Well, I don't know lars so much, but you should be able to Zone Hei really well with both those characters, his approach options are very limited.
Yeah it's never so much Nina that I have had a problem with per-say. It's more the Lars side of things. As far as pressure goes I think the Nina sides of things are okay. Second Hei gets a touch though you're down 50%.
I don't see how people still bitch about time overs. I had my six year old son watching me this weekend and he even said " wow, you totally killed him in like 15 seconds!", this was more than once. This says a lot about front page comments when a six year old gets it. He even commented on stuff about the patch since he hadn't seen it since pre patch. Other quoteables "Jack is still pretty good right daddy? Plus he is a robot so he is awesome.", "wow, are throws different now? All your extra life is gone. I bet this game is a lot faster now." etc...
Having seen Cool Runnings a bunch of years ago, I consider myself a certified bobsledding expert
XBL : Racetract
I don't see how people still bitch about time overs. I had my six year old son watching me this weekend and he even said " wow, you totally killed him in like 15 seconds!", this was more than once. This says a lot about front page comments when a six year old gets it. He even commented on stuff about the patch since he hadn't seen it since pre patch. Other quoteables "Jack is still pretty good right daddy? Plus he is a robot so he is awesome.", "wow, are throws different now? All your extra life is gone. I bet this game is a lot faster now." etc...
This just goes to show how immature much of the "FGC" is nowadays.
...granted, I'm not sure if stream monsters or scrubs who have no intention of actually improving and just want everything handed to them should really be considered part of the FGC...
SF X TK: Cody/Heihachi, Lars/Juri, Ken/???
SSFIV AE: Cody, Yang, Sakura
The problem is that people thought the patch would stop world hunger. The patch did a lot, mostly good, but there's still going to be time overs. Maybe much less of them but it will happen and if you're not on point with punishing tag outs and such with max damage, can't be upset when it happens.
But then I go back to the same question: who gives a shit about time overs?
Also love when people watch/play characters like Rolento, Alisa, Guile, etc and complain about lameness and time overs. It's like... What do you expect? That's their game plan.
Living Lazy since the late 80's
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
I don't see how people still bitch about time overs. I had my six year old son watching me this weekend and he even said " wow, you totally killed him in like 15 seconds!", this was more than once. This says a lot about front page comments when a six year old gets it. He even commented on stuff about the patch since he hadn't seen it since pre patch. Other quoteables "Jack is still pretty good right daddy? Plus he is a robot so he is awesome.", "wow, are throws different now? All your extra life is gone. I bet this game is a lot faster now." etc...
I like your kid. Very smart.
My only rant since the patch and this is probably just my own inexperience is sometimes it's hard to react to jump ins, though it is still possible. Also it seems some people are still trying to do Jab Jab Jab pressure and I think even some are still trying to do timeouts. I mean, it's pretty bad when one opponent you get the life lead on and they're still trying to run away the rest of the fight.
My only rant since the patch and this is probably just my own inexperience is sometimes it's hard to react to jump ins, though it is still possible. Also it seems some people are still trying to do Jab Jab Jab pressure and I think even some are still trying to do timeouts. I mean, it's pretty bad when one opponent you get the life lead on and they're still trying to run away the rest of the fight.
That's because people just... aren't incredibly smart online.
Also, people need to stop giving up with like 15 seconds left in the round. I don't care how daunting the life lead, try something, it doesn't take that much to catch up in damage in this game in one combo and a mixup.
Living Lazy since the late 80's
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
That's because people just... aren't incredibly smart online.
Also, people need to stop giving up with like 15 seconds left in the round. I don't care how daunting the life lead, try something, it doesn't take that much to catch up in damage in this game in one combo and a mixup.
That is one thing I've definitely noticed since the patch dropped; I actually have to worry about the other opponent all the ways until it says ' Time Over. ' Before and we all know, if you had a significant life lead after the timer past 20 seconds, you had little need to worry but now with the increased damage and loss of Red life with throws, the tide can turn very suddenly now!
And on the topic of throws: Capcom, for feck sake, buff the throw range a little! The current range is pathetic! I've whiffed god knows how many seemingly point blank throws and gotten severely punished as a result - That being said, it could be a double edged sword here given how important throws now are in the game.
That is one thing I've definitely noticed since the patch dropped; I actually have to worry about the other opponent all the ways until it says ' Time Over. ' Before and we all know, if you had a significant life lead after the timer past 20 seconds, you had little need to worry but now with the increased damage and loss of Red life with throws, the tide can turn very suddenly now!
And on the topic of throws: Capcom, for feck sake, buff the throw range a little! The current range is pathetic! I've whiffed god knows how many seemingly point blank throws and gotten severely punished as a result - That being said, it could be a double edged sword here given how important throws now are in the game.
I would've agreed with buffing throw range before the patch, but yeah, with how damaging they are now... maaaaaay not be that great. I think this is why they opted not to do that. Giving throws both buffs could have made them OP.
