Street Fighter: Anniversary Collection

Final Fantasy to Streetfighter, Suikoden to Katamari Damacy, use this forum to talk about *GASP* videogames! The latest releases, your favourites, or ask for help.

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Post by Leftover »

1. Assign L2 or R2 to be two buttons respectively.

or

2. Stop playing it like a game and start playing it like a fighter. Use your index, middle, and fourth finger only to press the buttons, instead of cupping your entire hand over the controller.

:D
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Re: Street Fighter: Anniversary Collection

Post by HKK »

I've tried to do that before and it's quite uncomfortable.
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Post by Leftover »

Well that's honestly the only way it's going to work. You'll have to cock up your fingers either way, to stretch for the L2 / R2 buttons or to press the buttons individually.

Or you could just play on a stick like me.

:D
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Post by HKK »

Oh man...I'm not much of a stick person. I have never been able to do what I can on a dpad with a stick.

Like for instance, at the arcade I can barely parry but I can parry like a motherfucker on the dpad.

But I'm thinking of getting one...I need to learn how to use one effectively.

So, you suggest putting my hand over the buttons instead of cupping the controller right? That way I'll hold it like a stick?

Get on aim. :E
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Post by Leftover »

Yes.

Your left hand can cup the left side. The buttons on the right are pressed using your index, middle, and fourth finger.

If that doesn't work, assign the L1 and L2 buttons appropiately, as your thumb does all the work on the d-pad so that leaves your other fingers open for business.

:D
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Post by HKK »

thanks a lot budzzz.
:choco
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Post by TheDarkOne »

oh man.... all this talk about fighting games... is really bringing a tear to my eye ;) i <3 you guys
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Re: Street Fighter: Anniversary Collection

Post by HKK »

<3

I love you too dude.

Speaking of which, when is KOF: Maximum Impact coming out? And how is it? Anyone play it?
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Re: Street Fighter: Anniversary Collection

Post by Shinji Hiryu »

Wasn't it sometime next month I believe?
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Re: Street Fighter: Anniversary Collection

Post by HKK »

i don't know...but it's out in japan.
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Post by Ikari »

Man fuk Maximum Impact. KOF: 2002 and 2003 is going to pwn. Especially 2003. I played it in the Arcade. It's fucking amazing. The new tag mode they use ala MvsC2 makes the game much more innovative.

Oh and K' pwnz plz.
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Post by HKK »

He does. But back to 3S! D:

Ikari do you have SFAC?
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Post by Leftover »

KoF 2003 sucks. 2002 is better by leaps and bounds. Duolon and Damon own 2003 so bad that it's practically not worth playing with anyone else (well my gal Hinako's pretty damn good).

2002 on the other hand is practically 98, but with its own little tweaks, and seeing how 98 was more or less the best of the series, it's just more of the best, plus all the new faces.

Maximum Impact sucks. Everything in the game is sweep chains. Yawn.

:F
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Post by TheDarkOne »

i played 98 and then 99, and then i never played a KOF ever again...
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Post by HKK »

Shush. Enough KOF talk. 3S. :)
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Post by Leftover »

The games are incredibly fast, they aren't made to be played sitting around (ala CvS2) so you're always moving. It's faster than GGXX and MvC2 in my opinion.

;p
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Post by Ikari »

No I don't have it. I already have 3rd Strike on DC and don't really feel the need to buy it again/ The game is alright, but I'm not a big 3S fan.

Nah 2003 is pretty fun. I like it. 2002 I haven't gotten the chance to play, but I really haven't heard much about it that makes it out of the ordinary KOF.
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Post by Leftover »

2003 is plenty fun if you stay away from Duolon and Damon, but after a certain point most anyone strays on over to using the bastard.

I've heard nothing but good things for 2002, and I myself enjoy it the most out of any KoF I've played (94-2002).

;p
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Re: Street Fighter: Anniversary Collection

Post by Killey »

KOF Discussion:

I havn't played a KOF game since 2001 but that's because I can't find any roms for the next two installments of the game. I really liked using K9999 and Kula a lot but I can't use a keyboard with crap so all my tactics with Iori and Kyo don't work for me. :sadpanda

3rd Strike Discussion:

I don't know why you people would want to combo Ryu's super art off a jab when it's far more effective to fierceXXf.DP, SC into any of his super arts. Shinshoryuken does excellent damage but the bar takes a while to charge and he can only store one and you can't use his ex specials as much. I can understand someone choosing Shinkuu Hadouken for the bar guage but the super itself is kind of useless unless you combo/juggle with it. Personally, I think Denjin Hadouken is Ryu's best super but the fact that he can only store one is a drawback and limits the amount of EX-special you can use. However, being able to knockdown an opponent and immediately go into the super for an automatic dizzy combo more than makes up for this. That combination alone can easily make the match.

