User:Callie Rose: Difference between revisions

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Calliope Rose, she/her, wiki girl who likes old arcade games
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{{FP Box|header='''Gay'''|content=
Hi I'm Callie. I edit wikis and play fighting games.


{{FP Box|header={{Big|'''The 101'''}}|content=
I also occasionally write about fighting games.
<center>{{Big|'''Neutral'''}}</center>
*'''2MK:''' The cornerstone of your neutral, a fast and rewarding low poke that can be cancelled into SAII.
*'''4HP:''' A great button that tends to beat almost anything for a chunk of health. It's also great to whiff for meterbuild.
*'''5HP:''' Your longest range button, good for swatting from long range.
*'''2MP:''' A good button for reaching low beyond 2MK range.
*'''5/6HK:''' Hopping kicks that let you dodge lows, good to beat people attempting to counterpoke her lows.
*'''2LP:''' A great jab to whiff in order to catch hitbox extensions or jabs with almost no risk.


 
Follow me:</br>
<center>{{Big|'''Anti-Air'''}}</center>
[https://twitter.com/Callie_Anarchy Twitter]</br>
*'''5MK:''' A kick at a diagonal angle above Chun, good for standard anti-air usage but loses to air parry and angle altering moves.
Callie#7728 on Discord</br>
*'''cl.MK:''' High kick aimed above her head, good for catching people above you or trying to cross you up and can be held for the followup vs air parry, though it lacks horizontal range.
[https://discord.gg/eqDuGnteDC My server]</br>
*'''4HP:''' Beats or trades with most jump normals, and can cancel for air parry safety, but is a little slow to use on reaction.
[https://www.youtube.com/channel/UC5HNomLM2ZUca1emMkw8OjQ My Channel]</br>
*'''5LP:''' Your fastest normal, good to check people falling down when you didn't react faster and is fairly safe vs air parry but will lose to most strong jump normals.
[https://wiki.gbl.gg/w/User:Callie_Rose My Mizuumi]
*'''cl.HK:''' Fast and damaging, and can superjump cancel for safety vs air parry, but will lose to a majority of jump normals.
 
 
<center>{{Big|'''Offense'''}}</center>
*'''2LP:''' Where your offense starts, mix between frametraps and tick throws from this, or just walk up and do it again.
*'''LP+LK:''' Chun's throw is her main tool to stop the opponent from blocking. Keep throwing them until they start doing something about it.
*'''2MK:''' Your main low on offense, scary as it's fairly safe and confirms SAII.
*'''5/6HK:''' Low and throw crush normal, links to SAII on crouchers making it scary to mash.
*'''4HP:''' Beefy way to threaten from range if they try and mash.
}}
 
== Strategy ==
Chun-Li is a largely neutral focused character, using fast and high priority buttons to control the pace of the match from a safe distance. This means learning Chun involves learning the ins and outs of 3rd Strike's neutral game, and being able to stay on top of your opponents bad habits at all times. Do they mash often? What buttons do they press at this range? Where and why are they jumping, and what can you do to make them stop? While every character has to learn these things in some way, Chun lives by them, since many of her anti-airs are situational and her health is quite low.
 
'''Neutral/Checking Habits:'''
 
The first thing you should do is try and get a feel for your opponent. Chun-Li does this very well using 2MK: this is a safe fast low, and by finding out how they respond to it, you can learn a lot about player habits. If they try and press buttons into it, you can use 4HP to beat them out. If they're trying to space away from it, you can walk forward fairly safely to take space, or even risk a fast dash into 2LP/kara-throw.
 
 
<gallery widths="300px" heights="300px" mode="nolines">
File:(chunlicmk).gif | Use 2MK to keep them at range and check their habits.
File:(chunlibhp).gif | Use 4HP to beat out buttons in neutral at range.
File:(chunlihp).gif | Use 5HP to swat them from far away.
File:(chunlihk).gif | Use 5/6HK to hop over lows.
</gallery>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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<div style="padding: 0px 5px; float:left;">
{{FP Box|header={{Big|'''Ryu'''}}|content=
<center>
<Big>'''Story'''</Big></br>
</center>
 