I suppose they could buff the range SLIGHTLY, but as it stands, with the speed increase of throws and their added benefit I'm alright with the bad range. Balances itself out: throws have bad range, but they start up pretty fast, and if you connect your opponent loses red life, and throws in general do good damage on their own (outside of a few characters).
Living Lazy since the late 80's
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
The problem is that people thought the patch would stop world hunger. The patch did a lot, mostly good, but there's still going to be time overs. Maybe much less of them but it will happen and if you're not on point with punishing tag outs and such with max damage, can't be upset when it happens.
But then I go back to the same question: who gives a shit about time overs?
Also love when people watch/play characters like Rolento, Alisa, Guile, etc and complain about lameness and time overs. It's like... What do you expect? That's their game plan.
TIME OVER!
Stream monsters: JABxTIMEOUT ResidentSleeper
PiepmatzTouch Fuzzy, Get Dizzy!Joined: Posts: 274✭
Game feels great now, I´m just ranting about one thing...
Where´s my fucking rematch button? I know, since all matches are basically lobby matches it´s uncommon to have a rematch button, but can´t this game somehow figure when there´s only two guys (or 2 vs 2) playing and offer a rematch button? We´re losing so much time on the laggy menus even when mashing the confirm button...
I really don´t want to know the compiled time I was forced to spend hammering through menus over a few thousand lobby matches.
That feeling when you practice for hours on a lag-free monitor, then go somewhere else to play and the display lag on their monitor completely screws up your timing and causes you to lose an important match...
SF X TK: Cody/Heihachi, Lars/Juri, Ken/???
SSFIV AE: Cody, Yang, Sakura
stabicronCTRL ALT PSYCHOCRUSHERJoined: Posts: 1,735✭
So far its mostly the following characters and my lack of knowing what I can and can not punish that is driving me insane:
Law, Steve, Lei, Xiaoyu
Main problem seems to be is that near everything they do seems to be safe plus moves them forward for more of the same. I can block for a long time but sooner or later I am always going to misread something and bam thats 50% gone
So far its mostly the following characters and my lack of knowing what I can and can not punish that is driving me insane:
Law, Steve, Lei, Xiaoyu
Main problem seems to be is that near everything they do seems to be safe plus moves them forward for more of the same. I can block for a long time but sooner or later I am always going to misread something and bam thats 50% gone
I can see where the frustration comes from. Like most of the Tekken side they love to put you in high/low situations and force you to make a bad guess (or panic from the pressure), then eat half your life for brunch.
A lot of it really comes down to matchup knowledge and just playing them more, and getting used to their options. Alpha counter will also help when dealing with long pressure strings, particularly against Lei and Law. Of course that requires meter so that's always an annoyance too.
One of the things that helps me with those matches is that I can play against others that play those characters constantly (except Xiaoyu, I had someone to trin with that plays her but he hasn't been around in a good minute), usually in an endless room.
A good, unafraid Steve is fucking scary.
Living Lazy since the late 80's
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
I can see where the frustration comes from. Like most of the Tekken side they love to put you in high/low situations and force you to make a bad guess (or panic from the pressure), then eat half your life for brunch.
A lot of it really comes down to matchup knowledge and just playing them more, and getting used to their options. Alpha counter will also help when dealing with long pressure strings, particularly against Lei and Law. Of course that requires meter so that's always an annoyance too.
One of the things that helps me with those matches is that I can play against others that play those characters constantly (except Xiaoyu, I had someone to trin with that plays her but he hasn't been around in a good minute), usually in an endless room.
A good, unafraid Steve is fucking scary.
And i have yet to run into a steve since the patch dropped
So far its mostly the following characters and my lack of knowing what I can and can not punish that is driving me insane:
Law, Steve, Lei, Xiaoyu
Main problem seems to be is that near everything they do seems to be safe plus moves them forward for more of the same. I can block for a long time but sooner or later I am always going to misread something and bam thats 50% gone
If you're on PSN and you want some Xiaoyu experience hit me up =).
So I got to play a good Asuka for the first time...
:<
I cannot get this chick out of my face lol. I got hit by that overhead elbow so much :<
She was also able to counter Lars's cr.MK x Dynamic Entry in between the blockstring :<
They are retarded. It kills offensive momentum and makes the game incredibly boring. Anyone who doesn't have a true block string can't easily apply pressure because the opponent can just mash backdash out of it. You can't easily perform ground OS in this game because of boost combos. After a knockdown, you can do an OS off a jump-in but if the opponent rolls then they get out free. So basically you have this dumb "wait-and-see" scenario which shouldn't exist in the first place. It's enough that you have to deal with easy reversals.
Yeah there are ways for some characters to deal with it, but I'd rather spend my time fighting the opponent's character rather than some brain-dead, dumbed down defensive mechanic.