Could you people please elaborate on Makoto's strategies as I want to pick up this character. I don't get her KaraKaraUsa strats, which reminds me that I need someone to explain to me what this whole deal of Kara-throwing is all about.
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Re: Street Fighter: Anniversary Collection

Post by TheDarkOne »

Killey wrote: 3rd Strike Discussion:

I don't know why you people would want to combo Ryu's super art off a jab when it's far more effective to fierceXXf.DP, SC into any of his super arts. Shinshoryuken does excellent damage but the bar takes a while to charge and he can only store one and you can't use his ex specials as much. I can understand someone choosing Shinkuu Hadouken for the bar guage but the super itself is kind of useless unless you combo/juggle with it. Personally, I think Denjin Hadouken is Ryu's best super but the fact that he can only store one is a drawback and limits the amount of EX-special you can use. However, being able to knockdown an opponent and immediately go into the super for an automatic dizzy combo more than makes up for this. That combination alone can easily make the match.

Could you people please elaborate on Makoto's strategies as I want to pick up this character. I don't get her KaraKaraUsa strats, which reminds me that I need someone to explain to me what this whole deal of Kara-throwing is all about.
wtf, i've been arguing against this the entire time!!!

and i still Like Shinku better than Denjin, because Ryu has some SWEET EX combos, and if you have the meter you can end some in a Shinku for extra dmg... Denjin isnt bad.. but Ryu's game is a bit more limited with the limitation of the EX's that the one bar poses.
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Re: Street Fighter: Anniversary Collection

Post by Killey »

I never use the ex-specials a lot other than to screw people's timing with parrying when I follow up with a super like Chun-li's kick super. Otherwise, for Ryu I stick to his solid ground game and parrying whatever I can so I can get the Denjin Hadouken in. I do understand the fact that people would choose Shinkuu Hadouken for the bar so that they can abuse the ex-specials but I never really experimented with them with Ryu but he does have some nasty combo/juggles with the Shinkuu in the corner.
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Post by Leftover »

Kara throwing is attributing the properties or frames of a normal to throw. Basically any normal where you move foward can be cancelled into the throw's animation, and the range from that normal is then attributed to the throw. With Makoto you can s.lk as your opponent gets up, and then kara-usa. the s.lk acts as a meaty, but the kara-usa takes the meaty property and then puts them into the command grab.

:D
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Re: Street Fighter: Anniversary Collection

Post by TheDarkOne »

Killey wrote:I never use the ex-specials a lot other than to screw people's timing with parrying when I follow up with a super like Chun-li's kick super. Otherwise, for Ryu I stick to his solid ground game and parrying whatever I can so I can get the Denjin Hadouken in. I do understand the fact that people would choose Shinkuu Hadouken for the bar so that they can abuse the ex-specials but I never really experimented with them with Ryu but he does have some nasty combo/juggles with the Shinkuu in the corner.
now we're on the same page :E
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Re: Street Fighter: Anniversary Collection

Post by HKK »

The guide gives the definition for meaty but I still don't understand it kinda. Care to explain?
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Re: Street Fighter: Anniversary Collection

Post by Shinji Hiryu »

:( I should buy the guide...
TheDarkOne wrote: you can do j.F, s.M > 236+Pxx236236+P, that links... but you cant throw in a jab in there....
Got home late, but tried it. Heh, indeed, you're right. The classic j.fp/k, h.fk, c.fp, 236+px236236p Shinkuu Hadouken seems to work to better effect though (of course). Experimenting with EX moves as well. It's so fun smashing the opponent in the air with a mid EX tatsumaki. I'm gonna mess with the combos a bit more later tomorrow when I have time.
Killey wrote: I like to jump in with foward, land, fpXXf.dp, SC. Denjin Hadouken. Basically, you charge it up as they fall and release it as they get up but it works the best in corners (obviously).
Any other ideas on using Denjin? I was beginning to think that SA was pretty useless.

Just got parryed in mid air as well. Didn't know that could happen!

