MuayGio, post: 6931882, member: 23226 wrote:
Almost every overhead is slow enough to be blocked on reaction.
fatboy, post: 6934724, member: 1669 wrote:
So true. Exception being Able's close RH. (assuming off-line play, or excellent net connection.)
silph, post: 6936958, member: 17727 wrote:
Can we add something to this?
"Stop putting jabs in your juggle combos! Your damage goes to shit because of this, and it's not exceedingly difficult to learn optimal combo options anyway!"
roknin, post: 6937858, member: 51740 wrote:
Actually, a question on that, as I noticed a few people in matches doing quite a few jabs or strongs in combos... is that to build more meter in that one combo? I haven't been doing that too often myself but if it adds a decent amount of meter...
silph, post: 6938039, member: 17727 wrote:
(Raw launcher) f. HP, cr. HP xx fddf. HK - 364 damage
JiBbo, post: 6938056, member: 4188 wrote:
Uhh I would mostly say because it's easier to hit confirm. You really don't want too many jabs cause the jabs themselves don't much damage but they cause the more damaging hits to do less. This is why I usually hit confirm with crouch jab > crouch strong > x with Jin because it's a good block string and hit confirm into good damage.
Just FYI... and I hope I'm not being a big mister know it all or anything.. I think the most damaging juggle for Julia is Toward Strong > Toward Forward > Short Wind Roll > Crouch Fierce > HCB Fierce.
Your point is valid though ^_^
FullAutoDeath, post: 6938177, member: 12772 wrote:
I think it'd be nice to have a community effort to find and record each characters' max damage/optimized combos so that there can be a definitive reference for anyone that is learning/using the characters. A video series/playlist containing these could prove to be very helpful and would improve the quality of the play we are seeing, as even in tournament footage we aren't seeing optimization.
Rushdown, post: 6939117, member: 8845 wrote:
He's not talking about hit confirms he's talking about adding jabs after launcher or tag cancel. Which is stupid.
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SUPARNOVAX, post: 6928684, member: 2393 wrote:
I feel ya. But with the counter hits juggling, you can punish jumpers for a potential 60 to 300 damage. Super jumps with extra delay are pretty much free kind of. I'm very weary of air to air since I magically lose when I jump first. lol
therook, post: 6939091, member: 22236 wrote:
Ultra David and James Chen had already when over this on focus Attack already...your just regurgitating what they pretty much said about the topic...so what if im being a jackass about it.
Maxing out damage is cool but if you can't land those hits, it's pointless. thats why Jabs and shorts are important for you to hit confirm and convert that into damage, we all know the formula for maxing out damage using a boost combo and in that same segment they talk about meter management, again no need to explain that if you seen the same stream/video as everyone else.
ffff, post: 6939365, member: 65538 wrote:
Sometimes you've no choice. With King for example you can't always connect with JKL after a launcher, so you have to jab first and then JKL. None of his other normals recover fast enough for him to JKL afterwards, so it has to be either jab or just st.HP straight into RJB, for example, which is less damage than jab, JKL, st.HP xx RJB.
I'm sure there are other characters with similar problems, maybe your opponent had to jab and you just aren't familiar enough with his character to realise why.
silph, post: 6938723, member: 17727 wrote:
I could do a write up of every character's optimized combos for common situations, but unfortunately I don't have a capture card to record video from my 360. When the PC version is released, if this has not been done yet, I will do something like this. An Ibuki character guide as well.
silph, post: 6940399, member: 17727 wrote:
Well you're not only being a jackass about it, you also completely misunderstood my post, or just flat out didn't read it. I was not talking about hit confirms. I was talking about juggles. ie. After a launcher or tag cancel.
therook, post: 6940656, member: 22236 wrote:
*shrugs* Jabs and shorts are more or less a non-issue, certain characters, need the jab or short to finish their juggles(due to low juggle points or few number of options), some extended combos utilize jabs and shorts in them as well... again it's very character specific or situational. I can see it being dumb if they do jab jab jab shoryuken(Tag Cancel) jab jab Tatsu...for example but that kind of thing is going to happen regardless....like a ghetto reset.
SUPARNOVAX, post: 6940888, member: 2393 wrote:
Cross Cancels, aka "Alpha Counters" are more or less really good and pretty well designed in this game. More people should get into the habit of using it.
