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  1. #7621
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    Quote Originally Posted by ringthree View Post
    I have another really noobish question, but you guys in this thread have been pretty awesome answering me so far, so I might as well try.

    How do you use a super? Like when do you decide it's a good time vs. just building more bar? Also, are the inputs the same as the normal move or do you have to add something? Can you choose how much of the bar you use?

    Sorry, I am a total button masher and just play FG for fun, but I love watching high level players because the trades can be really intricate.
    Super is QCB/F x2 (Quarter circle forward, double hadouken), HCB/F, or 720 for traditional characters. For characters, it's hold charge back, then go forward, back forward really fast + button. Alternatively (I think... only vega and Guile's supers are like this), downback charge, downforward, downback, upforward (Most consisntely annoying motion in the world, holy shit). Super is all or nothing for meter. You use it, all your meter is gone.

    As far as use, it really depends on the situation and the character. Does your character have better uses for meter? Is your damage excessive, could you kill more efficiently? How far down are you in the match, life wise? In wins? Will a super close out the game? etc. etc.

    For example, Guile and Vega almost never use super because their uses for ex is way better. It's the opposite for someone like Gen, who pretty much only uses meter for super.

  2. #7622
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    Quote Originally Posted by ringthree View Post
    How do you use a super? Like when do you decide it's a good time vs. just building more bar? Also, are the inputs the same as the normal move or do you have to add something? Can you choose how much of the bar you use?
    Depends on the game, really. Older games have just one meter, newer ones have multiple meters that have different conditions of filling and different ways of using them.

    For example, SF4 has Super meter as well as Ultra meter. 1/4 of the super meter can be burned for EX moves, which are powered up specials that may have different properties. Inputs are the same as the special, except two buttons are pushed. 1/2 of the super meter can be burned on Focus Attack Dash Cancels (also known as FADC). The input is just as it implies: focus, then dash. Used primarily to cancel unsafe moves, but also allow continuation of combos (most infamous being Ryu's Shoryuken > FADC > U1).

    Supers burn the full meter. Ultras burn the entire Ultra meter with damage being scaled on the progress of the bar (starting at half). These inputs depend on character, but are usually 2xQCF/QCB, Charge Back - Forward - Back - Forward, Charge Down Back - Down Forward - Down Back - Up Forward, or 2x360 and either one or 3 buttons (one for super, 3 for Ultra).

    Keep in mind that's just for SF4. Marvel is easier, where most supers are DP or QCF + 2 buttons (the odd ball supers like Ryu's Denjin mode are specific motions). Worth noting that Chun Li and C Viper retained access to EX moves in MVC3 - instead of 1/4 meter it takes half.

    KOF is where it gets a little bit nutty. That's when you start seeing things like QCFHCB and other odd inputs.

    Time to burn meter usually comes down to judgement of the match.

  3. #7623
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    Quote Originally Posted by ringthree View Post
    I have another really noobish question, but you guys in this thread have been pretty awesome answering me so far, so I might as well try.

    How do you use a super? Like when do you decide it's a good time vs. just building more bar? Also, are the inputs the same as the normal move or do you have to add something? Can you choose how much of the bar you use?

    Sorry, I am a total button masher and just play FG for fun, but I love watching high level players because the trades can be really intricate.

    only ever super if its a guaranteed kill. for most chars burning meter is better than super-ing. like fucking viper her super blows but her ex-seismos are op. But cammys super is gotlike but her ex-tkcs are too good not use in key moments.

    inputs are like ultras but only using 1 attack button
    ie (using a keypad for directions 5 = neutral)
    236, 236 p (quarter circle forward x2) + punch/kick button

    most supers have different frame data or variations if you press light, medium,heavy. Like chun li's lk super starts up faster than her heavy kick super

    if your playing casually then i wouldn't worry about it to much, use meter accordingly to get the win. Some characters just meter hungry ie rufus,viper. some characters can go whole rounds without using meter and save for super for setups like Yun. And the last thing you wanna do is die with a full stick of butter because you where scoping to be flashy with super

  4. #7624
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    Initially I thought that ex Moves in MvC3 took up half a bar, but recently I coulda sworn it was a full meter?

    Didn't realize chun li retained a charge motion for spinning bird kick. That's annoying as fuck for a game like marvel lol.

