Sonntag, 30. Juni 2013
Samstag, 29. Juni 2013
Freitag, 28. Juni 2013
xbox pricing
Points:
-------------
Online (83 for all)
500 - 6
1000 - 12
2000 - 24
5000 - 60
6000 - 72
Retail (80)
1200 - 15
Live:
Online
12 - 60 (5)
20 - 3 (6,66)
7 - 1 (7)
Retail
6 - 35 (5,83)
3 - 20 (6,66)
-------------
Online (83 for all)
500 - 6
1000 - 12
2000 - 24
5000 - 60
6000 - 72
Retail (80)
1200 - 15
Live:
Online
12 - 60 (5)
20 - 3 (6,66)
7 - 1 (7)
Retail
6 - 35 (5,83)
3 - 20 (6,66)
Donnerstag, 27. Juni 2013
sf4: Akuma - Ken - Ryu
Akuma
_____
1. c.LP x 2, c.LK, c.MK, Fireball
2. c.MK, LK Hurricane Kick, Shoryuken
3. c.LP x 2, st.LP, c.HK
4. c.MK, Fireball
5. Dive Kick, any combo
6. Crossup air Hurricane, c.HK
7. Crossup air LP Fireball, if it hits -> any combo
8. st.HK (2 hits), c.MP, LK Hurricane, HP Shoryuken
9. HP Shoryuken (2 hits) xx FADC, HP Red Fireball
10. opponent in corner: EX Fireball, HP Shoryuken or
EX Hurricane, HP Shoryuken
11. opponent in corner: Jump in HP, st.HP, HP Fireball xx FADC, c.MP, st.HP,
LK Hurricane, HP Shoryuken
Crouching Medium Punch, Crouching Medium Punch
Crouching Medium Kick or Punch, Hadouken
Crouching Medium Kick or Punch, Hadouken, FADC, Crouching Heavy Kick
Crouching Medium Punch, Hurricane Kick
Crouching Light Punch, Crouching Medium Punch, Light Hurricane Kick, Heavy Dragon Punch
Far Standing Heavy Kick, Crouching Light or Medium Punch, Light Hurricane Kick, Heavy Dragon Punch
Crouching Heavy Punch, Dragon Punch
... Light Hurricane Kick, Heavy Dragon Punch
... Light Hurricane Kick, Light Dragon Punch, FADC, Multi-Hit Hadouken
[ VORTEX ]
When talking about Akuma, you are sure to hear about the "Vortex". This technique involves knocking the opponent down and making them guess against an overhead attack (jump-in, dive-kick etc), a low attack (c.LK, c.HK), an empty jump whiff (which leads into a low or a throw), and many other advanced options, which come after the opponent understands how to deal with the first set of mix-ups.
The easiest (and primary) way to initiate the Vortex is from QCB+LK into c.HK (sweep). The sweep is untechable and puts you in a great position to start your Vortex options. However, QCB+LK, c.HK does not work on all characters. This is why you may hear that the "Vortex" doesn't work on certain characters. In fact, the initial (easy) setup doesn't work, but all the options still all work if you can knockdown with a sweep.
If you knock down the opponent with a sweep normally, or a crossup air Hurricane Kick and juggle with sweep, all of the options become available on any character. Just keep in mind that you cannot sweep after a QCB+LK on all characters, so adjust your strategies accordingly.
Here is a list of characters that QCB+LK, c.HK works on and doesn't work on:
[YES] Akuma, Boxer, Cammy, Chun-Li, Claw (Vega), Dan, Dhalsim, Fei Long, Gouken, Guile, Honda, Rose, Sagat, Seth, Viper, Zangief
[NO] Abel, Blanka, Dictator (Bison), Fuerte, Gen, Ken, Rufus, Ryu
Combos that end in a Vortex setup are highlighted in red.
[ COMBO BREAKDOWN ]
This section is for match combos and the little subtleties about them that you should know. While these combos may not be the absolute best damage, they are consistent (especially if playing online). Some of these combos will be repeated below in the "Normal Combos" section. The goal here is to quickly outline the foundation of Akuma combos so that people can jump right in and have something to use right out of the gate and things to work on for each scenario.
Starting combos with c.LK lessens the damage, even compared to starting with c.LP. However, since it's fast and hits low, it's usually a good opener. Keep in mind that many of these combos do quite a bit more damage and stun if you start with just the c.MP instead of the c.LK-c.LP opener.
In many cases, c.MP -> QCB+LK will whiff (try c.MP, c.MP ->: QCB+LK against Blanka). This is also evident in combos that use HK(f), c.MP -> QCB+LK. On some characters it will completely whiff. If you substitute c.LP -> QCB+LK instead, most of the time the Hurricane Kick will connect. Keep that in mind, especially when trying combos against Blanka (who seems to avoid c.LK-c.LP, c.MP -> QCB+LK combos).
[0] 221 (370): c.LK-c.LP, c.MP -> QCB+LK, c.HK
[0] 269 (370): c.LK-c.LP, c.MP -> QCB+LK, DP+HP
[0] 258 (460): HP(c) -> QCB+LK, c.HK (can also use c.HP to start)
[0] 322 (460): HP(c) -> QCB+LK, DP+HP (can also use c.HP to start)
[2] 379 (600): HP(c) -> QCB+LK, DP+LP -> FADC, HCB+HP (can also use c.HP to start)
[2] 355 (650): HP(c) -> QCF+HP -> FADC, HP(c) -> QCB+LK, c.HK
[2] 403 (650): HP(c) -> QCF+HP -> FADC, HP(c) -> QCB+LK, DP+HP
[0] 148 (250): c.LK-c.LP, c.MP -> QCF+P
[1] 190 (320): c.LK-c.LP, c.MP -> QCF+PP
[1] 246 (355): c.LK-c.LP, c.MP -> QCB+KK
[2] 310 (520): c.LK-c.LP, c.MP -> QCF+P -> FADC, c.MP -> QCB+LK, c.HK
[2] 334 (520): c.LK-c.LP, c.MP -> QCF+P -> FADC, c.MP -> QCB+LK, DP+HP
[0] 313 (520): HK(f), c.MP -> QCB+LK, c.HK
[0] 369 (520): HK(f), c.MP -> QCB+LK, DP+HP
[2] 417 (640): HK(f), c.MP -> QCB+LK, DP+LP -> FADC, HCB+HP
[2] 426 (711): HK(f), c.MP -> QCF+P -> FADC, HK(f), c.MP -> QCB+LK, c.HK
[0] 303 (520): j.HK, c.MP -> QCB+LK, c.HK