:) I have much to learn.
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Post by TheDarkOne »

when my ftp goes online again you guys should check out Summers End, 3S tournament held in Canada a few years ago.. stuff they do is NUTS, like Akuma Red Parrying all of Necro's Lighting Super, and some really sweet combos, i think i still have a whole video just for Makoto for you HKK, they show you all the set ups and what not.. i think there's a double super combo in there for Makoto where she does like 99% dmg and leaves em Dizzy at the end...
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Re: Street Fighter: Anniversary Collection

Post by Leftover »

himurokoken wrote:The guide gives the definition for meaty but I still don't understand it kinda. Care to explain?
It's keeping your opponent blocking as they get up from a knock down.

Let's say for example that you just sweep them with Makoto, c.FP. Thud, they're on the floor. Now as they're getting up you're already on top of them so you throw out a s.MP. They see this, and thus have to block it as they're getting up.

It's basically forcing your opponent to block as they're getting up from a knockdown. By throwing out something in the animation of them getting up, you're forcefully cancelling that animation by having them block.

Be careful of how you do meaty's in 3S, as they can easily be parried, leaving you to take the damage instead.

:P
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Re: Street Fighter: Anniversary Collection

Post by Killey »

Shinji Hiryu wrote::( I should buy the guide...
Killey wrote: I like to jump in with foward, land, fpXXf.dp, SC. Denjin Hadouken. Basically, you charge it up as they fall and release it as they get up but it works the best in corners (obviously).
Any other ideas on using Denjin? I was beginning to think that SA was pretty useless.

Just got parryed in mid air as well. Didn't know that could happen!

:) I have much to learn.
The general consensus from what I've read at Shoryuken and CC forums is that the Denjin Hadouken is Ryu's most used Super Art among expert players. There's not much strategy behind it other than the fact that once you've knocked down an opponent just do the Denjin Hadouken and charge it as much you can while they are on the ground and then released it as they are just getting up so that they are forced to eat the unblockable super. If you've charged the Denjin long enough it is an automatic Dizzy allowing you to add more to the combo. I just usually do a fpXXf.dp for a lot of damage. It easily turns the tide in battles and is very simple to execute, however, it is the most effective when the opponent is in the corner or at least right next to you. You want to be careful with the release because if you mistime it the opponent can either wake up with a super art/special or parry the Denjin.

You be more careful with doing ex-tatsumaki in the air as it's not too hard to parry that move. I've had a person try to finish me off with an air ex-tatsumaki with Ken but I easily parried that and punished the person with my Denjin Hadouken afterwards for the victory. I just find that parrying in this game is far too easy and that throwing a foward out, despite thinking that your timing off, will net you an easy parry.

Mikey:
Is it really worth doing a meaty attack as they get up? It's really easy to parry any follow up attacks from a recovery. If you hit foward as you get up you'll parry any regualr attack that the opponent throws at you. I'm sure the benefits of landing the kara-throw or kara-usa makes people want to take the risk but I don't know about if it's that useful.

I was in the options and one of the options was tweaking the guard parry and I have to ask what is this guard parry? Also, is red parrying just parrying moves at the very last minute? I'm aware that it is more complex than a red parry and anybody who can master that deserves some respect.
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Re: Street Fighter: Anniversary Collection

Post by Damien »

America got the best version of Anniversary Collection by far :{
I pretty much only bought it (the PAL version) because it had was only £20 and had a sweet Street Fighter t-shirt with it :>
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Re: Street Fighter: Anniversary Collection

Post by HKK »

:{

I can't parry in mid air yet.

@ killey

gaurd parry is red parrying I believe.

definition from the guide:
Red Parry - A variation of a parry that can only be done when a character isin block stun. The absence of absolute guard in SFIII: 3S enables characters to leave block stun during a combo and red parry the next attack.
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Post by Leftover »

Well it's not a good thing to do meaty attacks everytime you knock the other guy down, but using a meaty for a kara-throw usually ends up with them not being able to parry the meaty because it's already been cancelled into the throw. Mix up your offensive front and throw in a meaty in there every once in a while.

I'm not sure what guard parry is, but red parrying is parrying after coming out of block stun. Meaning if you sat there and blocked the two sets of seven kicks Chun-Li does in her super, you then have the opportunity to red parry that very last hit. It's helpful when you're low on life and want to use it to save yourself from keeling over thanks to chip damage.

As for Ryu's best super, I don't think it matters. I look at him to be better without using the super. The more meter he gets for EX moves the better. I still think Shin-Sho is his best super, and a hell of a lot more fear inducing then either of the easily parryable fireball supers (including Denjin).
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Re: Street Fighter: Anniversary Collection

Post by HKK »

mikey did you get on aim last night? I need some 3S help mang. :(
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Post by j0hn Ayanami »

Christ, 3S is so much more complicated that CvS2 :E I think I should play it sometime.
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Post by Leftover »

I think CvS2 is a bit more complicated thanks to its six different grooves and larger cast of characters, but both games are quite complex regardless.