The problem is that people thought the patch would stop world hunger. The patch did a lot, mostly good, but there's still going to be time overs. Maybe much less of them but it will happen and if you're not on point with punishing tag outs and such with max damage, can't be upset when it happens.
But then I go back to the same question: who gives a shit about time overs?
Also love when people watch/play characters like Rolento, Alisa, Guile, etc and complain about lameness and time overs. It's like... What do you expect? That's their game plan.
I bless this post with holy water! The truth right here.
They are retarded. It kills offensive momentum and makes the game incredibly boring. Anyone who doesn't have a true block string can't easily apply pressure because the opponent can just mash backdash out of it. You can't easily perform ground OS in this game because of boost combos. After a knockdown, you can do an OS off a jump-in but if the opponent rolls then they get out free. So basically you have this dumb "wait-and-see" scenario which shouldn't exist in the first place. It's enough that you have to deal with easy reversals.
Yeah there are ways for some characters to deal with it, but I'd rather spend my time fighting the opponent's character rather than some brain-dead, dumbed down defensive mechanic.
Oh no. How awful. You can't make the game play for you with OS.
You've got a string that isn't true, and the opponent is backdashing out of it? Then cancel it into something before the gap. If you read my Backdash you can do something about it. You just have to actually think instead of going "Oh I don't know what to do in this situation so I'll let the game do it for me".
If the opponent is rolling out of your little "jump in OS" on wakeup, then do something else that lets you pressure whether or not they roll. There are roll OS's in this game. You can react to a roll and still get a punish.
It sounds like you're still trying to play this game likes it's SF4.
Don't.
Did you just not read my post at all, or are you just completely new to fighting games?
I can "read" backdashes? So what? If I read anything, I can do something about it. How is that an argument?
So I can cancel into something and it becomes a true blockstring, now what? Not every character that has a special that allows them to continue PRESSURE. The opponent either gets pushed away, or you get left at negative frames. And you can't do extended strings into cancels because the opponent can just BACKDASH out. And it's worse now that frame advantage and pushback has been nerfed in 2013 (not that jab xx jab pressure was even remotely fun or interesting...)
I can react to rolls? WOW! Amazing insight!! BUT IN MOST CASES YOU CAN'T REACT TO THE ROLL IF YOU PERFORM AN OS AGAINST BACKDASHES! That's the POINT! So I should just not use OS then right? Then they get out for free and we're back at square one. Oh but I can do delayed jumpins that hit them out of a reversal backdash. Except that it doesn't work vs chars with strong wakeups. But then you can use a high x-up. Except that if you play a char that doesn't have a x-up from heavy punch or kick there's not enough block stun to continue pressure without leaving a reversal gap, which means they can mash backdash to get out. Back to square 1.
Yeah there are probably ways to deal with this that are weighted in the aggressor's favour for some characters, but that's not the point. I don't want to have to spend my time fighting against the system mechanics. I want to fight the opponent and his character. The attacker should not have to think harder than the defender in an oki or pressure situation.
Invincible backdashes were dumb in SFIV as well. If it weren't for OS, that game would have probably died off years ago.
I wish they'd stop making games that have these brainless defensive mechanics.
You've got a string that isn't true, and the opponent is backdashing out of it? Then cancel it into something before the gap. If you read my Backdash you can do something about it. You just have to actually think instead of going "Oh I don't know what to do in this situation so I'll let the game do it for me".
If the opponent is rolling out of your little "jump in OS" on wakeup, then do something else that lets you pressure whether or not they roll. There are roll OS's in this game. You can react to a roll and still get a punish.
It sounds like you're still trying to play this game likes it's SF4.
Don't.
I can "read" backdashes? So what? If I read anything, I can do something about it. How is that an argument?
So I can cancel into something and it becomes a true blockstring, now what? Not every character that has a special that allows them to continue PRESSURE. The opponent either gets pushed away, or you get left at negative frames. And you can't do extended strings into cancels because the opponent can just BACKDASH out. And it's worse now that frame advantage and pushback has been nerfed in 2013 (not that jab xx jab pressure was even remotely fun or interesting...)
And here is what you didn't understand about my post. Let me give you two examples:
I am fighting a Bryan player. He has a string that goes either high or low, and is basically unreactable. However there is a gap before the high/low, so I start backdashing out of the string. My opponent notices this after the second or third time, so before the high/low, he cancels into Mach Punch and smacks me out of my backdash for a chunk of damage and now I have to try and get in on Bryan again. Not only that, but he just told me: "Don't backdash out of my string", so now I need to deal with it another way, like through reversals. Which are of course, baitable for big damage.
I am fighting an Asuka player. I have no idea what her strings can do, so I try to backdash out of one to get her out of my face. My opponent knows where her strings are backdashable, and tosses out her Elbow overhead, which catches my backdash, nets her a ground bounce, and now I lose half my health. Same situation as above: "Stop trying to backdash out of my strings".
That is what I meant by by canceling your string. Besides, it's not like you need to be doing complete strings all the time. End them early if you have a string that nets you a bit of frame advantage at a specific spot.