[0] 359 (520): j.HK, c.MP -> QCB+LK, DP+HP
[2] 407 (640): j.HK, c.MP -> QCB+LK, DP+LP -> FADC, HCB+HP
[2] 430 (720): j.HK, c.MP, c.MP -> QCF+P -> FADC, HK(f), c.MP -> QCB+LK, c.HK
[2] 454 (720): j.HK, c.MP, c.MP -> QCF+P -> FADC, HK(f), c.MP -> QCB+LK, DP+HP
[0] 242 (385): DP+K,K (Dive Kick), c.LP-c.LP, c.LP -> QCB+LK, c.HK
[0] 282 (385): DP+K,K (Dive Kick), c.LP-c.LP, c.LP -> QCB+LK, DP+HP
[0] 303 (520): DP+K,K (Dive Kick), HP(c) -> QCB+LK, c.HK
[0] 359 (520): DP+K,K (Dive Kick), HP(c) -> QCB+LK, DP+HP
[2] 407 (640): DP+K,K (Dive Kick), HP(c) -> QCB+LK, DP+LP -> FADC, DP+HP
[2] 425 (680): DP+K,K (Dive Kick), HP(c) -> QCF+P -> FADC, HP(c) -> QCB+LK, c.HK
[2] 425 (680): DP+K,K (Dive Kick), HP(c) -> QCF+P -> FADC, HP(c) -> QCB+LK, DP+HP
[2] 361 (570): (air) QCF+PP, HK(f), c.MP -> QCB+LK, c.HK
[2] 409 (570): (air) QCF+PP, HK(f), c.MP -> QCB+LK, DP+HP
[0] 292 (360): MP+MK (full), DP+HP
[2] 349 (500): MP+MK (full), DP+LP, FADC, HCB+HP
[0] 335 (550): MP+MK (full), dash, HP(c) -> QCB+LK, c.HK
[0] 383 (550): MP+MK (full), dash, HP(c) -> QCB+LK, DP+HP
[2] 422 (650): MP+MK (full), dash, HP(c) -> QCB+LK, DP+LP -> FADC, HCB+HP
[2] 401 (680): MP+MK (full), dash, HP(c) -> QCF+P -> FADC, HP(c) -> QCB+LK, c.HK
[2] 433 (680): MP+MK (full), dash, HP(c) -> QCF+P -> FADC, HP(c) -> QCB+LK, DP+HP
[0] 564: MP+MK (full), dash, LP,LP,b,LK,HP (Ultra)
Ultra setups:
------------
1. st.HP, Teleport quickly into Ultra 2
Ryu
___
1. j.HK, c.HK
2. c.LP x 2, st.LP, c.HK
3. c.MP x 2, c.HK
4. c.LP x 3, c.MK, Fireball or EX Fireball
5. F (5 °F = -15 °C) + HP, c.HP, Shoryuken
6. j.HP, c.MK, Fireball or Hurricane Kick
7. c.MK xx Fireball or Super
8. air-to-air: j.MP, land, Super
9. any anti-air Shoryuken trade and Ryu is on the ground, EX Fireball
10. Cross up air Hurricane Kick xx Super
11. opponent in corner: c.MP x2, c.HP, LK Hurricane, HP Shoryuken
cr.LK, cr.LP, Link cr.MP xx H Hadouken
cr.MP, Link cr.MK xx H Hadouken
cr.MP, Link cr.HP xx H Hurricane Kick
cr.LP, cr.LP, st.LP Link cr.HK
Solar Plexus, Link HP Shoryuken
j.HK, cr.MP, Link cr.HP xx H Shoryuken
cr.MP xx Hadouken xx FA xx Dash forward, cr.MP, Link cr.HP xx H Hurricane Kick
M Shoryuken xx FA, dash forward, Ultra 1
cr.MK xx EX Hadouken xx FA, dash forward, Ultra 1
Crouching Light Punch, Standing Light Punch, Standing Light Punch, Crouching Heavy Kick ( 147 damage, 210 stun )
Crouching Medium Punch, Crouching Medium Punch, Crouching Heavy Kick ( 192 damage, 280 stun )
Jump-in Heavy Kick, Crouching Medium Kick, Medium Hurricane Kick ( 248 damage, 460 stun )
Crouching Medium Punch, Crouching Medium Punch, Crouching Medium Kick, Medium Hurricane Kick ( 245 damage, 420 stun )
Solar Plexus Strike, Crouching Heavy Punch, EX Hurricane Kick ( 338 damage, 460 stun )
Crouching Light Punch, Crouching Light Punch, Heavy Dragon Punch ( 180 damage, 260 stun )
Solar Plexus Strike, Dragon Punch ( 270 damage, 300 stun )
Crouching Medium Kick, Fireball ( 120 damage, 200 stun )
Dragon Punch, FADC First Hit, Metsu Hadouken ( 398 damage, 150 stun )
Crouching Medium Kick, EX Fireball, FADC, Metsu Hadouken ( 393 damage, 200 stun )
EX Fireball, Metsu Hadouken [Corner Only] ( 364 damage, 100 stun )
Level 2 or 3 Focus Attack, Metsu Shoryuken
Dragon Punch, FADC First Hit, Metsu Shoryuken
- cr.LPx3, cr.MK xx Hadoken 152/270
- cr.LK, cr.LP, cr.HP xx HK Tatsu 206/400
- cr.LK, cr.LP, cr.HP xx LK tatsu, MP SRK (corner only) 222/430
- SPS, cr.LP, cr.HP xx LK tatsu, MP SRK (corner only) 292/480
- SPS, cr.HP xx LP SRK, land, Shinku hadoken (super) 470/460
- cr.MP, cr.MP, cr.HK 192/280
- cr.LK, cr.LP, cr.HP xx EX Tatsu, U1 (corner only) 419/400
-cr.MK xx Fireball, FADC cr.HK 192/280
-cr.MK xx Fireball, FADC, cr.MK xx HK Tatsu 252/420
-cr.MK xx Fireball, FADC, cr.HP xx LK tatsu, MP SRK (corner only) 292/530
-cr.MK xx Fireball, FADC, cr.HP xx EX Tatsu, U1 (corner only) 489/500
-SRK, FADC, U1 398/150
-cr.MK xx EX Fireball, U1 (corner only) 393/200
-cr.MK xx EX Fireball, FADC U1 393/200
-SPS, cr.HP xx HP SRK 300/460
-SPS, cr.HP xx HP SRK, FADC, U1 487/420
-SPS, cr.HP xx EX Tatsu, U1 (corner only) 535/460
-cr.LK, cr.LP, cr.LP, cr.HK 137/210
Ultra setups:
------------
1. Level 3 FA, F + HP, Shoryuken xx FADC, Ultra 1
2. opponent in corner: EX Fireball, Ultra 1
3. opponent in corner: EX Hurricane, Ultra 1
4. c.MK, Fireball xx FADC, Ultra 2
5. c.MK, EX Fireball xx FADC, Ultra 1
6. air-to-air: j.MP, land, Ultra 1
Ken
___
1. Crossup j.MK, c.LP x 3, Shoryuken
2. j.HK, c.HK
3. c.MK xx Fireball
4. c.LP x 2, st.LP, EX Hurricane
5. j.HK, c.MK, EX Hurricane
6. MP, HP xx Shoryuken (use on standing opponents)
7. Cross up air Hurricane Kick, c.MK, Hurricane Kick
8. any anti-air Shoryuken trade and Ken is on the ground,
EX Fireball or Shoryuken
cr.LK, cr.LP, Link cr.LP xx H Shoryuken
cr.LP, st.LP, Link cr.MK xx H Hurricane Kick
cr.LP, Link cr.HP xx EX Hurricane Kick
cr.LP, cr.LP, Link cr.MK xx EX Hadouken
st.HK xx H Hurricane Kick
j.HK, Target Combo xx H Shoryuken
st.LP, Link cr.HP xx Hadouken xx FA, Dash forward, cr.MP xx H Shoryuken
H Shoryuken xx FA, dash forward, Ultra 1
cr.MK xx Hadouken xx FA, dash forward, Ultra 2 Only works on standing opponents.