A good example I can give as to why they're good, for a Bison player as myself, EX-Psycho alone is good to go against pressure but you can't do it against disadvantage. People will block it and then punish. I also need a charge. Bison's Cross Cancel is also an EX-Psycho Crusher animation, the good thing here is that I only hit Forward+Fierce+Roundhouse to blast through obstacles. Not only I escape, I slap them for a good chunk of health instead of just chipping and escaping.
roknin, post: 6941151, member: 51740 wrote:
With WNF allowing gems starting next week (IIRC), I wonder if we'll see CCs more often since onslaught gems will inevitably rebuild meter faster? I need to put in more practice time on the timing and keep them in my mind - I'm still playing with the SF4 mindset when I'm under pressure, lol.
therook, post: 6941202, member: 22236 wrote:
Which is why it's a non-issue >_>' there is tons of information here on the board, if they want to learn they can, no one is stopping them. It's not rocket science to look in a character thread and find damn near all the information you could ask for, like learning effective bnb's....you know to completely avoid this apparent issue. Jesus....
If people are doing stupid combos thats them, let them figure it out on their own(See above). New players shouldn't be coddled, that's why SRK is screwed up now, people making dumb ass threads asking where do I find frame data? seriously...? they can't find the frame data? really?
silph, post: 6941420, member: 17727 wrote:
The fact that there is correct information elsewhere doesn't justify making posts that are clearly wrong and stating them as fact. The attempt to make SRK a reliable source for information throughout the board is not "coddling" new players. This forum is the go-to place for information and discussion on fighting games. I'd prefer it stayed that way. Bad posts make the use of this board as a reference tool confusing for visitors. I don't want that, and I don't think anyone who gives a shit about the community does either.
SUPARNOVAX, post: 6941176, member: 2393 wrote:
We should see more. The game is gimp without boost gems. All the extra damage and meter will make things more "hype"
ffff, post: 6941714, member: 65538 wrote:
I agree, not just because of the effects of the gems but the way some players will change their strategies and be much riskier with gems. Especially the speed gems. I have a set up with Kazuya which ends up with him having 40% extra speed, it only lasts for 10 seconds but it's the craziest 10 seconds you can get.
The Lone Dragon, post: 6941832, member: 4398 wrote:
Speed gems turn empty jump lows into unblockables.
JiBbo, post: 6920998, member: 4188 wrote:
Problem: Ineffective Team Supers
Solution: 3 bars. It takes THREEEE bars to team super so it better be worth it. Team super at the beginning of the round is hard to justify because it takes away all of your options with meter, won't take away any recoverable health (because they won't have much) and it won't tag your character in so you can recover health, because that character has full health. An example of a super effective team super would be against a mid-health character while your character has a lot of recoverable health, since it switches them out. This makes your opponents character useless with no recoverable health. It's dangerous to keep a low health character in play especially against a full health character.
MuayGio, post: 5799741 wrote:
Jcool: the most jaded DJ on SRK.
Jcool813, post: 6956296, member: 10358 wrote:
I agree with most of what you've said here except for this. i think this really depends on your team structure and gem layout if you're using them. my team gains meter relatively quickly so i have no problem hitting my opponent at the beginning of the round for 400 unrecoverable damage, especially if their point character has been giving me problems or is obviously their strongest. I agree with it being super effective against the situation you stated, but you can't build meter if your bar is full. Using it at the beginning gets you a solid life lead. Not using it can cause an effect where you don't want to use it at all until you get the "perfect" opportunity which may never come if you're playing against a smart opponent. Using meter building gems really helps me justify using it early, along with whiffing normals.
MuayGio, post: 6928906, member: 23226 wrote:
There was actually just a very long discussion of just this point in the balance thread over the past few days. Go check it out, and see what you think!
Cliff Notes: I don't really think that this is a problem. AAs are in this game, and they work, but overall the balance has shifted towards air-to-air attacks to beat out aerial offence.
DevilJin 01, post: 6957259, member: 1242 wrote:
roknin, post: 6957423, member: 51740 wrote:
Dunno, everyone suddenly has this idea that good AA = cr.HP or a DP. >.>
ponderingsloth, post: 6958475, member: 25901 wrote:
SF4 is the cause of this, I'd imagine.
JiBbo, post: 6957225, member: 4188 wrote:
This idea of getting hit just to spend the opponents meter might look or sound absurd to a lot of players but it's actually strategically thought out.
Rean, post: 6963251, member: 49732 wrote:
just saying for casuals reading this thread - since not everyone online is a cold blooded pro, anti-air super or punish super may be worthy for setting your opponent into nervous/panic state, so they will make more mistakes and play more mindless/too careful, especially if its 3rd round.
JiBbo, post: 7003514, member: 4188 wrote:
I like the part where my face looks extra stupid in the still frame. Douchebag hat doesn't help either.