SUPARNOVAX, post: 7004453, member: 2393 wrote:
Dat baby face
ffff, post: 6922194, member: 65538 wrote:
I don't agree with the 'tag out if you're low' philosophy, unless your other character has 100% health. Anything less than that and you're just setting yourself up for a turtle fest.
I see a lot of commentators saying during matches "you should tag out there" and I'm like "no." Having very little health can have its psychological advantages, plus a comeback is a comeback. You need to maul the opponent, not poke them a little bit until you have a slight life advantage - for one, the latter's pathetic, secondly it's not actually a good idea - so it doesn't matter if you're doing it with 50% health or 5% (well there is a difference, but if your comeback is successful it doesn't, and you should be confident enough to believe in your plan). If your point's dangerously low and you've got the life lead, and will definitely still have the life lead after eating a 50% (25%) DMG combo, fine - do it, but that's almost never the case for me.
I also disagree with saving meter for no real reason, or just incase you'll need it for a cross counter, safe tag, or EX reversal. I mean, I don't think it's an inarguably good idea to horde meter. It's up to you how much extra DMG 1 block is worth, in the OP's example I would say 1 block is definitely worth 100 extra DMG no matter what, but it's also situational. If a heavily scaled extra couple hits might kill, absolutely do it. If it will give you significant wall carry, go for it. But as I said it's up to you. There's no right answer for that.
BTW OP when you do a team super the point character goes back on point at the end.
TL;DR: Doing it right is subjective and situational, and your examples aren't convincing me you're not doing it wrong yourself.
Silly Goose, post: 7008299, member: 10993 wrote:
I disagree with your 1st paragraph entirely. Who cares about turning the game into a turtle fest? Winning comes 1st obviously. Having low health is never a good idea. No psychological advantage is worth the risk of the next touch killing you. Mauling your opponent & poking are usually the same thing in this game since those safe pokes can be easily hit confirmed into 30%+ combos. Poking is "pathetic"? Again we're here to win. I also challenge you to tell me why it's not a good idea.
Also your point character doesn't go back on point when you land a team super.
ffff, post: 7011195, member: 65538 wrote:
chaoslimits, post: 7012950, member: 16432 wrote:
You won't always have perfect tag in options. You don't think people eventually learn to punish dp switch cancels? Or you're good enough to land that clutch hit everytime? In a 2v2 game, where 100% combos don't exist (yet), sacrificing half of your (full health) character's health is a risk you must be willing to take once in a while.
EmblemLord, post: 7101670, member: 5531 wrote:
Stop putting point chars as anchor chars and vice versa.
Most SF chars are point chars and vice versa for tekken chars. Ryu and Ken is a bad team btw. Two point chars = SHIT!!!!
NeoBlood, post: 7101899, member: 1447 wrote:
I honestly dont think that's the case. I dont feel like there's as much of a point/anchor style with this game, but rather you should think of your team as one character. Switching back and forth is so common that designating one or the other as a point or anchor isnt really an issue. I decided on my team (Raven/Hwoarang) becasue
A: I wanted to play Raven even before the game came out because he was my Tekken main in 5. When playing SFxT his zoning game is so good and he's just an all around great character so that ended up being a real bonus for me.
B: I feel Hwoarang can cover up some of Raven's weaknesses, he's got a decent wakeup dp move along with some really dynamic footsie tools and can do very respectable damage with any meter that Raven might build.
So yeah basically I just picked my team because each member kind of covers the other ones' weaknesses. Raven zones and generally just fucks people up, Hwoarang is solid footsies and good wakeup. Raven builds lots of meter, Hwoarang can use meter well. Meanwhile, my opponent has to adjust to the two characters' differing playstyles.
A team like Ryu/Ken is actually good though because Ryu is solid and Ken is solid. Neither one has glaring weaknesses that the other has to cover for, they can do good damage together without requiring a ton of execution, the only problem is that they are both kind of meter hogs.
EmblemLord, post: 7102040, member: 5531 wrote:
Except Ken is NOT solid and that team is dependent on Ken gimmicking people with air tatsu into boost combo and Ryu doesnt hit hard enough to maximize these opportunities..