cr.LP, cr.LP, st.LP, Link cr.HK
Shoryuken xx FA, dash forward, EX Aerial Hurricane Kick, juggle Ultra 1 (corner)
Crouching Light Punch or Kick, Crouching Light Punch, Standing Light Punch, Heavy Dragon Punch
Crouching Light Punch or Kick, Crouching Light Punch, Standing Light Punch, Crouching Medium Kick cancel into EX Tatsumaki
.. Heavy Dragon Punch, FADC Second Hit, Ultra 1
Crouching Light Punch or Kick, Crouching Light Punch, Standing Light Punch, Ultra 2
Ultra setups:
------------
1. 2nd or 3rd hit of HP Shoryuken xx FADC, Ultra 1
2. Fireball xx FADC, Ultra 2
3. c.LP x 2, st.LP, Ultra 2
_____
1. c.LP x 2, c.LK, c.MK, Fireball
2. c.MK, LK Hurricane Kick, Shoryuken
3. c.LP x 2, st.LP, c.HK
4. c.MK, Fireball
5. Dive Kick, any combo
6. Crossup air Hurricane, c.HK
7. Crossup air LP Fireball, if it hits -> any combo
8. st.HK (2 hits), c.MP, LK Hurricane, HP Shoryuken
9. HP Shoryuken (2 hits) xx FADC, HP Red Fireball
10. opponent in corner: EX Fireball, HP Shoryuken or
EX Hurricane, HP Shoryuken
11. opponent in corner: Jump in HP, st.HP, HP Fireball xx FADC, c.MP, st.HP,
LK Hurricane, HP Shoryuken
Crouching Medium Punch, Crouching Medium Punch
Crouching Medium Kick or Punch, Hadouken
Crouching Medium Kick or Punch, Hadouken, FADC, Crouching Heavy Kick
Crouching Medium Punch, Hurricane Kick
Crouching Light Punch, Crouching Medium Punch, Light Hurricane Kick, Heavy Dragon Punch
Far Standing Heavy Kick, Crouching Light or Medium Punch, Light Hurricane Kick, Heavy Dragon Punch
Crouching Heavy Punch, Dragon Punch
... Light Hurricane Kick, Heavy Dragon Punch
... Light Hurricane Kick, Light Dragon Punch, FADC, Multi-Hit Hadouken
[ VORTEX ]
When talking about Akuma, you are sure to hear about the "Vortex". This technique involves knocking the opponent down and making them guess against an overhead attack (jump-in, dive-kick etc), a low attack (c.LK, c.HK), an empty jump whiff (which leads into a low or a throw), and many other advanced options, which come after the opponent understands how to deal with the first set of mix-ups.
The easiest (and primary) way to initiate the Vortex is from QCB+LK into c.HK (sweep). The sweep is untechable and puts you in a great position to start your Vortex options. However, QCB+LK, c.HK does not work on all characters. This is why you may hear that the "Vortex" doesn't work on certain characters. In fact, the initial (easy) setup doesn't work, but all the options still all work if you can knockdown with a sweep.
If you knock down the opponent with a sweep normally, or a crossup air Hurricane Kick and juggle with sweep, all of the options become available on any character. Just keep in mind that you cannot sweep after a QCB+LK on all characters, so adjust your strategies accordingly.
Here is a list of characters that QCB+LK, c.HK works on and doesn't work on:
[YES] Akuma, Boxer, Cammy, Chun-Li, Claw (Vega), Dan, Dhalsim, Fei Long, Gouken, Guile, Honda, Rose, Sagat, Seth, Viper, Zangief
[NO] Abel, Blanka, Dictator (Bison), Fuerte, Gen, Ken, Rufus, Ryu
Combos that end in a Vortex setup are highlighted in red.
[ COMBO BREAKDOWN ]
This section is for match combos and the little subtleties about them that you should know. While these combos may not be the absolute best damage, they are consistent (especially if playing online). Some of these combos will be repeated below in the "Normal Combos" section. The goal here is to quickly outline the foundation of Akuma combos so that people can jump right in and have something to use right out of the gate and things to work on for each scenario.
Starting combos with c.LK lessens the damage, even compared to starting with c.LP. However, since it's fast and hits low, it's usually a good opener. Keep in mind that many of these combos do quite a bit more damage and stun if you start with just the c.MP instead of the c.LK-c.LP opener.
In many cases, c.MP -> QCB+LK will whiff (try c.MP, c.MP ->: QCB+LK against Blanka). This is also evident in combos that use HK(f), c.MP -> QCB+LK. On some characters it will completely whiff. If you substitute c.LP -> QCB+LK instead, most of the time the Hurricane Kick will connect. Keep that in mind, especially when trying combos against Blanka (who seems to avoid c.LK-c.LP, c.MP -> QCB+LK combos).