Nina for example, has high low strings that aren't true strings, and are completely backdashable/reversible. So I'll stick to her 1,2, which is 0 on block and confirmable on hit. If I see you backdashing away after that to get out of my pressure, I'm going to throw out a Geyser next time which will catch them in the backdash recovery, and now I get a full combo.
I can react to rolls? WOW! Amazing insight!! BUT IN MOST CASES YOU CAN'T REACT TO THE ROLL IF YOU PERFORM AN OS AGAINST BACKDASHES! That's the POINT! So I should just not use OS then right? Then they get out for free and we're back at square one. Oh but I can do delayed jumpins that hit them out of a reversal backdash. Except that it doesn't work vs chars with strong wakeups. But then you can use a high x-up. Except that if you play a char that doesn't have a x-up from heavy punch or kick there's not enough block stun to continue pressure without leaving a reversal gap, which means they can mash backdash to get out. Back to square 1.
Why are you so hung up on doing OS's? It's not an end all, be all solution. This is not SF4. If your opponent is rolling on you, then just bait the roll and punish. If they don't roll, then bait a reversal or return to the neutral. Damage in this game is high as fuck, and you are rewarded for playing good footsies with high damage. So if you have good footsies, then I don't see how returning to the neutral is a problem.
Safe jumps are still an option in this game, btw. You can also abuse your backdash on their wakeup to make them whiff something. I've also noticed that characters with strong wakeups tend to not backdash out of Oki.
Yeah there are probably ways to deal with this that are weighted in the aggressor's favour for some characters, but that's not the point. I don't want to have to spend my time fighting against the system mechanics. I want to fight the opponent and his character. The attacker should not have to think harder than the defender in an oki or pressure situation.
I agree that the defender should be the one racking his brain in this situation, though in this game, I don't really feel like I have to make deep calculations when I'm on wakeup offense.
You're only fighting the system mechanics if you're focusing on the system mechanics. If you're focusing on the player, then you should be on the lookout to punish them for abusing their options on wakeup.
And here is what you didn't understand about my post. Let me give you two examples
I understand your examples and gave you a counter-point. A smart player will not abuse the same defensive option every time. What if they just block, or roll? At best, you're safe and the opponent gets out. At worst, you're at frame disadvantage or punishable. It's not like every char has safe answers to a backdash that allow them to continue pressure. Furthermore, a smart player can bait you into doing something to beat their backdash by doing it once or twice to get out for free, wait for you to cancel into a special that beats backdashes and either reversal, block and punish, or mash backdash again during blockstun.
The best option is almost always "wait and see". Stand at a space that allows you to poke and punish rolls, and if they backdash they lose position (arguably not a big deal because of huge stages). Great. But that's not a fun or interesting way to play.
Why are you so hung up on doing OS's? It's not an end all, be all solution.
I'm not. You're the one who keeps bringing it up, implying that I'm playing this like SFIV. I just said you can't use ground OS because of chain combos and most jump-in OS don't work vs rolls. The fact is I'm trying to play this game like any other traditional fighter where knockdowns actually have value. I *hated* the original version of this game because of invincible rolls with reversals. It's better now, but the same thing I hated about SFIV before OS was discovered is still there (invincible backdashes), and this time there's no easy way around them.
The thing about returning to the neutral game is that knockdowns and pressure are generally your reward for superior footsies. That's usually where bursts of offense come from. In this game, knockdowns mean a lot less so you spend more time in the neutral game, which isn't that fun compared to some older games (but that's a different matter completely). In this game, offensive bursts either come from pokes into boost combos, or punishment. That's all well and fine, but I still feel that knockdowns should have more significance.
You're only fighting the system mechanics if you're focusing on the system mechanics. If you're focusing on the player, then you should be on the lookout to punish them for abusing their options on wakeup.
It's not just wake-up. It's during pressure as well. In many cases the math just works out in favour of the defender.
This game would be much better without invincible backdashes IMO.
Furthermore, a smart player can bait you into doing something to beat their backdash by doing it once or twice to get out for free, wait for you to cancel into a special that beats backdashes and either reversal, block and punish, or mash backdash again during blockstun.
That means the smart player is either A) In your head. B) Outplaying you or C)Both
You can't really just auto pilot your pressure, you've got to mix it up. Sometimes you make the right decision and get damage. Sometimes you make the wrong decision and get punched in the face.
And don't forget that those gapped strings could get reversaled TC'd into massive damage. I'd rather them backdash out.
The best option is almost always "wait and see". Stand at a space that allows you to poke and punish rolls, and if they backdash they lose position (arguably not a big deal because of huge stages). Great. But that's not a fun or interesting way to play.
I'm assuming you're talking about wake up. You do have the option of doing a safe jump, seeing them roll, and then reacting with a punish. Not every character will have this option of course, and will have to use the "wait and see" method. I honestly don't mind that one bit. I'm sorry to hear you don't enjoy it.