Ryu is the main character of the Street Fighter series, as well as THE fighting game character. He is a traveling martial artist who strives to test himself against strong opponents. Ryu is a practitioner of the Ansatsuken fighting style, alongside his best friend and rival Ken Masters. Strong and silent, Ryu's greatest pleasure in life is combat. He takes his training very seriously, even the basics. Occasionally, an evil power known as the Satsui no Hado threatens to overcome him, manipulating his desire for improvement into a desire for victory at any cost. Regardless, Ryu continues to train himself and travel the world, so that he may become the greatest version of himself that he can be.
<center>
<Big>'''Gameplay'''</Big></br>
</center>
 
Often you'll hear certain types of characters referred to as "shotos". These tend to be the simple, fundamental, and easy characters that can excel at any level. Ryu is the original shoto, and likely the purest one you can ever play. His control of neutral is stellar, with multiple great pokes, two fireballs, and a powerful anti-air. His main super, Shinkuu Hadouken, is a powerful utility super that allows him to punish fireballs or end combos with great damage. He can alter his air momentum with his Air Tatsu specials to keep his approach a bit ambiguous. His defense with his invincible Shoryuken is powerful, since he can deny pressure that isn't gapless. Even his rushdown is solid, though it is likely his weakest point. He has an overhead, a crossup, good hop normals, a solid low confirm, and of course two grabs.
 