[0] 221 (370): c.LK-c.LP, c.MP -> QCB+LK, c.HK
[0] 269 (370): c.LK-c.LP, c.MP -> QCB+LK, DP+HP
[0] 258 (460): HP(c) -> QCB+LK, c.HK (can also use c.HP to start)
[0] 322 (460): HP(c) -> QCB+LK, DP+HP (can also use c.HP to start)
[2] 379 (600): HP(c) -> QCB+LK, DP+LP -> FADC, HCB+HP (can also use c.HP to start)
[2] 355 (650): HP(c) -> QCF+HP -> FADC, HP(c) -> QCB+LK, c.HK
[2] 403 (650): HP(c) -> QCF+HP -> FADC, HP(c) -> QCB+LK, DP+HP
[0] 148 (250): c.LK-c.LP, c.MP -> QCF+P
[1] 190 (320): c.LK-c.LP, c.MP -> QCF+PP
[1] 246 (355): c.LK-c.LP, c.MP -> QCB+KK
[2] 310 (520): c.LK-c.LP, c.MP -> QCF+P -> FADC, c.MP -> QCB+LK, c.HK
[2] 334 (520): c.LK-c.LP, c.MP -> QCF+P -> FADC, c.MP -> QCB+LK, DP+HP
[0] 313 (520): HK(f), c.MP -> QCB+LK, c.HK
[0] 369 (520): HK(f), c.MP -> QCB+LK, DP+HP
[2] 417 (640): HK(f), c.MP -> QCB+LK, DP+LP -> FADC, HCB+HP
[2] 426 (711): HK(f), c.MP -> QCF+P -> FADC, HK(f), c.MP -> QCB+LK, c.HK
[0] 303 (520): j.HK, c.MP -> QCB+LK, c.HK
[0] 359 (520): j.HK, c.MP -> QCB+LK, DP+HP
[2] 407 (640): j.HK, c.MP -> QCB+LK, DP+LP -> FADC, HCB+HP
[2] 430 (720): j.HK, c.MP, c.MP -> QCF+P -> FADC, HK(f), c.MP -> QCB+LK, c.HK
[2] 454 (720): j.HK, c.MP, c.MP -> QCF+P -> FADC, HK(f), c.MP -> QCB+LK, DP+HP
[0] 242 (385): DP+K,K (Dive Kick), c.LP-c.LP, c.LP -> QCB+LK, c.HK
[0] 282 (385): DP+K,K (Dive Kick), c.LP-c.LP, c.LP -> QCB+LK, DP+HP
[0] 303 (520): DP+K,K (Dive Kick), HP(c) -> QCB+LK, c.HK
[0] 359 (520): DP+K,K (Dive Kick), HP(c) -> QCB+LK, DP+HP
[2] 407 (640): DP+K,K (Dive Kick), HP(c) -> QCB+LK, DP+LP -> FADC, DP+HP
[2] 425 (680): DP+K,K (Dive Kick), HP(c) -> QCF+P -> FADC, HP(c) -> QCB+LK, c.HK
[2] 425 (680): DP+K,K (Dive Kick), HP(c) -> QCF+P -> FADC, HP(c) -> QCB+LK, DP+HP
[2] 361 (570): (air) QCF+PP, HK(f), c.MP -> QCB+LK, c.HK
[2] 409 (570): (air) QCF+PP, HK(f), c.MP -> QCB+LK, DP+HP
[0] 292 (360): MP+MK (full), DP+HP
[2] 349 (500): MP+MK (full), DP+LP, FADC, HCB+HP
[0] 335 (550): MP+MK (full), dash, HP(c) -> QCB+LK, c.HK
[0] 383 (550): MP+MK (full), dash, HP(c) -> QCB+LK, DP+HP
[2] 422 (650): MP+MK (full), dash, HP(c) -> QCB+LK, DP+LP -> FADC, HCB+HP
[2] 401 (680): MP+MK (full), dash, HP(c) -> QCF+P -> FADC, HP(c) -> QCB+LK, c.HK
[2] 433 (680): MP+MK (full), dash, HP(c) -> QCF+P -> FADC, HP(c) -> QCB+LK, DP+HP
[0] 564: MP+MK (full), dash, LP,LP,b,LK,HP (Ultra)
Ultra setups:
------------
1. st.HP, Teleport quickly into Ultra 2
Ryu
___
1. j.HK, c.HK
2. c.LP x 2, st.LP, c.HK
3. c.MP x 2, c.HK
4. c.LP x 3, c.MK, Fireball or EX Fireball
5. F (5 °F = -15 °C) + HP, c.HP, Shoryuken
6. j.HP, c.MK, Fireball or Hurricane Kick
7. c.MK xx Fireball or Super
8. air-to-air: j.MP, land, Super
9. any anti-air Shoryuken trade and Ryu is on the ground, EX Fireball
10. Cross up air Hurricane Kick xx Super
11. opponent in corner: c.MP x2, c.HP, LK Hurricane, HP Shoryuken
cr.LK, cr.LP, Link cr.MP xx H Hadouken
cr.MP, Link cr.MK xx H Hadouken
cr.MP, Link cr.HP xx H Hurricane Kick
cr.LP, cr.LP, st.LP Link cr.HK
Solar Plexus, Link HP Shoryuken
j.HK, cr.MP, Link cr.HP xx H Shoryuken
cr.MP xx Hadouken xx FA xx Dash forward, cr.MP, Link cr.HP xx H Hurricane Kick
M Shoryuken xx FA, dash forward, Ultra 1
cr.MK xx EX Hadouken xx FA, dash forward, Ultra 1
Crouching Light Punch, Standing Light Punch, Standing Light Punch, Crouching Heavy Kick ( 147 damage, 210 stun )
Crouching Medium Punch, Crouching Medium Punch, Crouching Heavy Kick ( 192 damage, 280 stun )
Jump-in Heavy Kick, Crouching Medium Kick, Medium Hurricane Kick ( 248 damage, 460 stun )
Crouching Medium Punch, Crouching Medium Punch, Crouching Medium Kick, Medium Hurricane Kick ( 245 damage, 420 stun )
Solar Plexus Strike, Crouching Heavy Punch, EX Hurricane Kick ( 338 damage, 460 stun )
Crouching Light Punch, Crouching Light Punch, Heavy Dragon Punch ( 180 damage, 260 stun )
Solar Plexus Strike, Dragon Punch ( 270 damage, 300 stun )
Crouching Medium Kick, Fireball ( 120 damage, 200 stun )
Dragon Punch, FADC First Hit, Metsu Hadouken ( 398 damage, 150 stun )
Crouching Medium Kick, EX Fireball, FADC, Metsu Hadouken ( 393 damage, 200 stun )
EX Fireball, Metsu Hadouken [Corner Only] ( 364 damage, 100 stun )
Level 2 or 3 Focus Attack, Metsu Shoryuken
Dragon Punch, FADC First Hit, Metsu Shoryuken
- cr.LPx3, cr.MK xx Hadoken 152/270
- cr.LK, cr.LP, cr.HP xx HK Tatsu 206/400
- cr.LK, cr.LP, cr.HP xx LK tatsu, MP SRK (corner only) 222/430
- SPS, cr.LP, cr.HP xx LK tatsu, MP SRK (corner only) 292/480
- SPS, cr.HP xx LP SRK, land, Shinku hadoken (super) 470/460
- cr.MP, cr.MP, cr.HK 192/280
- cr.LK, cr.LP, cr.HP xx EX Tatsu, U1 (corner only) 419/400
-cr.MK xx Fireball, FADC cr.HK 192/280
-cr.MK xx Fireball, FADC, cr.MK xx HK Tatsu 252/420
-cr.MK xx Fireball, FADC, cr.HP xx LK tatsu, MP SRK (corner only) 292/530
-cr.MK xx Fireball, FADC, cr.HP xx EX Tatsu, U1 (corner only) 489/500
-SRK, FADC, U1 398/150
-cr.MK xx EX Fireball, U1 (corner only) 393/200
-cr.MK xx EX Fireball, FADC U1 393/200
-SPS, cr.HP xx HP SRK 300/460
-SPS, cr.HP xx HP SRK, FADC, U1 487/420
-SPS, cr.HP xx EX Tatsu, U1 (corner only) 535/460
-cr.LK, cr.LP, cr.LP, cr.HK 137/210
Ultra setups:
------------
1. Level 3 FA, F + HP, Shoryuken xx FADC, Ultra 1
2. opponent in corner: EX Fireball, Ultra 1
3. opponent in corner: EX Hurricane, Ultra 1
4. c.MK, Fireball xx FADC, Ultra 2
5. c.MK, EX Fireball xx FADC, Ultra 1
6. air-to-air: j.MP, land, Ultra 1
Ken
___
1. Crossup j.MK, c.LP x 3, Shoryuken
2. j.HK, c.HK
3. c.MK xx Fireball
4. c.LP x 2, st.LP, EX Hurricane
5. j.HK, c.MK, EX Hurricane
6. MP, HP xx Shoryuken (use on standing opponents)
7. Cross up air Hurricane Kick, c.MK, Hurricane Kick
8. any anti-air Shoryuken trade and Ken is on the ground,
EX Fireball or Shoryuken
cr.LK, cr.LP, Link cr.LP xx H Shoryuken
cr.LP, st.LP, Link cr.MK xx H Hurricane Kick
cr.LP, Link cr.HP xx EX Hurricane Kick
cr.LP, cr.LP, Link cr.MK xx EX Hadouken
st.HK xx H Hurricane Kick
j.HK, Target Combo xx H Shoryuken
st.LP, Link cr.HP xx Hadouken xx FA, Dash forward, cr.MP xx H Shoryuken
H Shoryuken xx FA, dash forward, Ultra 1
cr.MK xx Hadouken xx FA, dash forward, Ultra 2 Only works on standing opponents.