The fact is I'm trying to play this game like any other traditional fighter where knockdowns actually have value.
Knockdowns do have value though. You can use it to charge a counterhit, switch your dying character out, create space, and get yourself ready to react to the opponents next action.
True it isn't as good as in other games, but I prefer these rolls and invincible backdashes to vortexs in SF4.
The thing about returning to the neutral game is that knockdowns and pressure are generally your reward for superior footsies. That's usually where bursts of offense come from. In this game, knockdowns mean a lot less so you spend more time in the neutral game, which isn't that fun compared to some older games (but that's a different matter completely). In this game, offensive bursts either come from pokes into boost combos, or punishment. That's all well and fine, but I still feel that knockdowns should have more significance.
I really enjoy the neutral in this game, so I think it's tons of fun, and I am personally completely fine with knockdowns the way they are.
Not every character will have this option of course, and will have to use the "wait and see" method. I honestly don't mind that one bit. I'm sorry to hear you don't enjoy it.
So much typing just to get you to understand a simple point I made in my first response to you...
So much typing just to get you to understand a simple point I made in my first response to you...
No your point was more than that. I'm agreeing with one point: That some characters aren't good at the wakeup game.
That happens in every fighting game.
Invincible backdashes are not that big a deal. Learn to deal with it. It's in the game.
thecapsaicinkiddrops combo, pretends it's a resetJoined: Posts: 991✭
How long have people been complaining about randomly losing BP online in not just sfxt but Capcom fighters in general? So why the fuck is it still happening??
Fighting game player, coder, chilli lover, ruffian.
Ya know, I hate the cross rush combo. Getting 400-500dmg for the derp easiest combo ever just makes links and solo character combos pointless. In fact, not only do they feel pointless, their timing is derp from the auto-chain inputs. Every single character is rewarded so highly for mashing jab.
It's its own game, and whatever, I don't want to complain too much, just to me I hate it more than I enjoy it. Even with the update, it's either gung ho mashing around until your jab->easy combo->juggle lands, or you could play a smart zoning/footsie/spacing game to avoid the jab mash, but you'll likely get a time out.
Ya know, I hate the cross rush combo. Getting 400-500dmg for the derp easiest combo ever just makes links and solo character combos pointless. In fact, not only do they feel pointless, their timing is derp from the auto-chain inputs. Every single character is rewarded so highly for mashing jab.
It's its own game, and whatever, I don't want to complain too much, just to me I hate it more than I enjoy it. Even with the update, it's either gung ho mashing around until your jab->easy combo->juggle lands, or you could play a smart zoning/footsie/spacing game to avoid the jab mash, but you'll likely get a time out.
Ya know, I hate the cross rush combo. Getting 400-500dmg for the derp easiest combo ever just makes links and solo character combos pointless. In fact, not only do they feel pointless, their timing is derp from the auto-chain inputs. Every single character is rewarded so highly for mashing jab.
It's its own game, and whatever, I don't want to complain too much, just to me I hate it more than I enjoy it. Even with the update, it's either gung ho mashing around until your jab->easy combo->juggle lands, or you could play a smart zoning/footsie/spacing game to avoid the jab mash, but you'll likely get a time out.
Even with the update, it's either gung ho mashing around until your jab->easy combo->juggle lands, or you could play a smart zoning/footsie/spacing game to avoid the jab mash, but you'll likely get a time out.
I'm gonna have to call bs here as I definately play the later style and only timeout maybe one in 20 matches >.>
donnieYellow Belt Rindoukan PractitionerJoined: Posts: 141✭
Did they remove the specific character sections with the forum revamp or am I just missing them? This forum is now ugly and horribly formatted and confusing.
I have decided to join the Rufus Hate Group. I used to tolerate the character, but then I found out what it's like to get pressured with Dive Kicks from a good player (Weren't the Dive Kicks actually nerfed in the patch?!). After hearing "AIEE! AIEE! AIEE! AIEE! AIEE! AIEE! AIEE! AIEE! AIEE! AIEE!" hundred times, I felt like butchering a pig.
Playing as: TTT2: Kunimitsu, Feng Wei, Jaycee (Learning) Skullgirls: Ms. Fortune/Parasoul SSF4AE: Juri SF3s Dudley ST: O. Sagat, Vega SFxT: Juri/Hwoarang KOFXIII: King/K'/Kim
Comments
SFxT: Julia/Hwo, Juri/Abel, ChunLi/Nina, Bob/Hugo, Asuka, Bryan
BB: Mu-12, Tager, Ragna
SF3:Yang
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0 • Off Topic Disagree Agree LikeYeah it's never so much Nina that I have had a problem with per-say. It's more the Lars side of things. As far as pressure goes I think the Nina sides of things are okay. Second Hei gets a touch though you're down 50%.
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0 • Off Topic Disagree Agree LikeXBL : Racetract
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0 • Off Topic Disagree Agree LikeThis just goes to show how immature much of the "FGC" is nowadays.
