I was just wondering if charge characters are more defensive by design? Or it might just be the way I play them cause I am always charging for a move and I feel like they just can't be played offensively as effectively as quarter circles, or am I just playing them wrong? For example when I play with honda balrog or guile I feel like I am just holding down back waiting for them to come to me cause I feel like I should always have a charge.
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0 • Off Topic Disagree Agree Likethere are many opportunities to charge your move without holding down back
a charge can be "hidden" during these scenarios
- block strings
- jumps
- throws / throw tech
- during air to air reset attacks
- during combo
- while blocking
- focus attack after the dash cancel
now all these above doesn't need you to be crouching for you to charging, example: balrog dashes in, then goes with three crouch jabs, now assuming you hold down/back as soon as you dash in then the jabs (three or four) you already have a charge ready to let rip. honda during an ochio throw, hundred hand slap can charge a headbutt, guile can be charging back and hop at you (back+light kick) so you can play offensively with a charge character. especially bisonFootsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikePlaying a charge character isn't about holding down-back the entire time. It's knowing when to charge, and when to not charge for positional advantage. As generic advice, it's good to always be charging down-back, since you have access to all of your specials. However, smart opponents will notice this, and probably not place themselves in a position where you can free damage. So at some point, it's probably a good idea to let go of charge and move towards your opponent to threaten with strong normals.
Pretty much every charge character is given good normals to compensate for their inability to do special moves whenever they feel like it. Honda, Balrog, Guile, Bison, they all have very good normal moves to poke with.
And of course, there are things like charging while jumping, poking with ground normals while holding back in order to still have a back charge, etc. Smart players usually alternate between having charge, quickly moving around, and charging again, to get the most advantage out of their moveset.
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0 • Off Topic Disagree Agree Like*Drooling at M.Bison with command motions and same move properties*
"Defeat is a state of mind. No one is ever defeated until defeat has been accepted as reality. To me, defeat in anything is merely temporary, and its punishment is but an urge for me to greater effort to achieve my goal. Defeat simply tells me that something is wrong in my doing; it is a path leading to success and truth." ~ Bruce Lee
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0 • Off Topic Disagree Agree LikeKoFXIII Melee
XbL/PSN- iYorKeY
High level Melee player Marth/Sheik, SoCaL
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0 • Off Topic Disagree Agree LikePlay Guile in SF4 on the Nintendo 3DS in Lite Mode. That's pretty much it. Broken ass shit.
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0 • Off Topic Disagree Agree LikeLike others have said, charge characters get unfair normals to compensate for their special move restrictions.
Stop focusing on specials so much, focus more on normals.
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0 • Off Topic Disagree Agree LikeThis and Vega with Roll as QCF? Or even flip kick? Oh it would make my so flashy it hurts combos less time-consuming to learn and the crossup EX FBA (Scarlet Terror setup) an absolute breeze.
"When one looks like glass, everything else looks to be made of stone."
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0 • Off Topic Disagree Agree LikeIt's pretty damn scary to watch a Chun in ST walk towards you with the super bar flashing. At that point, you either pray that you're playing a shitty Chun Li that will hit K at the sign of a random twitch, or you start playing the "will she throw or super game?"
Honda also had the same glitch, but it's not nearly as powerful in a majority of his matches.
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0 • Off Topic Disagree Agree Likecharging is entirely different in 3S.
terrible example to give someone playing sf4.
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0 • Off Topic Disagree Agree LikePretty accurate statement. Charge partitioning (which only exists in 3s afaik), makes the art of maintaining and utilizing charge a bit more difficult, but in exchange, you're able to pretty much spam charge moves like regular specials. This is largely what makes Urien such a beast.
In the case of Remy, if he were put in SF4 and given charge partitioning, he would be broken as shit. However since 3s has parrying, this has really limited how powerful the fireball game is, and so he isn't highly regarded as a useable character.
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0 • Off Topic Disagree Agree Likeparry isn't what hurts remy.
OP: charging is just a different method. that's all. don't limit yourself. it's a style of input, not a style of play though it does depend on the game.
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0 • Off Topic Disagree Agree LikeAlso I feel better having a dp to fadc rather thn a flash kick.
Just my input.
Also the best balrog players don't sit down back they mix it up
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0 • Off Topic Disagree Agree LikeFootsie Guide by Maj PDF: http://dl.dropbox.com/u/30414642/footsie guide.pdf
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0 • Off Topic Disagree Agree LikeMaybe newbies hold :db:all the time waiting on the defense game but it doesn't necessarily means that they cannot apply pressure on your face :)
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0 • Off Topic Disagree Agree LikeThe issue is that if you're hold
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0 • Off Topic Disagree Agree LikeIt's far scarier with Urien, since it greatly expands his combo options, unblockable setups, and okizeme.
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0 • Off Topic Disagree Agree LikeHere's an example of charge partitioning for everyone who wants to learn. All of this thread was really helpful!
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