cr.LP, cr.LP, st.LP, Link cr.HK
Shoryuken xx FA, dash forward, EX Aerial Hurricane Kick, juggle Ultra 1 (corner)
Crouching Light Punch or Kick, Crouching Light Punch, Standing Light Punch, Heavy Dragon Punch
Crouching Light Punch or Kick, Crouching Light Punch, Standing Light Punch, Crouching Medium Kick cancel into EX Tatsumaki
.. Heavy Dragon Punch, FADC Second Hit, Ultra 1
Crouching Light Punch or Kick, Crouching Light Punch, Standing Light Punch, Ultra 2
Ultra setups:
------------
1. 2nd or 3rd hit of HP Shoryuken xx FADC, Ultra 1
2. Fireball xx FADC, Ultra 2
3. c.LP x 2, st.LP, Ultra 2
Mittwoch, 26. Juni 2013
TIL a study by Princeton sociologists on discrimination in university admissions concluded that on SATs, blacks had an advantage of +230 points, Hispanics +185, and athletes +200. Asians had a -50 handicap. To have the same odds of admission as a black student who scored 1110, Asians need a 1550. via reddit.com
TIL a study by Princeton sociologists on discrimination in university admissions concluded that on SATs, blacks had an advantage of +230 points, Hispanics +185, and athletes +200. Asians had a -50 handicap. To have the same odds of admission as a black student who scored 1110, Asians need a 1550. via reddit.com:
'via Blog this'
'via Blog this'
Dienstag, 25. Juni 2013
Bodyfat Percentage collection
http://imgur.com/2P2Lwrg,abCZ37W#0
http://blog.maximumfitnessconsulting.com/blog/wp-content/uploads/2012/03/women-both-15.jpg
http://www.leighpeele.com/wp-content/uploads/2010/02/10-percent-body-fat-male-pictures1.jpg
http://www.leighpeele.com/wp-content/uploads/2010/02/15-percent-body-fat-female1.jpg
http://blog.maximumfitnessconsulting.com/blog/wp-content/uploads/2012/03/women-both-15.jpg
http://www.leighpeele.com/wp-content/uploads/2010/02/10-percent-body-fat-male-pictures1.jpg
http://www.leighpeele.com/wp-content/uploads/2010/02/15-percent-body-fat-female1.jpg
Montag, 24. Juni 2013
Sonntag, 23. Juni 2013
For anyone about to start Greyskull LP, Starting Strength, or StrongLifts 5x5: great form videos for important lifts. : Fitness
For anyone about to start Greyskull LP, Starting Strength, or StrongLifts 5x5: great form videos for important lifts. : Fitness:
'via Blog this'
'via Blog this'
Freitag, 21. Juni 2013
Donnerstag, 20. Juni 2013
Seth Super Street Fighter 4 Moves, Combos, Strategy Guide : EventHubs.com
Seth Super Street Fighter 4 Moves, Combos, Strategy Guide : EventHubs.com
http://forums.eventhubs.com/viewtopic.php?f=9&t=2064
http://forums.shoryuken.com/discussion/88916/seth-s-safe-jump-option-select-guide
http://forums.shoryuken.com/discussion/67091/seth-combo-thread-check-first-post-for-bnbs
http://forums.shoryuken.com/discussion/57028/seth-moveset-and-attributes
Also:
http://forums.shoryuken.com/discussion/57028/seth-moveset-and-attributes
http://iplaywinner.com/chun-li-ssf4
http://iplaywinner.com/cammy-ssf4
http://forums.eventhubs.com/viewtopic.php?f=9&t=2064
http://forums.shoryuken.com/discussion/88916/seth-s-safe-jump-option-select-guide
http://forums.shoryuken.com/discussion/67091/seth-combo-thread-check-first-post-for-bnbs
http://forums.shoryuken.com/discussion/57028/seth-moveset-and-attributes
Also:
http://forums.shoryuken.com/discussion/57028/seth-moveset-and-attributes
http://iplaywinner.com/chun-li-ssf4
http://iplaywinner.com/cammy-ssf4
GameFAQs: Super Street Fighter IV: Arcade Edition (ARC) FAQ/Move List by x MJ x
GameFAQs: Super Street Fighter IV: Arcade Edition (ARC) FAQ/Move List by x MJ x
Gamefaq SF4 FAQ:(http://www.gamefaqs.com/arcade/999129-super-street-fighter-iv-arcade-edition/faqs/62610)
Chun-Li
_______
1. c.LK x 2, EX Lightning Kick
2. c.LP x 2, st.LP, st.HP
3. j.HP, c.HP (1st hit) xx Spinning Bird Kick
4. c.MK xx Super
5. air-to-air: j.HP, land, EX Lightning or Spinning Bird Kick
Ultra setups:
------------
1. c.LK x 2, EX Lightning Kick, Ultra 2
2. opponent near wall: c.LK x 2, EX Lightning Kick, Ultra 1
3. j.HP (2-hits), Ultra 1 or 2
4. opponent near wall: EX Spinning Bird Kick, Ultra 1 or 2
5. anti-air: DF + LK, Ultra 2
Seth
____
1. c.HP (2-hits), LP Shoryuken, Head Stomps into Dive Kick
2. c.LP X2, c.MP, Multi Kicks
3. j.HK, st.HP, Multi Kicks
4. c.HP (2-hits), Multi Kicks
5. opponent in corner: c.MP or st.HP, Multi Kicks, Head Stomps into Dive Kick
6. air-to-air: j.MP (2-hits), Head Stomps into Dive Kick
Ultra setups:
------------
1. opponent in corner: any combo that ends with Multi Kicks, Ultra 2
2. air-to-air: j.MP (2-hits), Ultra 2
3. Shoryuken xx FADC, Ultra 2
4. EX Shoryuken, Ultra 2
