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| Dragon Punch in Street Fighter II Champion Edition |
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| BurningDog:
All the advice thus far has been good. The main thing to remember is to not return the stick to neutral once you start and not to try to hit each direction discreetly, just do it all in one smooth motion. A better question is, how the hell do you do Zangiefs 360 pile driver? I STILL can't get that out consistantly. |
| ShinAce:
Zangief's SPD does not come out if you are too far away. I think it's literally a 1 frame move if whiffed. Make sure you're close enough to grab them when you practice. And he has really good range using the jab version. Always do the same motion, regardless of which side the oponent is on. I personally do a 270 degree from right to up. Try to tap punch just a tiny bit early. I normally jump in and do the splash move(down+fierce) as they are getting up, land, they block/eat my standing short, then I do the SPD pretty much right away. But his best move is all 3 punches, the lariat. Gets you out of so much chip damage AND patterns. |
| ften:
:'( I remember when i first learned how to play street fighters... as my friend says now it's a religion to us. Try changing the position of you hands on the joystick, instead of using the standard joystick holding method switch your hand so you are cupping the ball/bat of the joystick from underneath, placing the stick portion of the joystick in between your ring and middle finger. |
| hypernova:
anti-air...more like anti-everything. you're invincible for half of the attack except when your coming back down. you can avoid all projectiles using it. close enough, and you can hit the opponent at the same time for serious damage. the move was just godlike IMO. no other character had such an overpowered/uncounterable move. try performing the fire dance in ff3/6. it's like a yoga flame...except for some reason, it doesn't work with the full motion. you have to press A during the final diagonal. weird stuff. somehow, zangief got easier for me during the alpha and vs. series of games. he came to be my favorite. nothing like performing his supers!!! helps to learn the shoryuken...otherwise, how else do you plan on using it in MMX2? :) (different timing there though, IIRC. you gotta press the button a split second AFTER the motion...just like the hadoken in MMX.) shoryuken/dragon punch is just WAY too powerful in those earlier SFs. |
| MaximRecoil:
--- Quote ---anti-air...more like anti-everything. you're invincible for half of the attack except when your coming back down. you can avoid all projectiles using it. --- End quote --- If you use it to avoid a projectile you are likely to get smacked on the way back down. At least with a jump to avoid a projectile you can still attack during the entire time you are in the air. You say that "you're invincible for half of the attack", and then say "except when your coming back down." Well that is an understatement. Not only are you not invincible when coming back down, but you are completely defenseless / completely vulnerable. In the early 90's, I beat a random guy in his mid-20's in an arcade 40 times in a row on SFII:CE without using a single special move (we were both using Ryu), and he could pull off all of the special moves consistently at the drop of a hat, and he particularly loved the dragon punch. He wasn't used to being beaten, and he made quite a stink about it. He said "You're not even any good! You're not even doing any special moves! I can't believe I'm losing to you!" |
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