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Thread: Street Fighter Anniversary Collection (XBOX)

  1. Quote Originally Posted by voltz
    just stick with that till the SF pad ships.
    When will that be? They allready have one of the PS2 pads...

  2. #532
    I'm playing like crap more and more everytime I log on =(
    HA! HA! I AM USING THE INTERNET!!1
    My Backloggery

  3. Quote Originally Posted by Destro777
    Me and cowdisease had some killer games last night. The majority of them down to the wire. I had no answer for his Hugo though! Finally some frequent Q matches. It was cool how we started with Ibuki vs Makato which came down to both of us having only a spec of health left and I won with that dagger throw. Then the final match was the same scenario where you returned the favor with that dashing punch. good times.
    Yup, we had an awesome series the other night.

    The final move was actually a crouching roundhouse - I sorta anticipated that you were going to jump away. I was fuming from that first match that you got me with the dagger throw, so that vindictive roundhouse made me feel a lot better.

    I was amazed that Hugo's Gigas Breaker caught your Ibuki's ground slide attack (half-circle + P) in mid-animation. Awesome way to end a match.

    Our series was also the first time I started using Yang. Hopefully, I'll get better with him as I practice more.

    Quote Originally Posted by Mzo
    Yeah, you are, especially your Dudley. Just stop throwing moves out randomly (most people won't get hit by it like I do =P), and always punish with a standing roundhouse -> EX machine gun blow-> whatever juggle you like. I prefer a late kidney blow into a fierce jet upper, but you can also do a jab machine gun blow to juggle them again, then a fierce, or a forward ducking uppercut.
    Ah, some good Dudley strategies. It's been rough trying to use him effectively, but I'm getting better.

    Quote Originally Posted by voltz
    Can't you just stick something in there to hold it in place properly?
    Tried to, but I couldn't get it to work. And even if I could get it to work, there's no guarantee that the solution would keep the plug steady. I've decided to cut my losses and sell the stick on eBay as soon as I can get another SFAC stick and do the mod again correctly.
    R.I.P. Paragon Studios

  4. Quote Originally Posted by Clash_Master
    I had some fun playing Mzo, I was actually leading in the matches. But then his Elena destroyed my Hugo, and then I got caught up in trying defeat his Elena with my Hugo and lost three matches in a row because of that. Could not get back into the zone really after that.
    WOW...I remember when you didn't even know how to EX or throw. Way to step it up!

  5. Quote Originally Posted by Cowdisease
    I was amazed that Hugo's Gigas Breaker caught your Ibuki's ground slide attack (half-circle + P) in mid-animation. Awesome way to end a match.
    Gigas has 1 frame startup and catches anything where a person is on the ground and Hugo's in range. A ghetto setup I like to use is shootdown breaker to land behind a guy (especially if its an akuma scrub using red fireballs) and hit gigas breaker as soon as I land. Hugo doesn't need to be facing his opponent to land the gigas breaker.

  6. Quote Originally Posted by JMET
    When will that be? They allready have one of the PS2 pads...
    Unfortunately, the three Xbox SF pads (Akuma, Guile, and Sagat) won't be released until May 17th. I can't understand why it's taking them so long to release the pads, unless they're really, really, REALLY making sure they're Xbox Live compatible.
    R.I.P. Paragon Studios

  7. Quote Originally Posted by galvatron
    Gigas has 1 frame startup and catches anything where a person is on the ground and Hugo's in range. A ghetto setup I like to use is shootdown breaker to land behind a guy (especially if its an akuma scrub using red fireballs) and hit gigas breaker as soon as I land. Hugo doesn't need to be facing his opponent to land the gigas breaker.
    There's nothing ghetto about that. Using shootdown backbreaker into gigas/spd is an excellent way to punish distant mistakes. Shuts fireball happy people down cold.

  8. Quote Originally Posted by hugmuffin
    There's nothing ghetto about that. Using shootdown backbreaker into gigas/spd is an excellent way to punish distant mistakes. Shuts fireball happy people down cold.
    No, it's pretty ghetto as there's recovery on the shootdown breaker. Only something as bad as an akuma red fireball that's anticipated is actually guaranteed. Once people see it enough they should learn to combo you during your recovery. Fireball happy people should be met with "Frankenstein" Hugo: walking forward, occasionally stopping to parry a fireball, then walking some more...getting closer and closer, while scaring the crap out of them.

  9. Quote Originally Posted by galvatron
    No, it's pretty ghetto as there's recovery on the shootdown breaker. Only something as bad as an akuma red fireball that's anticipated is actually guaranteed.
    The recovery is not nearly that bad. I've punished standard ARK fireballs with this many, many times.

  10. Quote Originally Posted by hugmuffin
    The recovery is not nearly that bad. I've punished standard ARK fireballs with this many, many times.
    It's bad enough to get hit every time if your opponent knows hugo at all...I don't have my anniversary guide with me, but it's up there in the 5 frame range from what I remember. I regard this move as a gauge of vs.-hugo experience. If they get hit with it, they likely don't know much about him (or perhaps 3s in general, since they're running a fireball trap). I tried this in the arcades when I first started picking hugo and the second I tell a guy "you really should hit him, since that has recovery" they never let me do it to them again. He's always open unless you're using the jab version as a footsie crossup when you're really close to your opponent (assuming you jump over their poke, allowing you to recover first).

    You pretty much implied all of this yourself by acknowledging that there's any recovery at all...close range + recovery = potential short, short->super. This doesn't even take exceptional reflexes since you telegraphed the move by flying across the screen .

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