Question. So some of the combos use fireballs before the opponent stand up. Are those possibly SOMEHOW cross up fireballs and hit the opponent from behind!? If so that's insane
How do you position the staff when using Yayoi Toukon Gi in combos? Whenever I perform the move, the staff just disappears even if I negative edge PPP.
The camera movements, zoomins and replays are great...and the ost is an all-time classic. Think I read somewhere that hits are actually calculated on the polygons themselves instead of generic 'hit zones'
I have to say I love this game. The main reason is just the combos look stylistic and great. In the new Street Fighter Games they just look like the person is being hit with no sense of impact because everything is jiggling all over the place, it loses any of the impact or sense of power and just looks like animations joined together. In this game the combos just looked powerful and awesome.
Brutal!. It's one of my favorites Street Fighter games of all times, every character can do amazing combos. I love this trilogy and I still play it so well.
Are you 100% positive it is MK, MK tatsu's, dive kick for AKuma step forward infinite on Darun/Zangief? When I tried practicing Hk, Mk, Dive kick seemed to work almost as well. If I use MK,MK or HK,MK I can still only get about 3 or 3 1/2 loops or so. Not sure what I am doing wrong? Is it just a impractical combo for demonstration purposes? Akuma's other infinite's in SFEXPlus Alpha are extremely easy compared to his Micro Walk forward variation. It just doesn't seem practical or viable in match setting, or am I doing it wrong and it should be easy?