Sagat
_____
1. c.MK, Low Tiger Shot
2. c.LK x2, c.LP, Uppercut
3. anti-air: F + HK x 2
4. j.HK, c.MK, Uppercut
5. c.MP, c.LP, EX Low Tiger Shot
6. c.LK x2, c.MP, HP Uppercut
7. opponent in corner: anti-air: LK Tiger Knee x 2
8. Jump in HP or HK, st.MP, LK Low Tiger Shot xx FADC, st.MP, HK Tiger Knee
Ultra setups:
------------
1. EX Uppercut, Ultra 1
2. anti-air: F + HK, Ultra 1 or 2
3. opponent in corner: EX Low Tiger Shot, Ultra 1 or 2
4. any FADC combo with Uppercut, Ultra 1 or 2
5. anti-air: any Uppercut trade while your in the ground, F + HK, Ultra 1 or 2
Cammy
_____
1. c.MK, Spiral Arrow
2. j.HP, st.HP, Cannon Spike
3. Cannon Strike, c.LK, c.LP x 2, Spiral Arrow
4. Cannon Spike xx FADC, Cannon Spike
5. Far D + HP, c.MK, Spiral Arrow
6. Crossup j.LK, st.MP, c.MK, Spiral Arrow
Ultra setups:
------------
1. Cannon Spike xx FADC (Backwards), Ultra 1
2. Jump in HP or HK, Ultra 1
3. LP Spin Knuckle, Ultra 1
Gamefaq SF4 FAQ:(http://www.gamefaqs.com/arcade/999129-super-street-fighter-iv-arcade-edition/faqs/62610)
Chun-Li
_______
1. c.LK x 2, EX Lightning Kick
2. c.LP x 2, st.LP, st.HP
3. j.HP, c.HP (1st hit) xx Spinning Bird Kick
4. c.MK xx Super
5. air-to-air: j.HP, land, EX Lightning or Spinning Bird Kick
Ultra setups:
------------
1. c.LK x 2, EX Lightning Kick, Ultra 2
2. opponent near wall: c.LK x 2, EX Lightning Kick, Ultra 1
3. j.HP (2-hits), Ultra 1 or 2
4. opponent near wall: EX Spinning Bird Kick, Ultra 1 or 2
5. anti-air: DF + LK, Ultra 2
Seth
____
1. c.HP (2-hits), LP Shoryuken, Head Stomps into Dive Kick
2. c.LP X2, c.MP, Multi Kicks
3. j.HK, st.HP, Multi Kicks
4. c.HP (2-hits), Multi Kicks
5. opponent in corner: c.MP or st.HP, Multi Kicks, Head Stomps into Dive Kick
6. air-to-air: j.MP (2-hits), Head Stomps into Dive Kick
Ultra setups:
------------
1. opponent in corner: any combo that ends with Multi Kicks, Ultra 2
2. air-to-air: j.MP (2-hits), Ultra 2
3. Shoryuken xx FADC, Ultra 2
4. EX Shoryuken, Ultra 2
Sagat
_____
1. c.MK, Low Tiger Shot
2. c.LK x2, c.LP, Uppercut
3. anti-air: F + HK x 2
4. j.HK, c.MK, Uppercut
5. c.MP, c.LP, EX Low Tiger Shot
6. c.LK x2, c.MP, HP Uppercut
7. opponent in corner: anti-air: LK Tiger Knee x 2
8. Jump in HP or HK, st.MP, LK Low Tiger Shot xx FADC, st.MP, HK Tiger Knee
Ultra setups:
------------
1. EX Uppercut, Ultra 1
2. anti-air: F + HK, Ultra 1 or 2
3. opponent in corner: EX Low Tiger Shot, Ultra 1 or 2
4. any FADC combo with Uppercut, Ultra 1 or 2
5. anti-air: any Uppercut trade while your in the ground, F + HK, Ultra 1 or 2
Cammy
_____
1. c.MK, Spiral Arrow
2. j.HP, st.HP, Cannon Spike
3. Cannon Strike, c.LK, c.LP x 2, Spiral Arrow
4. Cannon Spike xx FADC, Cannon Spike
5. Far D + HP, c.MK, Spiral Arrow
6. Crossup j.LK, st.MP, c.MK, Spiral Arrow
Ultra setups:
------------
1. Cannon Spike xx FADC (Backwards), Ultra 1
2. Jump in HP or HK, Ultra 1
3. LP Spin Knuckle, Ultra 1
Mittwoch, 19. Juni 2013
EventHubs.com • View topic - Sagat -- Central Discussion
EventHubs.com • View topic - Sagat -- Central Discussion
http://forums.shoryuken.com/discussion/70008/sagat-combo-thread
bnb
http://forums.shoryuken.com/discussion/163810/need-help-with-sagat
faq:
http://forums.shoryuken.com/discussion/81135/consolidated-q-a-for-sagat-30-questions-answered
Sagat vids
http://forums.shoryuken.com/discussion/69534/the-king-is-back-sagat-video-thread
http://forums.shoryuken.com/discussion/70008/sagat-combo-thread
bnb
http://forums.shoryuken.com/discussion/163810/need-help-with-sagat
faq:
http://forums.shoryuken.com/discussion/81135/consolidated-q-a-for-sagat-30-questions-answered
Sagat vids
http://forums.shoryuken.com/discussion/69534/the-king-is-back-sagat-video-thread
Dienstag, 18. Juni 2013
chun
Chun-Li BNB
dLK, dLK, EXLEGS (5, 156) ULTRA2
dLK, dLP, dLP, LP, HP
dLK > dLP > dMK xx HP BALL
dLK > dLP > clLP > fLP > fHP (whiffs on some crouching characters)
dLK > dLK xx EXLEGS - Bread and Butter Combo
dLK > dLP > dMK xx EXLEGS
dLK > dLP > st.LP > fHP > Super
dLP, dLP, LP, HP (4, 146)
dLP, dLP, dLP, HP
dLP, dLP, dLK, dLK, EXLEGS
dLP, dLP, HP
dHP2, EXBIRD
dHP xx HK Legs ~ MK Legs > Super
dHP, MLEGS
dHP, BIRD
dHP, HLEGS, MLEGS, dLP, HP
dHP xx HK Legs ~ MK Legs > dHK
dMP, dMP, EXLEGS
clHK xx LK LEGS > S.LP > S.HP (whiffs on some crouching characters)
clHK xx EXLEGS
clHK xx LK Legs > EXLEGS
clHK, EXLEGS, EXLEGS (6, 284) ULTRA2?
FLIP > Super
FLIP > C.LK > EXLEGS (if only the tip of FLIP hits, C.LK won't reach)
FLIP dMP, EXLEGS
FLIP, dLP, HP
FLIP > dLP > fHP
FLIP, dLP, HP
LFLIP, dLK, EXLEGS (5, 216) ULTRA2?
