Winning Mind Set. What Do?

DNGR S PAPERCUTDNGR S PAPERCUT Joined: Posts: 1,608
Yesterday when I was driving MuffinMan home he asked me a very interesting question. "If you landed a combo, would you finish the combo, or stop mid combo and reset or throw in an attempt to gain extra damage?"

What do you guys think? Tourny Mind Set? In a clutch situation, would you go by the book, or gamble for the extra damage?
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Ah shit..    
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Comments

  • ultracomboultracombo Weakest Loser Joined: Posts: 741
    ...

    Nigga you high
    "If ultracombo misses a low roundhouse, he is likely to continue doing it." - TheMuffinMan
  • FuddFudd High Level Parking Joined: Posts: 1,215
    It depends on the circumstance, but 9 times outta 10, muscle memory will finish the combo. It's already guaranteed damage that typically ends in a knockdown (already a 'reset' situation).
    In that same 9 times outta 10, if you fuck up your combo or try some tricky shit, you'll likely eat a dp for it.
    "See, Super Turbo is a real man's game... But Street Fighter 4's like Chuck-E-Cheese, baby. Y'know what I'm saying? Where a kid can be a kid. I'm a grown-ass man, so clearly I'm not old enough to go in the ball pit." -Steve Harrison (Translation: dat Fo' make you soft)
    Super Turbo Revival
    "Everyone has a plan until they get magnetized." -SpiderDan
    PSN: Metonymous | Battle.net: Noun#1214 | Steam: Noun Proper | YT
  • PaskyPasky Ninja with pistol! Joined: Posts: 1,863
    Hurr.jpg
    <Pasky> so you can go extra fast by just holding it?
    <bookah> turbo handjob
    <baklakiller> sure if had a penis
    <baklakiller> im a beginner gief
  • F-A-M-I-L-Y ManF-A-M-I-L-Y Man feedin you and feedin you Joined: Posts: 229
    Sometimes I will stop mid combo if it means that I can throw them into the corner and gain a positional advantage. Depends on the character and who is where in the what now.
    GGPO: Pillowhashi
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    1) I've seen Daigo and others win countless matches by mashing out a SRK when it was supposed that he is going to be comboed or punished guaranteed if the enemy does not screw up;
    2) Comboes lead to dizzies hella fast, in this game;
    3) Knockdowns are huge in SF2.
  • ultracomboultracombo Weakest Loser Joined: Posts: 741
    Guys, Mike was blazed, move along folks.
    "If ultracombo misses a low roundhouse, he is likely to continue doing it." - TheMuffinMan
  • eltroubleeltrouble Joined: Posts: 5,722
    Yesterday when I was driving MuffinMan home he asked me a very interesting question. "If you landed a combo, would you finish the combo, or stop mid combo and reset or throw in an attempt to gain extra damage?"

    What do you guys think? Tourny Mind Set? In a clutch situation, would you go by the book, or gamble for the extra damage?

    You guys get into some deep philosophical ST shit when you guys are drunk and/or faded.

    It depends entirely on what your goals are during a matchup. Sometimes, it's not a bad idea to go for the throw to gain positional advantage. I think the majority of the time, however, you should finish the combo.

    In your case, as a Hawk player, you should probably just finish the combo. Your combos end in hard knockdowns, where you can put yourself into another situation where you're able to land a combo, or land the command grab loops. Why give up guaranteed damage?

    On second thought, you can neg-edge your command grab risk-free anyways, so there's no need to fear the reversal.
  • MizukiMizuki ayy lmao Joined: Posts: 3,200
    In the school of Sirlin, a player does not simply finish their combos, they are so past your level of yomi, that their ascension in knowledge allows them to start a combo, and simply do not complete it, nor do they use it as a "tick throw." It is simply a mind game that allows the opponent to think that you are a scrub who knew not, but continuously throw pokes that can easily confirm into a combo. Since Sirlin is a top ST player, I follow this idea, and out-yomi my opponent by never completing my combos.
    www.twitter.com/thenipahhut
  • CossackCossack Mail order skeptic Joined: Posts: 19
    This just seems like a singular-person case of prisoner dilemma.
    I am Rock. Scissors is ok, but paper is imbalanced.
  • eltroubleeltrouble Joined: Posts: 5,722
    I subscribe to 1992 mentality for SF, which states.

    Any combo that is 3 hits or greater, as well as throwing, are both cheap, and punishable by a default loss of your game, and/or being stabbed.
  • mariblankamariblanka Eat My Balls Joined: Posts: 22
    I'd gamble for the extra damage; if they were expecting you to finish the combo, they would not be prepared for whatever trick/setup you do to mix them up (it adds to your unpredictability). like with BL, i do xup j.lk, st. mp, c. mk then do either ( hop -> bite | cr. rh for a knockdown | cr. hp for startup punish | walkup -> bite ). but i opt for the walk-up bite so many times because they never see it coming, and I've already done 50% damage
    Seeing you in action is a joke!

    <cammytier> Your missing teeth shall remind you of my victory!
  • MarsflashMarsflash BGG BITCHES!! Joined: Posts: 401
    I realize that I have a high chance of losing. About 70 percent. But that 30 percent could end up being the miracle factor where one can suprise themselves. All it takes is the right guess. Your either right or wrong :-)
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