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Tópico: Avante Twelve! - como usar o andar do doze para evitar o perigo

  1. #1
    babymoses babymoses Avatar de babymoses
    Data de Ingresso
    04/06/2010
    Localização
    Rio de Janeiro, RJ
    Posts
    143

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    Avante Twelve! - como usar o andar do doze para evitar o perigo

    Que o Twelve evita Hadoukens andando pra frente e pra trás todo mundo sabe. Mas há muitos outros golpes que podem ser evitados simplesmente caminhando. Abaixo estão listadas todas as circunstâncias, personagem por personagem, que eu pude encontrar em que o Twelve se safa com foward walk. Tecnicamente, todas também funcionam com back walk mas isso faz com que o Twelve bloqueie, exceto para as magias. Ficou faltando voadoras e análise mais detalhada de certos golpes mas sem a versão console e sem um ajudante fica quase impossível. Como regra geral, Twelve é bem mais difícil de acertar com voadora se estiver andando.

    Tenha em mente que essa informação é meramente por curiosidade, quase não dá pra utilizar em lutas. As que são aplicáveis estão em negrito. Quando não houver distinção de Far e Close, significa que funciona em ambos os casos. Entre parênteses estão notas que julguei relevantes para o golpe. Por exemplo, "boot only" significa que somente a bota do personagem é evitada, o resto da perna atinge. Está em inglês porque eu postar no SRK mas resolvi postar aqui primeiro.

    ALEX

    Far standing LP
    Standing MP
    Far standing MK (boot only)
    Standing HK

    Foward + HP
    Back + HP


    UOH (point blank only; crosses you up but you end up blocking it and not switching sides)

    Chop (only the tip)
    Spiral D.D.T. (crosses up)


    CHUN LI

    Standing LP
    Standing MP
    Standing HP (fist only)
    Far standing MK
    Far standing HK

    Back + MP
    Foward + MK

    UOH (from very close; crosses up)

    Spinning Bird Kick (crosses up; you may end up blocking the next hit)
    EX Spinning Bird Kick (if very close, the last hit crosses up and you block it)



    DUDLEY

    Standing LP
    Standing MP
    Standing HP

    Standing LK
    Standing MK

    Foward + LP
    Foward + HP

    UOH (crosses up; from a very specific distance, you block the hit and still switch sides)

    Machine Gun Blow
    EX Machine Gun Blow (except last uppercut)

    Ducking Straight
    EX Short Swing Blow (1st hit)


    ELENA

    Standing LP
    Standing MP (can't be very close)
    Standing HP

    Crouching HP

    Foward + MP
    Foward + MK


    UOH (point blank only; crosses you up but you end up blocking it and not switching sides)

    Rhino Horn (may cross up)
    EX Rhino Horn (may cross up)

    Mallet Smash (1st hit)
    EX Mallet Smash
    Spin Scythe (can't be very close)
    Spin Scythe finisher (1st hit)


    GOUKI

    Standing LP
    Far stading MP
    Close standing MP (some frames of Twelve's walk can be hit)
    Standing HP
    Standing MK (tip only)
    Far standing HK
    Close standing HK (1st hit)

    Foward + MP (1st hit)

    UOH (from point blank, crosses up; from very close, crosses up and you block the hit; crossing up and not switching sides is possible but very rare)

    Gou Hadou Ken
    Shakunetsu Hadou Ken

    LK Tatsumaki Zankuu Kyaku (may cross up, in which case you end up blocking the next hit)
    MK and HK Tatsumaki Zankuu Kyaku (knee startup hits; may cross up, in which case you end up blocking the next hit)


    HUGO

    Standing LP
    Standing MP
    Standing HP

    Standing MK (1st hit)
    Standing HK (may cross up)

    Crouching HP (may cross up)
    Crouchind HK (crosses up; difficult to space)

    Foward + HP
    Back + HK
    Foward + HK

    UOH (from point blank, it crosses you up but you end up blocking it and not switching sides; from very close, you switch sides and block the hit)

    SA3: German Mountain (1st hit not be from very close; 4th and further hit)


    IBUKI

    Standing LP
    Standing MP

    Far standing HP
    Far standing HP's follow up
    Far Standing HK

    Crouching HP

    Back + MP
    Back + MK
    Foward + MK (crosses up; at a very specific distance, you block the hit)
    Foward + HK (may cross up)


    UOH (from point blank, it crosses you up; from very close, you switch sides and block the hit)

    Taunt (crosses up; at a very specific distance, you block the hit)

    Tsumuji (high only)
    EX Tsumuji (high only)


    KEN

    Standing LP
    Far stading MP
    Close standing MP (some frames of Twelve's walk can be hit)
    Standing HP
    Standing MK

    Back + MK (1st hit)
    MK follow up (1st hit)

    UOH (from point blank, crosses up; from very close, crosses up and you block the hit; crossing up and not switching sides is possible but very rare)

    Taunt

    Hadou Ken
    EX Hadou Ken

    Tatsumaki Senpuu Kyaku (except knee; may cross up and make you block the next hit)
    EX Tatsumaki Senpuu Kyaku (except knee; may cross up and make you block the next hit)