LP, LP, LP, HP
LK, LP, LK, EXLEGS
b+MK > MK > D-U+MK > Ultra 1 (in the corner) or Ultra 2 (anywhere)
MP xx EXLEGS (aka Swedish Firecracker)
jHP2, dHP, MBIRD (10, 279)
j.HP x2 > dHP xx MK SBK
j.HP > dHP xx MK SBK > Super
j.HP x2 > Ultra 1 (not enough time for Ultra 2)
cross jLK, LP, LK, LK, EXLEGS
Air-to-air j.HP > Ultra 1 (in the corner) or Ultra 2 (anywhere)
Air-to-air J.FP > Land > Headstomp x 3 (depending on where the opponent falls in relative position to Chun, you may need to move forward before jumping again)
Anti-air df+LK > EXLEGS > Ultra 2 (Ultra 1 also possible in the corner if you start charging early)
Links
dLP -> dLP, dLK, dMK, clMP, fLP, fHP (only against certain characters), clHP, clHK
dLK -> dLP, dLK
dMK -> dLP, dLK
FLIP -> dLP, dLK, EXLEGS
LK/MK LEGS -> dLP, fLP, dMK (only on standing opponents)
EXLEGS Safejump
Block String
dLP/MP, dLP, HP, BALL
dLP/MP, dLP, HP, FLIP
dLP, HK, MFLIP
Tactics
antiair:
- st.HP if they're far away
- st.MK if they're close (far MK has a pretty high angle, close MK hits right above so as long as they're even moderately close I'll use it)
- st.HK if I think they're about to jump
jFP, FP2/Throw/dLK/FLIP
clHK/MP-> FLIP
dHP1, LKFLIP
FOCUS2 Blocked -> FLIP
dLK, dLK, Throw
MP, MFLIP
LP, LP, LP, BALL
The trick to doing the FLIP into the Super is to delay the input of the :hk: for the FLIP. Wait about 1 second after doing :f::df::d::db::b: before you hit :hk: and that will give you enough charge time during the move to land the super. The super can only be activated after you see that blue streak disappear from Chun's foot.
BNB
http://www.youtube.com/watch?v=Kyx-U1RA4Ew
http://www.youtube.com/watch?v=tUIpU3OE7Rs&feature=youtu.be
jhk crlk crlp crmk H BALL 0:44
jhk crlp sthk HBALL 0:49
jhk crlp sthp H BALL 0:55
jhk crlp stmp H BALL 1:00
jhk crlp crlp crlp stlp sthp 1:05
jhk sthk H LL1:11
jhk crlp sthk H LL 1:17
jhk crmk H LLM LL sthp 1:22
jhk crhp M SBK 1:29
jfhp 2hits jf 3x overheadstomp 1:37 (air to air)
FLIP crlp sthp 1:51
BALL FLIP 1:56
crhp H LL crlp crlp sthp 2:05
crhp H LL M LL crlp stlp sthp 2:11
crhp H LL M LL crhk 2:18
crhp H LL M LL crhp H BALL 2:23
crhp H LL M LL crhp H LL M LL crhp H BALL 2:30
http://www.youtube.com/watch?v=IPOQadhYNXs&index=2&list=PLMAi34ubbBNF2g0t676IBwx3SbooESj_A&src_vid=tUIpU3OE7Rs&feature=iv&annotation_id=annotation_110082
http://www.youtube.com/playlist?list=PLMAi34ubbBNF2g0t676IBwx3SbooESj_A&src_vid=IPOQadhYNXs&feature=iv&annotation_id=annotation_97471
Matchup
http://forums.eventhubs.com/viewtopidphp?f=21&t=6512
http://forums.eventhubs.com/viewtopidphp?f=21&t=3767
http://www.youtube.com/playlist?list=PLMAi34ubbBNGG6Lvn9wFusdq4qp-JIPXv&src_vid=tUIpU3OE7Rs&feature=iv&annotation_id=annotation_825350
http://forums.shoryuken.com/discussion/111482/becoming-the-strongest-woman-in-the-world-chun-li-match-up-thread
http://forums.shoryuken.com/discussion/132484/thigh-life-style-magazine-your-guide-to-everything-chun-li
Safejumps
http://www.youtube.com/playlist?list=PL8C3CF299A5AEC179
Vids
http://forums.eventhubs.com/viewtopidphp?f=21&t=3767
http://forums.shoryuken.com/discussion/132484/thigh-life-style-magazine-your-guide-to-everything-chun-li
Artworks
http://forums.eventhubs.com/viewtopidphp?f=21&t=6513
Check Damage:
Light
Old damage = 90
New version = 60 - 120 (mashed after first hit_
Medium
Old damage = 120
New damage = 60 - 120 (mashed after first hit)
Hard
Old damage = 120
New damage = 60 - 120 (mashed after first hit)
EXLEGS (will now hit full on all chars * for full damage
Old - 160
New - 120
dLK, dLK, EXLEGS (5, 156) ULTRA2
dLK, dLP, dLP, LP, HP
dLK > dLP > dMK xx HP BALL
dLK > dLP > clLP > fLP > fHP (whiffs on some crouching characters)
dLK > dLK xx EXLEGS - Bread and Butter Combo
dLK > dLP > dMK xx EXLEGS
dLK > dLP > st.LP > fHP > Super
dLP, dLP, LP, HP (4, 146)
dLP, dLP, dLP, HP
dLP, dLP, dLK, dLK, EXLEGS
dLP, dLP, HP
dHP2, EXBIRD
dHP xx HK Legs ~ MK Legs > Super
dHP, MLEGS
dHP, BIRD
dHP, HLEGS, MLEGS, dLP, HP
dHP xx HK Legs ~ MK Legs > dHK
dMP, dMP, EXLEGS
clHK xx LK LEGS > S.LP > S.HP (whiffs on some crouching characters)
clHK xx EXLEGS
clHK xx LK Legs > EXLEGS
clHK, EXLEGS, EXLEGS (6, 284) ULTRA2?
FLIP > Super
FLIP > C.LK > EXLEGS (if only the tip of FLIP hits, C.LK won't reach)
FLIP dMP, EXLEGS
FLIP, dLP, HP
FLIP > dLP > fHP
FLIP, dLP, HP
LFLIP, dLK, EXLEGS (5, 216) ULTRA2?
LP, LP, LP, HP
LK, LP, LK, EXLEGS
b+MK > MK > D-U+MK > Ultra 1 (in the corner) or Ultra 2 (anywhere)
MP xx EXLEGS (aka Swedish Firecracker)
jHP2, dHP, MBIRD (10, 279)
j.HP x2 > dHP xx MK SBK
j.HP > dHP xx MK SBK > Super
j.HP x2 > Ultra 1 (not enough time for Ultra 2)
cross jLK, LP, LK, LK, EXLEGS
Air-to-air j.HP > Ultra 1 (in the corner) or Ultra 2 (anywhere)
Air-to-air J.FP > Land > Headstomp x 3 (depending on where the opponent falls in relative position to Chun, you may need to move forward before jumping again)
Anti-air df+LK > EXLEGS > Ultra 2 (Ultra 1 also possible in the corner if you start charging early)
Links
dLP -> dLP, dLK, dMK, clMP, fLP, fHP (only against certain characters), clHP, clHK
dLK -> dLP, dLK
dMK -> dLP, dLK
FLIP -> dLP, dLK, EXLEGS
LK/MK LEGS -> dLP, fLP, dMK (only on standing opponents)
EXLEGS Safejump
Block String
dLP/MP, dLP, HP, BALL
dLP/MP, dLP, HP, FLIP
dLP, HK, MFLIP
Tactics
antiair:
- st.HP if they're far away
- st.MK if they're close (far MK has a pretty high angle, close MK hits right above so as long as they're even moderately close I'll use it)
- st.HK if I think they're about to jump
jFP, FP2/Throw/dLK/FLIP
clHK/MP-> FLIP
dHP1, LKFLIP
FOCUS2 Blocked -> FLIP
dLK, dLK, Throw
MP, MFLIP
LP, LP, LP, BALL
The trick to doing the FLIP into the Super is to delay the input of the :hk: for the FLIP. Wait about 1 second after doing :f::df::d::db::b: before you hit :hk: and that will give you enough charge time during the move to land the super. The super can only be activated after you see that blue streak disappear from Chun's foot.