King D., post: 7104367, member: 7064 wrote:
U can play footsies with ken but its hard and requires really good spacing his low fwd is -5 on block although it does start up in 5frames, his far standing rh is -9. Or 7 his step kick is -2 and u could react to his fb easily and its also -9 on block and his frame traps and pressure is really weak I've played ken and everygame but when he has such few options against people that know how to play him. I had to kinds drop him and keep him in back when I want an easy win
Dedemaru, post: 7348871, member: 22140 wrote:
Is team synergy really that important? I'm running Cody/King - is there any synergy there?
just5moreminutes, post: 7435566, member: 45295 wrote:
How important are ABC combos in this game? I find myself never using ABC's or launchers no matter how hard I try to remember. Am I missing something big or am I misdirecting my goals?
Jokyu, post: 7440813, member: 68894 wrote:
I never said you have to use ABC as a punish and never mentioned anything about whiffing special moves. It's just an opportunity for moderate damage if you have no other option.
I agree with doing just one fast move and cancel into launcher as an viable option but this method is also execution heavy.
well, consider this example: me as Julia vs Sagats boosted cHP. If I block it on a certain range it's quite safe except against cLK and super. Doing cLK into laucher is ok, but what else can I do?
Here's another one involving a special: Julia vs Cody's Criminal Upper. A blocked CU is -6 but it pushes away really far. Starting her BnB with cHP(which has 6 frames startup) isn't possible because I'm out of range, cMK has 8 frames startup. So, my only options are the same: cLK or super. Boosting or canceling it into her BnB's is fine to me then.
I know it's character specific(ryu or kaz can do way better here)... That's why i said it's just an option.
Vulcan Hades, post: 7441660, member: 26486 wrote:
That's why I didn't quote you (Jokyu). I knew you were talking about punishment scenarios with small windows to punish (e.g. punishing a chain that's -4 or -5 on block).
I just wanted to clarify that ABC is one of the worst things you can use to punish someone.
Punishing stuff with ABC > Launcher is often giving up on 250+ guaranteed damage. That's what I wanted to say, but it wasn't directed at you and your post.
Jokyu, post: 7444281, member: 68894 wrote:
I actually did see that and I didn't feel offended in any way. Still, I had the urge to clarify my point of view which led to a fair discussion and I appretiate that.
Rc_ON, post: 7831262, member: 82252 wrote:
I think the raw launcher is pretty underrated, because it destroys pretty much all low attacks. Some players just love to spam these cr. jabs and lk's.. so much that you can even empty jump and launch them into oblivion.
The sooner you notice that habit the better. However, you should use it sparingly, since most players tend to notice that something's off after 2 or even 3 times lol
Saitsu, post: 7831726, member: 70767 wrote:
Yeah but launchers can also be slightly slow and if it's blocked, or god forbid if it whiffs, you will die a horrible, painful death.
nsreeder wrote: »
Does anyone else use a high damage character first then a defensive character second? I used to use grief and Hugo. Then it was ogre and Hugo. Ogres not completely defensive, but i feel he's better once the opponent is on the ground, plus his HP ancient power is amazing. I switched to run Hugo first and found it worked best for me. Maybe it just changed the way I used gief and ogre since they were second. I like using Hugo first because he's pure offense. Thats all i worry bout and charging the lariat for jump ins or using ex moonsault press. Hes my favorite type of character. Plus once the opponent is down sHP into launcher is devastating once I've already done some damage. Then when i bring in gief or ogre I'm usually either kicking the guys ass or getting killed. Not much in between with Hugo lol. So i usually only have one game plan either offensive or defensive with my second character and ogre is good at both. My winning percentage went way up once I changed my strategy and did the opposite of what everyone else was doing. Then if someone is using guile or dhalsim or whoever I'll just quickly bring in ogre. Just a thought for ppl to try. Doing what everyone else does isn't always the best solution. Mix up on those ppl and create mismatches. Hugo destroys most of the tekken side and has problems with a lot of the street fighter cast. Ppl r not expecting a highly offensive character in first. Most r defensive and built meter by doing cheap shit. Plus Hugo has massive health so he can take a beating, i have more time and chances to get him out when some other character might already be dead.