Jyosua Report post Posted November 28, 2013 This thread is for the sole purpose of questions regarding the character. Whether it be advice on spacing, how to do particular combos, or how to look swag as hell ask away here. Please refrain from being confrontational in this thread - everyone here just wants to learn. Share this post Link to post Share on other sites
AigisPlayer Report post Posted August 28, 2014 Given sho's crazy mixups, you guys think it's better to use meter towards that, or prioritize landing a super with the meter instead? Personally i think save for mixups but i'm curious which option people think would be better for him. Share this post Link to post Share on other sites
Tong Report post Posted August 29, 2014 His regular Super (non awakening one) does pretty meh damage. I'd only blow all my meter for damage if I had at least a Burst or Awakening. Share this post Link to post Share on other sites
RedGraveXIII Report post Posted September 5, 2014 Hey, guys. Fledgling Sho and semi new fighting game player in general here with some questions. http://youtu.be/dOeh3SRJODc?t=53m32s How does Sho follow up the third hit of his autocombo with 2A? Whenever I try, it just continues the autocombo. http://youtu.be/dOeh3SRJODc?t=53m46s After Sho DPs he follows up with a super, but he gains blue health as if he DP'd twice. Did he super cancel the second DP before the animation could even start? Is there a trick to this? Share this post Link to post Share on other sites
AigisPlayer Report post Posted September 5, 2014 Hey, guys. Fledgling Sho and semi new fighting game player in general here with some questions. http://youtu.be/dOeh3SRJODc?t=53m32s How does Sho follow up the third hit of his autocombo with 2A? Whenever I try, it just continues the autocombo. http://youtu.be/dOeh3SRJODc?t=53m46s After Sho DPs he follows up with a super, but he gains blue health as if he DP'd twice. Did he super cancel the second DP before the animation could even start? Is there a trick to this? looks like he's doing 2A just after 5aaa finishes recovering, was a counter hit combo as well to make it easier. also yes he super cancels his air DP which takes off more blue health on top of the blue health he lost from the DP Share this post Link to post Share on other sites
Kenturo Report post Posted September 5, 2014 Hey, guys. Fledgling Sho and semi new fighting game player in general here with some questions. http://youtu.be/dOeh3SRJODc?t=53m32s How does Sho follow up the third hit of his autocombo with 2A? Whenever I try, it just continues the autocombo. You have to cancel the third hit of the autocombo with 236B. It only works when they are high in the air though Share this post Link to post Share on other sites
Tong Report post Posted September 5, 2014 Oooh yes, now I can see the Crushing Fang (j.236B) whiff on 5AAA! Share this post Link to post Share on other sites
AigisPlayer Report post Posted September 5, 2014 Wow that flowed so fast i missed the j.236b too... huh thats interesting havent seen that much "You pissed me off!" Sho taimu 2014 Share this post Link to post Share on other sites
RedGraveXIII Report post Posted September 5, 2014 Thanks, guys! Totally missed that j.236b, Sho moves 2fast4me. Share this post Link to post Share on other sites
Tong Report post Posted September 5, 2014 That combo is pretty useful to catch jumpbacks and 5A has a good hitbox to AA lol Share this post Link to post Share on other sites
swordsman09 Report post Posted September 5, 2014 How can 2C be used as a good starter? I can't really seem to find a good use for it TBH. Share this post Link to post Share on other sites
Owner Report post Posted September 5, 2014 2C evades low attacks and you can land a fatal counter with it --> Fatal Counter Combos It resets pressure because it is +6 on block. It can only be punished if your opponent uses an AA/DP before 2C hits. Share this post Link to post Share on other sites
TheHitmarkersPro Report post Posted September 6, 2014 Who does the jump loop work on? And is there a particular trick to hitting the j.B, because i'm having a lot of trouble doing it, even on CH. Specific combo i'm trying to do is from the combo thread and it's 5AA> 5B> 5C> j.B> j.C> dash 5B> 5C> 5B> 2AB> 236B~delay B~C > 214A~A Share this post Link to post Share on other sites