BNB
http://www.youtube.com/watch?v=Kyx-U1RA4Ew
http://www.youtube.com/watch?v=tUIpU3OE7Rs&feature=youtu.be
jhk crlk crlp crmk H BALL 0:44
jhk crlp sthk HBALL 0:49
jhk crlp sthp H BALL 0:55
jhk crlp stmp H BALL 1:00
jhk crlp crlp crlp stlp sthp 1:05
jhk sthk H LL1:11
jhk crlp sthk H LL 1:17
jhk crmk H LLM LL sthp 1:22
jhk crhp M SBK 1:29
jfhp 2hits jf 3x overheadstomp 1:37 (air to air)
FLIP crlp sthp 1:51
BALL FLIP 1:56
crhp H LL crlp crlp sthp 2:05
crhp H LL M LL crlp stlp sthp 2:11
crhp H LL M LL crhk 2:18
crhp H LL M LL crhp H BALL 2:23
crhp H LL M LL crhp H LL M LL crhp H BALL 2:30
http://www.youtube.com/watch?v=IPOQadhYNXs&index=2&list=PLMAi34ubbBNF2g0t676IBwx3SbooESj_A&src_vid=tUIpU3OE7Rs&feature=iv&annotation_id=annotation_110082
http://www.youtube.com/playlist?list=PLMAi34ubbBNF2g0t676IBwx3SbooESj_A&src_vid=IPOQadhYNXs&feature=iv&annotation_id=annotation_97471
Matchup
http://forums.eventhubs.com/viewtopidphp?f=21&t=6512
http://forums.eventhubs.com/viewtopidphp?f=21&t=3767
http://www.youtube.com/playlist?list=PLMAi34ubbBNGG6Lvn9wFusdq4qp-JIPXv&src_vid=tUIpU3OE7Rs&feature=iv&annotation_id=annotation_825350
http://forums.shoryuken.com/discussion/111482/becoming-the-strongest-woman-in-the-world-chun-li-match-up-thread
http://forums.shoryuken.com/discussion/132484/thigh-life-style-magazine-your-guide-to-everything-chun-li
Safejumps
http://www.youtube.com/playlist?list=PL8C3CF299A5AEC179
Vids
http://forums.eventhubs.com/viewtopidphp?f=21&t=3767
http://forums.shoryuken.com/discussion/132484/thigh-life-style-magazine-your-guide-to-everything-chun-li
Artworks
http://forums.eventhubs.com/viewtopidphp?f=21&t=6513
Check Damage:
Light
Old damage = 90
New version = 60 - 120 (mashed after first hit_
Medium
Old damage = 120
New damage = 60 - 120 (mashed after first hit)
Hard
Old damage = 120
New damage = 60 - 120 (mashed after first hit)
EXLEGS (will now hit full on all chars * for full damage
Old - 160
New - 120
Montag, 17. Juni 2013
Freitag, 14. Juni 2013
Chun-Li Super Street Fighter 4 Arcade Edition 2012 Moves, Combos, Strategy Guide : EventHubs.com
Chun-Li Super Street Fighter 4 Arcade Edition 2012 Moves, Combos, Strategy Guide : EventHubs.com
http://iplaywinner.com/chun-li-ssf4
Also
http://www.eventhubs.com/guides/2009/oct/02/dee-jay-super-street-fighter-4-strategy-guide-and-moves/
http://www.eventhubs.com/guides/2008/jul/07/e-honda-street-fighter-4-character-guide/
http://www.eventhubs.com/guides/2008/jul/07/guile-street-fighter-4-character-guide/
http://iplaywinner.com/chun-li-ssf4
Also
http://www.eventhubs.com/guides/2009/oct/02/dee-jay-super-street-fighter-4-strategy-guide-and-moves/
http://www.eventhubs.com/guides/2008/jul/07/e-honda-street-fighter-4-character-guide/
http://www.eventhubs.com/guides/2008/jul/07/guile-street-fighter-4-character-guide/
Donnerstag, 13. Juni 2013
An interesting interview with an evolutionary biologist on running and why humans hate exercise. (Copied here so you don't have to create an account.) : running
An interesting interview with an evolutionary biologist on running and why humans hate exercise. (Copied here so you don't have to create an account.) : running
https://www.krebsinformationsdienst.de/vorbeugung/risiken/sport.php
http://www.frauenaerzte-im-netz.de/de_news_652_1_1262_brustkrebsrisiko-l-sst-sich-durch-sport-verringern.html
http://www.aktiv-gegen-krebs.bayern.de/infomaterial/doc/2_kiechle.pdf
http://www.aktiv-gegen-krebs.bayern.de/warum_aktiv_leben/praevention/index.htm
https://www.krebsinformationsdienst.de/vorbeugung/risiken/sport.php
http://www.frauenaerzte-im-netz.de/de_news_652_1_1262_brustkrebsrisiko-l-sst-sich-durch-sport-verringern.html
http://www.aktiv-gegen-krebs.bayern.de/infomaterial/doc/2_kiechle.pdf
http://www.aktiv-gegen-krebs.bayern.de/warum_aktiv_leben/praevention/index.htm
Mittwoch, 12. Juni 2013
New to working out and I never feel it in my pecs. : Fitness
New to working out and I never feel it in my pecs. : Fitness
http://startingstrength.wikia.com/wiki/Bench_press
http://startingstrength.wikia.com/wiki/Bench_Press_Videos
http://www.dailymotion.com/video/xpzplh_starting-strength-bench-press-tutorial_sport#.Ubg4F5w6xfw
http://startingstrength.wikia.com/wiki/Bench_press
http://startingstrength.wikia.com/wiki/Bench_Press_Videos
http://www.dailymotion.com/video/xpzplh_starting-strength-bench-press-tutorial_sport#.Ubg4F5w6xfw
Dienstag, 11. Juni 2013
Montag, 10. Juni 2013
ryeguy comments on Exercises to increase pullup ability?
Freitag, 7. Juni 2013
Donnerstag, 6. Juni 2013
Mittwoch, 5. Juni 2013
Dienstag, 4. Juni 2013
Montag, 3. Juni 2013
Sonntag, 2. Juni 2013
Samstag, 1. Juni 2013
6 Basic Drinks
Freigegeben Notizbuch von Evernote: Keukenkladblok:
http://en.wikipedia.org/wiki/The_Fine_Art_of_Mixing_Drinks#Six_basic_drinks
'via Blog this'
http://en.wikipedia.org/wiki/IBA_Official_Cocktail
http://en.wikipedia.org/wiki/The_Fine_Art_of_Mixing_Drinks#Six_basic_drinks
'via Blog this'
http://en.wikipedia.org/wiki/IBA_Official_Cocktail
Abonnieren
Posts (Atom)