While Ryu doesn't truly have many weaknesses, his main weakness is that his strengths aren't excelling in their categories. He does everything well, but nothing perfectly, and requires you to make intelligent decisions and make solid gameplans. Ryu rewards consistency, and without it his strengths will falter. He does still have weaknesses, mainly that his preferred ender for knockdowns and damage requires a standing opponent meaning his knockdowns are a bit harder to find. Otherwise, Ryu is a simple and solid character that rewards you for being a good player.
<div style="margin-top:15px; align:left;">
{{StrengthsAndWeaknesses
|intro=
'''Ryu''' is the original shoto, and a great all-rounder who struggles to excel in any specific area. Ryu's best Grooves are '''C-Groove''' and '''N-Groove'''.
|pros=
* '''Shoto:''' Very versatile toolkit allows him to easily work in most situations
* '''Neutral Focused:''' Simple "footsies" based gameplan makes him easy and rewarding to learn
* '''Easy:''' Generally very easy, with very few truly difficult things to learn
* '''Versatile Super:''' A useful and reliable super with Shinkuu Hadouken
* '''Groove Friendly:''' Useful to some extent in every Groove
* '''Baseline Tools:''' Solid damage output, simple zoning and neutral, and solid defense, Ryu has everything you would want on a basic level
|cons=
* '''Jack-of-all-Trades:''' While he does do well in most categories, he isn't Sagat. He doesn't entirely excel in any category besides neutral
* '''Mixup:''' His mixup potential is lackluster, he does have access to a simple mixup with his standing overhead and his normal throw but they lead to very little reward
* '''Situational Enders:''' His preferred meterless combo ender whiffs on crouchers, so he tends to want to end in a super which he doesn't always have
}}
}}
}}
|content2=
{{FP Box|content=
<div style="text-align:left; float:left;">
'''My Wiki Pages:'''
:[https://wiki.supercombo.gg/w/User:Callie_Rose/sandbox My Sandbox]
:[https://wiki.supercombo.gg/w/Capcom_vs_SNK_2/Cammy/Strategy CvS2 Cammy Strategy]
:[https://wiki.supercombo.gg/w/Street_Fighter_3:_3rd_Strike/Chun-Li/Strategy 3S Chun-Li Strategy]
:[https://wiki.gbl.gg/w/Street_Fighter_ONE_MR Street Fighter 1 Mugen Remake Wiki]
:[https://wiki.gbl.gg/w/Combo_Babies Combo Babies Wiki]
</div>
</div>
<div style="text-align:left; float:left;">
'''My Favorite Games:'''
:[https://wiki.supercombo.gg/w/Street_Fighter_3:_3rd_Strike Street Fighter 3: 3rd Strike]
:[https://wiki.supercombo.gg/w/Capcom_vs_SNK_2 Capcom vs SNK 2]
:[https://wiki.gbl.gg/w/Combo_Babies Combo Babies]
:[https://wiki.gbl.gg/w/Them%27s_Fightin%27_Herds Them's Fightin' Herds]
:[https://www.dustloop.com/w/Guilty_Gear_Xrd_REV_2 Guilty Gear Xrd: Rev 2]
</div>
</div>
|content2=
<div style="text-align:left; float:left;">
{{FP Box|header={{Big|'''Profile'''}}|content=
'''My Mains:'''
<center><div style="display:flex; overflow-x:hidden; justify-content: {{{portraitalign|center}}};">[[File:CVS2_Ryu_CAPCOM_Art.jpg|frameless|200px]]</div></center>
:[https://wiki.supercombo.gg/w/Street_Fighter_3:_3rd_Strike/Alex/2021 Alex]
<center>
:[https://wiki.supercombo.gg/w/Capcom_vs_SNK_2/Cammy Cammy] [https://wiki.supercombo.gg/w/Capcom_vs_SNK_2/Ken Ken] [https://wiki.supercombo.gg/w/Capcom_vs_SNK_2/Kyo Kyo]
{{Big|'''Stats and Vitals'''}}
:[https://wiki.gbl.gg/w/Combo_Babies/Harold Harold]
</br>
:[https://wiki.gbl.gg/w/Them%27s_Fightin%27_Herds/Stronghoof Stronghoof]
<div style="text-align:justify;>
:[https://www.dustloop.com/w/GGXRD-R2/Sol_Badguy Sol Badguy]
'''Health (R2):''' 14400</br>
'''Stun:''' 70</br>
'''Dash Length:''' 15 Frames</br>
'''Dash Type:''' Slide</br>
'''Run Speed:''' 8.2</br>
'''Roll Distance:''' 140 Pixels</br>
'''Roll Duration:''' 27f</br>
'''Wakeup Speed (Compared to Ryu):''' 0 Frames</br>
</div>
</div>
</center>
<center>
{{Big|'''Colors'''}}</br>
[[File:Ryu_CvS2_colors.png|borderless|320px]]
}}
}}
</div>
{{FP Box|header={{Big|'''Groove Selection'''}}|content=
<tabber>
C-Groove=
C-Groove is one of the most popular Grooves for Ryu. It fits him perfectly, giving him consistent access to his useful supers, multiple levels of super to more efficiently manage meter, and rolls to use for RC Hadoukens. His dash is solid, though he can't corpse hop due to it being grounded for the full duration. Airblock helps to alleviate the issue of having an average jump arc, and Air Tatsu is still great for altering his trajectory. If he finds himself stuck in a long pressure string or blocking a Custom Combo, Alpha Counter can help escape that.
The weaknesses of C-Ryu more come from the inherent weaknesses of C-Groove. Level 2 supers are the X-Factor of this Groove, and while Ryu uses it great, it's all that it can really offer him. It lacks the mobility of N-Groove and K-Groove, and without hop, Ryu isn't nearly as scary on offense. His reliance on standard footsies and zoning is amplified in this Groove. C-Ryu has to be ready to react to offense, and poke into a damaging super combo.
C-Ryu is great if you're coming from Street Fighter and want someone familiar to play. He's a standard character with enough options to let you play and have fun, and requires very little optimization.
{{StrengthsAndWeaknesses
|intro=
----
|pros=
*'''Level 2 Combo:''' Level 2 Shinku Hadouken combos into Heavy Tatsu consistently, making for a damaging combo that allows Ryu to save some meter for later, or cash out with a double Shinku combo
*'''Varied Options:''' C-Ryu has access to a decent amount of the mechanics of CvS2, like rolls, guard cancels, any of his supers, and a unique option in airblock
|cons=
*'''Low Mobility:''' C-Groove has no hop or run, and while Ryu does have a solid dash, it doesn't compare to runs ability to quickly and safely move forward while threatening pokes
*'''Offense Issues:''' Without hop and run, Ryu is forced to rely on his standard offense. His overhead is slow and low reward, ending his turn even on hit, and his throws are just decent
}}
}}
|-|
A-Groove=
A-Groove Ryu is not as good
|-|
P-Groove=
|-|
S-Groove=
|-|
N-Groove=
|-|
K-Groove=
</tabber>
}}
}}

Latest revision as of 14:38, 15 April 2023

Gay

Hi I'm Callie. I edit wikis and play fighting games.

I also occasionally write about fighting games.

Follow me:
Twitter
Callie#7728 on Discord
My server
My Channel
My Mizuumi