So, I've been doing me best to get better at fighting games, and I have recently gotten myself an arcade stick, because I'm willing to invest time and play street fighter competitively. I basically have been using a lot of Ryu and Yun, and I'm still trying to not to panic mash, and my execution is bad during heated matches due to fear of defeat. I heard from a friend of mine that Charge characters like Balrog can teach you to be more defensive and play better. Are they the best starters? Thanks :)
PSN: brawler_14
0 •
Comments
If you're completely new to the concept of charging, I'd start off with Blanka and Honda. Once you get familiar with basic charging principles, then you can move onto all the others.
But if you want to learn to be defensive, you can do it with any character that you like. You just have to make an effort not to be so mindlessly aggressive, and learn to play more patient, don't jump, build up a stronger ground game, and learn good defense to counter both jump-attacks, as well as what to do when you get knocked down.
Socal ST Facebook Page: https://www.facebook.com/#!/groups/347729651958160/
Socal ST Scene Footage: http://www.youtube.com/eltrouble
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeSounds good. I wish you good luck.
As far as defensive play goes, it's more of a mind set. Initially when you start playing fighting games, you just want to hit a lot of random buttons and do a lot of jumping. Defensive play is literally the exact opposite. You have to slow down, really think about why you're doing your attacks, play more reactive to what your opponent is doing, and just play solid and lame. It's all about controlling space, controlling momentum, and capitalizing on your opponent's mistakes. These are all fairly high concepts, but if you practice it now, you'll get better over time.
Socal ST Facebook Page: https://www.facebook.com/#!/groups/347729651958160/
Socal ST Scene Footage: http://www.youtube.com/eltrouble
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likeotherwise, the easiest and probably best charge character is balrog. but picking him up will might lead you into a nother dark path: abusing gimmicks and thinking you can relay on them because unacknowledged players ain't punish them.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Likeeven using a solid character like balrog might teach bad habits i.e. mashing jab a lot which will actually get you blown up when doing it with other characters.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeBeing more defensive in itself isn't an asset against good players. You have to be reactive and punish your opponent for doing what they do.
Don't equate not giving away games (not jumping, not doing many reversals) with being defensive. You can be aggressive without being overly risky.
Maj's Footsies Handbook - It's like the Bible, but for Street Fighter.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeHonda is probably the best middle-ground choice though.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeGief has hard execution, lots of 1 frames in his best combos. You can do jabs instead of cr.lk's but you lose a lot from the mixup.
Ryu is always a solid choice to start. Everybody knows the matchup, meaning you can't get away with BS. He has good offense, good pokes, and combos that aren't 1 frames. Chun Li or Rose would also be a great starting character because of their reliance on their excellent normals.
Maj's Footsies Handbook - It's like the Bible, but for Street Fighter.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeI use Hawk over Gief due to mobility reasons, and the fact he has an uppercut, but yeah --- they do have bad match ups, but every character does. It all boils down to match up experience, and no matter what character you choose, you're going to have to learn options against the entire roster. After using Hawk for awhile, the only real matchs ups I have trouble with consistently are Vega, Blanka, Cody, most Cammys, and that's about it. Not saying I'm godlike, I'm far from it, but the execution on a grappler isn't difficult and there's far less to practice in that respect than a character like Chun-Li or Rose, IMO.
And I'm a lazy player lol. But to each their own, man.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeFor example: Ryu can DP out of a bad block string, but if you're Guile and they intermittenly throw an overhead into a blockstring, you lose your flash kick.
Just remember that when thinking this way. They're easier to be flashy in training mode with, I think (I play charge characters so I think they are), but in terms of a match, they're harder to master at that higher level.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeOverheads aren't really a threat, since the damage potential is extremely low. Also, if you have good reactions and/or anticipate the overhead, you can simply flash kick the overhead. Plus, since you're unable to just mash out a reversal DP whenever you get in trouble, you have to rely on simply reacting to your opponent and keeping your defense up.
Socal ST Facebook Page: https://www.facebook.com/#!/groups/347729651958160/
Socal ST Scene Footage: http://www.youtube.com/eltrouble
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeThe point - in those situations that I see the overhead early enough, I can react with DP most of the time if I have a motion-character, whereas I don't always have charge to counter with a charge character.
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree LikeI'm primarily an ST player as well. Overheads are really only scary in Ryu's situation, since he's able to link pretty much anything he wants afterwards for anywhere from 20%-50% health.
Cammy can ALWAYS reversal DP, since hers has so much horizontal range and both push her away at the same distance, I'm sure every good Cammy player will always go for the DP if their opponent is in range.
Charge times has always been abused by good players. In ST, this means charge characters are prone to being tick thrown, since you have no reliable reversal after a safe jump over than a throw. Even then, a good opponent who knows the max range on their throw can put you into indefinite loops (Honda v. Guile).
The big issue with charge times is that decent players will know exactly when you have charge, and for which moves. For example, if I see Guile walking, I know he has no flash kick, if he walks towards me, I know he has no sonic boom, so it's pretty easy to just throw a fireball at him. But knowing that Guile knows this, he'll probably either attempt to commit to a jump attack, neutral jump, or block, and so I can throw a fake before throwing a fireball. Small example, but one that's extremely important to know when fighting against charge characters.
Socal ST Facebook Page: https://www.facebook.com/#!/groups/347729651958160/
Socal ST Scene Footage: http://www.youtube.com/eltrouble
- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like- Spam
- Abuse
- Troll
0 • Off Topic Disagree Agree Like