AigisPlayer Report post Posted September 6, 2014 Who does the jump loop work on? And is there a particular trick to hitting the j.B, because i'm having a lot of trouble doing it, even on CH. Specific combo i'm trying to do is from the combo thread and it's 5AA> 5B> 5C> j.B> j.C> dash 5B> 5C> 5B> 2AB> 236B~delay B~C > 214A~A I listed in the combo thread who it works on, anyone except sho/minazuki, labrys/shabrys, akihiko, kanji, teddie, naoto, junpei, rise "You pissed me off!" Sho taimu 2014 Share this post Link to post Share on other sites
TheHitmarkersPro Report post Posted September 6, 2014 I listed in the combo thread who it works on, anyone except sho/minazuki, labrys/shabrys, akihiko, kanji, teddie, naoto, junpei, rise "You pissed me off!" Sho taimu 2014 Thanks. Share this post Link to post Share on other sites
RedGraveXIII Report post Posted September 7, 2014 5AA> 5B> 5C> 5B> 2AB> 236B~delay B~C > 214A~A Sometimes when I do this combo, Sho will teleport to the ground but his 214A won't come out even though input display says I'm doing it correctly. I'm pretty sure it's not a timing issue on my part. It seems to happen at random. Does anyone else have this problem? Share this post Link to post Share on other sites
Owner Report post Posted September 7, 2014 The landing frames/recovery of the teleport has to be canceled by 214A So, it kinda is an timing issue Share this post Link to post Share on other sites
RedGraveXIII Report post Posted September 7, 2014 Ah, I see. So, am I inputting 214A too quickly? I'm sure I'm not doing it too slowly since it would at least still come out if I was. My problem is the move not coming out at all after teleport even when input display is correct. Seems to be kind of finicky since each time it happens I could swear I'm doing it correctly. Share this post Link to post Share on other sites
Owner Report post Posted September 7, 2014 I'm guessing you cancel the 236B > delay B > C too slow After the B followup you have to teleport instantly and input 214A pretty fast. My guess is that you input 214A fast enough but you are still in midair because you canceled into teleport not fast enough. Share this post Link to post Share on other sites
RedGraveXIII Report post Posted September 7, 2014 I just find it weird that I'll sometimes teleport to the ground but 214A won't come out afterwards. I'll change my timing a bit, thanks for the help m8 I know it's hard to give advice when my problem's kind of vague DX Share this post Link to post Share on other sites
Glass Sword Report post Posted September 10, 2014 When pressuring an opponent I know I can reset pressure with 2c, but is there a solid way to build up respect so I might be able to make people not want to mash the dp button? They took out the super safe micro dash pressure with the Sho's, so what blockstrings can I use to catch mashing opponents? Also is there any intutitve spots I could back off to catch a reversal? Share this post Link to post Share on other sites
Mikros Report post Posted September 10, 2014 Well if there's a gap you will get DP'd, so there's no option to catch DP mashing via block strings, only a safejump would help with that. The most success I had with catching proper normal mash is with sweep. People tend to try to do something after they see the first hit whiff and forget about the second hit which got more range. Also Sweep is the safest move on block after 5A,5AA and 2A with -3. So nothing to lose there. Share this post Link to post Share on other sites
Strife Report post Posted September 11, 2014 So, challenge 25 anyone? I think you need 70 hits and 7000 damage, but I could only get 6955. :v Share this post Link to post Share on other sites
Tong Report post Posted September 11, 2014 So, challenge 25 anyone? I think you need 70 hits and 7000 damage, but I could only get 6955. :v Try adding more moves before the super loop. Or replacing with better ones (ie. 2B is better than 5B) Share this post Link to post Share on other sites
Treasurance Report post Posted September 16, 2014 So, challenge 25 anyone? I think you need 70 hits and 7000 damage, but I could only get 6955. :v 2C(fc) 2B 5C jB jC(1) dash 2B 5C jB jC(1) 2B 5B 5C jB jC(1) 5B sweep 236B DP(1hit) B Engetsu A Engetsu A Engetsu for 7029 damage Share this post Link to post Share on other sites