:D
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Re: Street Fighter: Anniversary Collection

Post by HKK »

I'm told that since I'm a 3S nub I shouldn't start with Makoto. Any suggestions?

I'm going with Yun I think.
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Re: Street Fighter: Anniversary Collection

Post by Killey »

Yun is all about mix-ups with the dive kick and his chain combo's but I think they removed some of his chain capabilities since the first installment of SFIII. I havn't experimented much with Yun in 3rd Strike but I used him a lot on P-groove in CVS2. Of course, he has more chain possibilities in SFIII than CVS2.

Mikey:
I fully agree that ShinShoryuken is a much more fearful super than the other two supers and if you comboed does a huge amount of damage but the same goes for Shinkuu Hadouken if you combo it in the corner. Denjin has a huge risk of getting parried but if you time the release properly I'm fairly certain there's very little the opponent can do.
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Post by Leftover »

Yun is one of the three best characters in the game. If you feel like a nub you should play with Makoto. She's low maitenance and high reward, but she has her clear disadvantages.

Yun is just scary good. Gengei-jin is end all of supers in the game. You just have to learn to combo into it and your opponent is pretty much dead. He builds meter like crazy too. Dive kicks galore. Yun DOES take time to learn, plenty of time, so unless you're going to devote alot of time and practice to him, don't pick him.

If you master him though, there's not much reason to pick anyone else.

;p

@ Killey:

I've parried entire chains leading up to Denjin and Shinkuu man, but I still think that fear factor helps far more then either fireball super. It's just the intimidaiton of it being there.

:D
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Re: Street Fighter: Anniversary Collection

Post by Killey »

I remember when Yun was the top tier character in the original SF III. Who are the top tier characters, again? I think Chun-Li and Ken are but I don't remember anymore.
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Re: Street Fighter: Anniversary Collection

Post by HKK »

Mikey, how's your Yun game? Any suggestions for combos going right into gengei-jin? I try to do tons of mix ups when I do it but primarily use c.LP and switch c.MP occasionally. I put some dive kicks in there too to get more combo hits.

But often times the enemy guards the whole combo. :(
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Post by TheDarkOne »

Leftover wrote:Yun is one of the three best characters in the game.
expert Yun vs. expert Q can never never never never EVER Win, EVER
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Post by Leftover »

An expert Yun player can smoke anybody in the game man. All Q has are his mind games with his command grab, and any halfway decent Yun player knows to stay on Q to keep him from taunting. I mean the guy is so tall it's like the dive kick isn't needed. An expert Q player would give Yun trouble, but Q's lack of defensive measures (other than parrying, f.MP, 214+L / M / FP, and far s.FK for anti air) just don't stand up to Yun's monster of a ground game and offensive front.

@ Killey:

As of now it's Ken, Chun-Li, Yun. Ken is looked at to be the best in the game because he pretty much the most COMPLETE character. He's got most everything he needs for any situation. Couple that with easy chains, great mix-ups, and an SAIII that can be comboed almost literally anything, and you're set.

Chun-Li has a great space management game going, but she's top tier because she's really over powered. Most of her pokes (c.MK first and foremost) are unfortunately blessed with high priority, allowing them stuff most anything in the game. Her SAII deals way too much damage, and can be comboed off that dreaded c.MK (and lots of other crap) so she's just a bitch really.

Yun is in the middle. He's got a little of everything too, but gen jen (SAIII) is just a damn good super. His other supers are good too, but gen jen just brings the bacon home, it's got this huge intimidation factor, and even if you don't land it off the intial combo, you can easily chuck Yun's great mix up game and smack their ass to the corner where you can proceed to have half your life spanked away.

@ HKK:

In my opinion it's best to use gen jen once you have the guy in the air, like off that straight kick Yun has that launches them out of nowhere. Otherwise try it off the 623+P move he's got where he rolls on the floor and then shoves his back at you.

:D
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Post by TheDarkOne »

3x special action by Q = Yun doesnt do dmg

and wtf, Urien is easily Top Tier
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Post by Audiobully »

I want that game too :(
Augh.
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Post by Ikari »

My man Gill is top tier.
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Post by Leftover »

TheDarkOne wrote:3x special action by Q = Yun doesnt do dmg
An expert Yun player can smoke anybody in the game man. All Q has are his mind games with his command grab, and any halfway decent Yun player knows to stay on Q to keep him from taunting.
;p
and wtf, Urien is easily Top Tier.
Well it's a general consensus that you can win with anyone in the game, but that the characters that are of the 'lower' tier are still considered top tier because they can win, but the number of bad match ups the lower tier characters have keep them lower tier.