...granted, I'm not sure if stream monsters or scrubs who have no intention of actually improving and just want everything handed to them should really be considered part of the FGC...
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0 • Off Topic Disagree Agree Like"I never cared about justice, and I don't ever recall calling myself a hero... I have always only fought for the people that I believe in. I won't hesitate... If an enemy appears before me, I will destroy it!" - Zero
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0 • Off Topic Disagree Agree LikeBut then I go back to the same question: who gives a shit about time overs?
Also love when people watch/play characters like Rolento, Alisa, Guile, etc and complain about lameness and time overs. It's like... What do you expect? That's their game plan.
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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1 • Off Topic Disagree 1Agree Like- Spam
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0 • Off Topic Disagree Agree LikeMy only rant since the patch and this is probably just my own inexperience is sometimes it's hard to react to jump ins, though it is still possible. Also it seems some people are still trying to do Jab Jab Jab pressure and I think even some are still trying to do timeouts. I mean, it's pretty bad when one opponent you get the life lead on and they're still trying to run away the rest of the fight.
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0 • Off Topic Disagree Agree LikeThat's because people just... aren't incredibly smart online.
Also, people need to stop giving up with like 15 seconds left in the round. I don't care how daunting the life lead, try something, it doesn't take that much to catch up in damage in this game in one combo and a mixup.
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 • Off Topic Disagree Agree LikeThat is one thing I've definitely noticed since the patch dropped; I actually have to worry about the other opponent all the ways until it says ' Time Over. ' Before and we all know, if you had a significant life lead after the timer past 20 seconds, you had little need to worry but now with the increased damage and loss of Red life with throws, the tide can turn very suddenly now!
And on the topic of throws: Capcom, for feck sake, buff the throw range a little! The current range is pathetic! I've whiffed god knows how many seemingly point blank throws and gotten severely punished as a result - That being said, it could be a double edged sword here given how important throws now are in the game.
SFxT: Alisa / Lili
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0 • Off Topic Disagree Agree LikeI would've agreed with buffing throw range before the patch, but yeah, with how damaging they are now... maaaaaay not be that great. I think this is why they opted not to do that. Giving throws both buffs could have made them OP.
I suppose they could buff the range SLIGHTLY, but as it stands, with the speed increase of throws and their added benefit I'm alright with the bad range. Balances itself out: throws have bad range, but they start up pretty fast, and if you connect your opponent loses red life, and throws in general do good damage on their own (outside of a few characters).
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 • Off Topic Disagree Agree Like"I never cared about justice, and I don't ever recall calling myself a hero... I have always only fought for the people that I believe in. I won't hesitate... If an enemy appears before me, I will destroy it!" - Zero
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0 • Off Topic Disagree Agree LikeStream monsters: JABxTIMEOUT ResidentSleeper
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0 • Off Topic Disagree Agree LikeWhere´s my fucking rematch button? I know, since all matches are basically lobby matches it´s uncommon to have a rematch button, but can´t this game somehow figure when there´s only two guys (or 2 vs 2) playing and offer a rematch button? We´re losing so much time on the laggy menus even when mashing the confirm button...
I really don´t want to know the compiled time I was forced to spend hammering through menus over a few thousand lobby matches.
UMvC3: (Dr. Strange - Jill)/Shuma Gorath/Dr. Doom - C.Viper, Thor, Dormammu, Nemesis, Rocket Raccoon
Injustice: Nightwing - Bane, Green Lantern
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0 • Off Topic Disagree Agree LikeSFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 • Off Topic Disagree Agree LikeLaw, Steve, Lei, Xiaoyu
Main problem seems to be is that near everything they do seems to be safe plus moves them forward for more of the same. I can block for a long time but sooner or later I am always going to misread something and bam thats 50% gone
Guilty Gear: Sol, Jam, Millia | KOF13: Athena/Kula/Yuri
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0 • Off Topic Disagree Agree LikeI can see where the frustration comes from. Like most of the Tekken side they love to put you in high/low situations and force you to make a bad guess (or panic from the pressure), then eat half your life for brunch.
A lot of it really comes down to matchup knowledge and just playing them more, and getting used to their options. Alpha counter will also help when dealing with long pressure strings, particularly against Lei and Law. Of course that requires meter so that's always an annoyance too.
One of the things that helps me with those matches is that I can play against others that play those characters constantly (except Xiaoyu, I had someone to trin with that plays her but he hasn't been around in a good minute), usually in an endless room.
A good, unafraid Steve is fucking scary.
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 • Off Topic Disagree Agree LikeSent from my SPH-D710 using Tapatalk 2
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0 • Off Topic Disagree Agree LikeXBL : Racetract
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0 • Off Topic Disagree Agree LikeIf you're on PSN and you want some Xiaoyu experience hit me up =).