    MAKOTO

    Standing LP
    Standing MP (only from point blank)
    Standing HP
    Standing MK


    Crouching HK

    Foward + LP
    Foward + HP and follow ups
    Foward + MK

    UOH (from point blank, it crosses you up; from very close, you don't switch sides and block the hit)

    Taunt


    NECRO

    Standing LP
    Standing MP
    Standing HP
    Standing HK

    Crouching MP

    Back + MP

    LP and MP Denji Blast
    EX Flying Viper

    UOH (from point blank, it crosses you up; from very close, you don't switch sides and block the hit)

    Taunt


    ORO

    Far standing LP
    Far standing MP
    Standing HP (1st hit)
    Far Standing MK
    Standing HK

    Foward + MP

    UOH (from point blank, it crosses you up; from very close, you switch sides and block the hit)

    LP Sun Disk


    Q

    Standing LP
    Standing MP
    Standing HP
    Standing HK

    Crouching MP

    Back + HP

    UOH (from point blank, it crosses you up; from very close, you switch sides and block the hit; I've managed to block and not switch sides but can't do it consistently)

    Slaps
    EX Slaps (except last hit)
    Dash Punch
    EX Dash Punch


    SA1 (except 4th hit)
    SA3 punch follow up


    REMY

    Standing LP
    Standing MP
    Close standing HP
    Standing HK

    Crounching HP

    UOH (from very close, you block the hit and don't switch sides; a bit farther and starting to walk after Remy attacks, you can walk cleanly under it or block and still switch sides)

    High Light of Virtue


    RYU

    Standing LP
    Far stading MP
    Close standing MP (some frames of Twelve's walk can be hit)
    Standing HP
    Far standing MK (tip only)
    Far standing HK

    Foward + MP (1st hit)

    UOH (from point blank, crosses up; from very close, crosses up and you block the hit; crossing up and not switching sides is possible but very rare)

    Hadouken
    EX Hadouken
    Tatsumaki Senpuu Kyaku
    EX Tatsumaki Senpuu Kyaku (when Ryu is in the corner or when you are not at point blank range, the last hit gets you; otherwise you block it)
    Joudan Sokutou Geri
    EX Joudan Sokutou Geri


    SA1: Shinkuu Hadouken (only if you are close when it is thrown)
    SA3: Denjin Hadouken (only if you are close when it is thrown)


    SEAN

    Standing LP
    Far stading MP
    Close standing MP (some frames of Twelve's walk can be hit)
    Close standing HP
    Far standing HK

    Foward + HP (1st hit)
    Foward + HK (crosses up)

    UOH (from point blank, crosses up; from very close, crosses up and you block the hit; crossing up and not switching sides is possible but very rare)

    Dragon Smash
    Sean Tornado
    EX Sean Tornado (except first hit)
    EX Ryuubi Kyaku (1st only)

    SA1: Hadou Burst (only if you are close when it is thrown)


    TWELVE

    Standing LP
    Standing MP

    Crouching MP

    UOH (very close, you block the hit and don't switch sides)


    URIEN

    Standing LP
    Standing MP
    Standing MK

    Standing HK (1st hit)

    Foward + MP
    Foward + MK

    UOH (from point blank, you block and don't switch sizes; from very close, you walk under it or block and switch sides depending if you you started to walk before or after the UOH)

    LP Metallic Sphere
    EX Metallic Sphere
    Headbutt
    EX Headbutt


    SA2: Jupiter Thunder (only when it is about the size of a Metallic Sphere)


    YANG

    Standing LP
    Standing MP
    Far standing HP
    Standing MK
    Standing HK

    Foward + MK (close; crosses up)

    UOH (from point blank, you block and don't switch sizes; from very close, you walk under it or block and switch sides depending if you you started to walk before or after the UOH)

    Taunt


    YUN

    Standing LP
    Standing MP
    Far standing HP
    Far standing MK - note que o MK de perto do Yun acerta, o do Yang não

    Foward + MK (close; crosses up)
    Foward + HP

    UOH (from point blank, you block and don't switch sizes; from very close, you walk under it or block and switch sides depending if you you started to walk before or after the UOH)

    Taunt

    Nishou Kyaku
    EX Nishou Kyaku

    -----

    Bônus round: Yamazaki usando a técnica http://www.youtube.com/watch?v=oLdbsruB0zU
    EU FIZ HEY PRO RX

    Citação Postado originalmente por SMR Ver Post
    Posso ser analfabeto mais pelo menos olho no espelho com orgulho enquanto vç............kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk kkkkkkkkkkkkkkkkkkkkkk

  2. The Following 2 Users Say Thank You to babymoses For This Useful Post:

    J-ISM (07/06/2010), Lider Dante (07/06/2010)

  3. #2
    Super Moderador Avatar de Kamov
    Data de Ingresso
    23/05/2010
    Posts
    373

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    Kamov

    o que? s.hk do Oro? NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.....

    ta massa o tutorial xD

  4. #3
    40>0 Avatar de J-ISM
    Data de Ingresso
    23/05/2010
    Localização
    Belo Horizonte, MG
    Posts
    1.616

    GGPO
    J-ISM

    eahuehauehauaue eu ri com o standing hk do oro xD

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