Urien, Makoto, and Dudley are in the second top tier 'tier'. Most of the other characters are in another tier, except for Twelve, Remy, Sean, and Hugo, who I believe occupy the lowest tier.

;p
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Post by TheDarkOne »

well i knew Sean was lowest of the low, but i've seen some sweet Remy and Hugo in my days
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Re: Street Fighter: Anniversary Collection

Post by Leftover »

A friend of mine has a damn good Remy, probably one of the best in the nation, cp's like crazy and never stays still. I love watching him play. Another friend plays of mine plays a great Hugo too.

Unfortunately Remy can be somewhat predictable, and has (if I'm not mistaken) the shortest stun bar in the game (FOR SOME DAMNED REASON) so you have to be extra careful and plan your zoning games well.

Hugo is just this huge target for all the bullshit in the game (Chunny cheese, Ken cross up craziness, Yun spankings). He needs a great deal of patience too, thanks to him being slow as hell.
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Re: Street Fighter: Anniversary Collection

Post by HKK »

I wish I knew you irl mikey, that way you could school me and teach me. Yes sensei. :E
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Re: Street Fighter: Anniversary Collection

Post by fire2ash »

Damn I come in the next day and there is a shitload of new posts! Awesome, SF3 3S is the shit :)

I love how not only the parrying adds depth, but also the overheads (if you ever play Garou, you know what I'm saying) and the frame system, its important to know what moves have frame advantages so you don't whiff some attack and get owned with a 50% combo. You add throwing in there and it becomes even more of a mind game. Thats what I love, reminds of me of Garou.

Anyways someone was talking about using some strange jab combo with Ryu, which is probably possible if you have "any move cancelable" in system direction. I find with ryu my favorite combos are simple but require an ex move. Jump in Hp, S.Hp, EX Joudan Soukutou Geri, then juggle either with a close lp (which I can do but it resets), followed by a shoryuken (HP) or EX Shoryuken, OR ShinkuHadouken
Also the same combo is possible with instead of a close lp juggle with a EX Tatsumaki senpu kiaku then Shoryuken HP. The easiest and safest combo is a jump in Fierce or Roundhouse, crouching MK, hadouken>supercancel ShinkuHadouken. High damage: Close HP, shoryuken (HP), ShinShoryuken>Juggle with Joudan sokutou Geri HK.

I like using akuma too though. I love his Divekick, ,downmk, lk Hurricane kick, Shoryuken, Go-Hadouken SA (don't think thats the name though). Or Jump HP/HK, HK, Raging Demon.

Yet yun's geneijin is by far the best :) I love how you can mix up his combo if you know how to juggle properly. I especially love starting it mk(launcher)super jump cancel to Geneijin then begin the juggle with a palm strike (and if you can kara palm then this is much better) and follow up with Hop kicks or forward HP. You can also mix it up by using his QCF P move and then Kara palming before the opponent lands. Always end with his anti air kick move and after Geneijin ends qcf lp. Yet there is many ways, and its possible that the opponent blocks almost all of your SA.

Urien is crazy if you can use the Aegis Reflector correctly. Oro, is by far, one of the most underrated characters and is MASSIVE ownage when used correct. On acho I saw a japanese player do some semi-infinites (no real ones, that would be kind of cheap), and just straight up own almost all of acho with him. I've seen Hugo used pretty damn good too. Yang doesn't compare to his brother but that doesn't make him bad either. Ken of course, is just simple ownage. His SAIII simply has too many stocks making him way too versatile with EX and SA. Chun Li also (as everyone knows) is ownage but lacks anti air moves, she makes up for it in every other way. Remy is not bad either if you can charge partition like a champ, also there is a trick to using a light of justice (not his SA, forget what his standard ones are called) and immediately follow up with his anti air charge kick, not hard to do, but it doesn't always work if you don't get it in a certain frame of time.

KOF2003 was ok, but it got boring quick. I like how many chains and cancels there are in it, but it gets repetitive. But the characters already mention unbalance the game. But its SNKP what can I say, it was a good effort nevertheless (wow some new sprites too !).
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Re: Street Fighter: Anniversary Collection

Post by HKK »

Anyone know how well this is selling?
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