  5. #7625
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    at least EX seismo is a full bar...

  6. #7626
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    Tho kara-demons are the sickest shit when they happen unexpectedly

    dunno why i quoted myself ment to edit... lol

  7. #7627
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    Quote Originally Posted by Chun Liroy View Post
    Super is QCB/F x2 (Quarter circle forward, double hadouken), HCB/F, or 720 for traditional characters. For characters, it's hold charge back, then go forward, back forward really fast + button. Alternatively (I think... only vega and Guile's supers are like this), downback charge, downforward, downback, upforward (Most consisntely annoying motion in the world, holy shit). Super is all or nothing for meter. You use it, all your meter is gone.

    As far as use, it really depends on the situation and the character. Does your character have better uses for meter? Is your damage excessive, could you kill more efficiently? How far down are you in the match, life wise? In wins? Will a super close out the game? etc. etc.

    For example, Guile and Vega almost never use super because their uses for ex is way better. It's the opposite for someone like Gen, who pretty much only uses meter for super.
    Wow, another even more dumb question then. You can use your EX for something besides your super?

  8. #7628
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    Yeah the general rule of thumb is that if the super won't finish the match, don't use it. Most characters see far more utility out of four EX moves, as several characters don't even have a real non-EX reversal move. On top of that, most supers(possibly all?) do damage, but not stun, and don't leave you in a position for strong oki setups after they finish due to recovery/knockback. Many characters can do equal or more damage while also adding stun for a single combo spending three or four bars for EX moves or FADC than using a Super. On the other hand, a benefit to most supers is they do all of the damage in one shot, so if you confirm into it there's not the chance of dropping that comes with attempting an extended combo instead.

    All that aside, there also has to be consideration given to the overall situation of the match. If you blow a super to finish someone off in the first round, yes you win the round, but they now most likely have the meter advantage going into the next round which gives them a higher likelihood of tying things up. However in something like Marvel or anime games where meter does not carry over to the next round, it's more beneficial to spend it all, though these games typically also have a larger number of ways to spend meter, and all moves are tied to the same bar(there's no external meter like Ultra).

  9. #7629
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    Sako: "Screw missing the last train, time to drink with this easy $!"

  10. #7630
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    I should have caveated than on Ibuki just throw out overhead > super whenever you have meter since it's unpunishable and probably does more chip than most supers do actual damage lol

  11. #7631
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    Quote Originally Posted by Callisto View Post
    I should have caveated than on Ibuki just throw out overhead > super whenever you have meter since it's unpunishable and probably does more chip than most supers do actual damage lol
    Pretty sure half the cast can Focus > Back Dash > Full punish from her command overhead (which is the only one used).

    It is worth testing, but no one ever tries this. It is probably too fast to do effectively. It is 2 hits, so your reaction and timing would be strict.

  12. #7632
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    Quote Originally Posted by Weltall View Post
    Pretty sure half the cast can Focus > Back Dash > Full punish from her command overhead (which is the only one used).

    It is worth testing, but no one ever tries this. It is probably too fast to do effectively. It is 2 hits, so your reaction and timing would be strict.
    Yeah I've actually attempted it in matches here and there but usually I don't start the focus fast enough...I know it's not the fastest overhead in terms of frames but it sneaks up on you lol.

  13. #7633
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    So Sako took the whole thing undefeated? God damn godlike. He's coming to EVO?

  14. #7634
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    My guess is yes.

    Sako vs Daigo - watch it on Youtube while its still available:


  15. #7635
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  16. #7636
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  17. #7637
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    Who was it that proclaimed to the world Sako was the fourth child back in the days, was it Nuki? Today proved him yet again he was right ;o

  18. #7638
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  19. #7639
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    5 "Childs" or "Gods" of 2D in Japan (I believe):

    1. Daigo
    2. Nuki
    3. Tokido
    4. Sako
    5. Haitani

    I could have someone wrong though. These are considered to be the best overall players of all-time in 2d games in Japan.

    It was the west scene that named him the 4th Child. Daigo/Nuki didn't buy it, and then Sako came to Tokyo and beat them both I believe is how it went. They recognized him after that, but that was like 13 years ago? lol

  20. #7640
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    hour+ long fight with Daigo and Xian.. was so good.

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