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0 • Off Topic Disagree Agree Like:<
I cannot get this chick out of my face lol. I got hit by that overhead elbow so much :<
She was also able to counter Lars's cr.MK x Dynamic Entry in between the blockstring :<
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0 • Off Topic Disagree Agree LikeI am only on XBL. think half my problem is I am still learning this game but yeah more exp might help, or my team is not the best I am not sure yet
Guilty Gear: Sol, Jam, Millia | KOF13: Athena/Kula/Yuri
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0 • Off Topic Disagree Agree LikeYeah there are ways for some characters to deal with it, but I'd rather spend my time fighting the opponent's character rather than some brain-dead, dumbed down defensive mechanic.
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0 • Off Topic Disagree Agree LikeI bless this post with holy water! The truth right here.
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0 • Off Topic Disagree Agree LikeYou've got a string that isn't true, and the opponent is backdashing out of it? Then cancel it into something before the gap. If you read my Backdash you can do something about it. You just have to actually think instead of going "Oh I don't know what to do in this situation so I'll let the game do it for me".
If the opponent is rolling out of your little "jump in OS" on wakeup, then do something else that lets you pressure whether or not they roll. There are roll OS's in this game. You can react to a roll and still get a punish.
It sounds like you're still trying to play this game likes it's SF4.
Don't.
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1 • Off Topic Disagree Agree 1LikeI can "read" backdashes? So what? If I read anything, I can do something about it. How is that an argument?
So I can cancel into something and it becomes a true blockstring, now what? Not every character that has a special that allows them to continue PRESSURE. The opponent either gets pushed away, or you get left at negative frames. And you can't do extended strings into cancels because the opponent can just BACKDASH out. And it's worse now that frame advantage and pushback has been nerfed in 2013 (not that jab xx jab pressure was even remotely fun or interesting...)
I can react to rolls? WOW! Amazing insight!! BUT IN MOST CASES YOU CAN'T REACT TO THE ROLL IF YOU PERFORM AN OS AGAINST BACKDASHES! That's the POINT! So I should just not use OS then right? Then they get out for free and we're back at square one. Oh but I can do delayed jumpins that hit them out of a reversal backdash. Except that it doesn't work vs chars with strong wakeups. But then you can use a high x-up. Except that if you play a char that doesn't have a x-up from heavy punch or kick there's not enough block stun to continue pressure without leaving a reversal gap, which means they can mash backdash to get out. Back to square 1.
Yeah there are probably ways to deal with this that are weighted in the aggressor's favour for some characters, but that's not the point. I don't want to have to spend my time fighting against the system mechanics. I want to fight the opponent and his character. The attacker should not have to think harder than the defender in an oki or pressure situation.
Invincible backdashes were dumb in SFIV as well. If it weren't for OS, that game would have probably died off years ago.
I wish they'd stop making games that have these brainless defensive mechanics.
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0 • Off Topic Disagree Agree LikeReally? That's pretty strange actually IMO. IIRC he got mostly buffs too.
SFxT Points - Juri, Cammy, Julia
SFxT Anchors - Marduk, Law, Nina
KOF13 - Athena/Yuri/Terry
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0 • Off Topic Disagree Agree LikeAnd here is what you didn't understand about my post. Let me give you two examples:
I am fighting a Bryan player. He has a string that goes either high or low, and is basically unreactable. However there is a gap before the high/low, so I start backdashing out of the string. My opponent notices this after the second or third time, so before the high/low, he cancels into Mach Punch and smacks me out of my backdash for a chunk of damage and now I have to try and get in on Bryan again. Not only that, but he just told me: "Don't backdash out of my string", so now I need to deal with it another way, like through reversals. Which are of course, baitable for big damage.
I am fighting an Asuka player. I have no idea what her strings can do, so I try to backdash out of one to get her out of my face. My opponent knows where her strings are backdashable, and tosses out her Elbow overhead, which catches my backdash, nets her a ground bounce, and now I lose half my health. Same situation as above: "Stop trying to backdash out of my strings".
That is what I meant by by canceling your string. Besides, it's not like you need to be doing complete strings all the time. End them early if you have a string that nets you a bit of frame advantage at a specific spot.
Nina for example, has high low strings that aren't true strings, and are completely backdashable/reversible. So I'll stick to her 1,2, which is 0 on block and confirmable on hit. If I see you backdashing away after that to get out of my pressure, I'm going to throw out a Geyser next time which will catch them in the backdash recovery, and now I get a full combo.
Why are you so hung up on doing OS's? It's not an end all, be all solution. This is not SF4. If your opponent is rolling on you, then just bait the roll and punish. If they don't roll, then bait a reversal or return to the neutral. Damage in this game is high as fuck, and you are rewarded for playing good footsies with high damage. So if you have good footsies, then I don't see how returning to the neutral is a problem.
Safe jumps are still an option in this game, btw. You can also abuse your backdash on their wakeup to make them whiff something. I've also noticed that characters with strong wakeups tend to not backdash out of Oki.
