flawless. Dash as early as possible, pull off the kara-fukiage as quick as you can, and then dash back the other way to catch them with the last Fukiage. All aspects of this combo have to be pretty tight, so practice a lot until you can feel it out.
"Oh, well I can't do the kara-fukiage. How do you do it consitantly?"
It's a bit different than all her other kara moves in the sense that it is not cancled with LK, but with HK.
First off, do not try to tap roundhouse then do Dragon Punch MP. Do the Dragon Punch motion, then tap HK and MP successively. You will input the command, the HK will be cancled by the MP Fukiage, moving you back just a bit making the 100% stun combo feasible.
The most amazing part is kara-ing the demon turns it into a Gigas Breaker-like super, where if you weren't jumping before the superflash, its unavoidable. Without it, they can just hold up and jump to safety.HomerSimpson-Man said:A kara-demon rage....that's crazy. Always something to learn in SF3:TS. Game is just rediculious in depth. But trying to get rid of old habits in Street Fighter like trying to stay away from Ryu and Ken for the most part and play other characters like Alex and Chun Li.
I'd recommend that you just put an effort to get kara-throws down. Remember, even the professionals don't go for the 100% combos in touranemnts. Even for them, the people who play games for a living, they mess it up too often to risk it. I only ever see karathrows because they're easier to pull off and very important to many characters games, and you see kara-raging demons because even if you screw up, you'll get a f.mp which isn't so bad. You screw up a kara-fukiage or kara-palm, you end up missing out on tons of easier damage.HomerSimpson-Man said:An unstoppable raging demon eh. At the rate I'm going it's going to take me months just get one down.....as for Makoto's 100% stun combo...stratch that years!! I still need good pratice with the parries.
Right now, you'd face a lot of good players, and a lot of people who abuse the lag. No real cheaters, though some losers will pick Gill on you if they can't win, or they'll drop. You'll quickly learn that rank means nothing, some B's will destroy you, some SS's don't know what they're doing (and WILL drop on you). But its the only way I ever face off with real comp since I have no arcades in my town with 3rd Strike, and you can't get better without getting your ass kicked.HomerSimpson-Man said:I only have the PS2 version so I missed out on the online. I wonder how badlly I would have gotten my ass whupped. How's the cheating on it?