I agree that the defender should be the one racking his brain in this situation, though in this game, I don't really feel like I have to make deep calculations when I'm on wakeup offense.
You're only fighting the system mechanics if you're focusing on the system mechanics. If you're focusing on the player, then you should be on the lookout to punish them for abusing their options on wakeup.
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0 • Off Topic Disagree Agree LikeThe best option is almost always "wait and see". Stand at a space that allows you to poke and punish rolls, and if they backdash they lose position (arguably not a big deal because of huge stages). Great. But that's not a fun or interesting way to play.
I'm not. You're the one who keeps bringing it up, implying that I'm playing this like SFIV. I just said you can't use ground OS because of chain combos and most jump-in OS don't work vs rolls. The fact is I'm trying to play this game like any other traditional fighter where knockdowns actually have value. I *hated* the original version of this game because of invincible rolls with reversals. It's better now, but the same thing I hated about SFIV before OS was discovered is still there (invincible backdashes), and this time there's no easy way around them.
The thing about returning to the neutral game is that knockdowns and pressure are generally your reward for superior footsies. That's usually where bursts of offense come from. In this game, knockdowns mean a lot less so you spend more time in the neutral game, which isn't that fun compared to some older games (but that's a different matter completely). In this game, offensive bursts either come from pokes into boost combos, or punishment. That's all well and fine, but I still feel that knockdowns should have more significance.
It's not just wake-up. It's during pressure as well. In many cases the math just works out in favour of the defender.
This game would be much better without invincible backdashes IMO.
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0 • Off Topic Disagree Agree LikeThat means the smart player is either A) In your head. B) Outplaying you or C)Both
You can't really just auto pilot your pressure, you've got to mix it up. Sometimes you make the right decision and get damage. Sometimes you make the wrong decision and get punched in the face.
And don't forget that those gapped strings could get reversaled TC'd into massive damage. I'd rather them backdash out.
I'm assuming you're talking about wake up. You do have the option of doing a safe jump, seeing them roll, and then reacting with a punish. Not every character will have this option of course, and will have to use the "wait and see" method. I honestly don't mind that one bit. I'm sorry to hear you don't enjoy it.
Actually... I only mentioned it when you did lol.
Knockdowns do have value though. You can use it to charge a counterhit, switch your dying character out, create space, and get yourself ready to react to the opponents next action.
True it isn't as good as in other games, but I prefer these rolls and invincible backdashes to vortexs in SF4.
I don't see the issue there.
I really enjoy the neutral in this game, so I think it's tons of fun, and I am personally completely fine with knockdowns the way they are.
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0 • Off Topic Disagree Agree LikeThat happens in every fighting game.
Invincible backdashes are not that big a deal. Learn to deal with it. It's in the game.
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0 • Off Topic Disagree Agree LikeIt's its own game, and whatever, I don't want to complain too much, just to me I hate it more than I enjoy it. Even with the update, it's either gung ho mashing around until your jab->easy combo->juggle lands, or you could play a smart zoning/footsie/spacing game to avoid the jab mash, but you'll likely get a time out.
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0 • Off Topic Disagree Agree LikeSent from my SPH-D710 using Tapatalk 2
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1 • Off Topic Disagree Agree 1LikeSent from my SPH-D710 using Tapatalk 2
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0 • Off Topic Disagree Agree LikeYou can convert a jab into a 500dmg combo, with little to no meter...
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0 • Off Topic Disagree Agree LikeI'm gonna have to call bs here as I definately play the later style and only timeout maybe one in 20 matches >.>
GFWL(PC): Shaniril
SSF4:Juri, Evil Ryu
SFxT: Juri/Asuka, Lili/Nina, Alisa/Raven
www.youtube.com/Darkphyre
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0 • Off Topic Disagree Agree LikeWith who? I play Kuma and without power gems and the most I can get from a jab is 350+.
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0 • Off Topic Disagree Agree LikeThis forum is now ugly and horribly formatted and confusing.
Someone PM me Alisa BnBs pls.
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0 • Off Topic Disagree Agree LikeI used to tolerate the character, but then I found out what it's like to get pressured with Dive Kicks from a good player (Weren't the Dive Kicks actually nerfed in the patch?!). After hearing "AIEE! AIEE! AIEE! AIEE! AIEE! AIEE! AIEE! AIEE! AIEE! AIEE!" hundred times, I felt like butchering a pig.
TTT2: Kunimitsu, Feng Wei, Jaycee (Learning)
Skullgirls: Ms. Fortune/Parasoul
SSF4AE: Juri
SF3s Dudley
ST: O. Sagat, Vega
SFxT: Juri/Hwoarang
KOFXIII: King/K'/Kim
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0 • Off Topic Disagree Agree Like"I never cared about justice, and I don't ever recall calling myself a hero... I have always only fought for the people that I believe in. I won't hesitate... If an enemy appears before me, I will destroy it!" - Zero
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