aggressive players

pantheistpantheist Joined: Posts: 2
Hello guys I am trying to get into fighting games. Although I already tried mk9, mkx, sfv and injustice 2 I am still a beginner.

I am having pretty good games against opponents who try to play footsies or play defensively.
The problem occurs when I face an aggressive opponent who is constantly all over me trying to cross up or tick throw, I cannot establish any offense. I can anti air obvious jumps but when they are using gimmicks such as dive kick or similar moves I am in big trouble. Also blocking doesn't seem to help because once I block the jump in and the combo, they start with the crazy offense again and I am defenseless. Should I learn to react to every single gimmick they use to get in? I guess I shouldn't try to anti air divekicks?

Thank you alot


  • VarmintBabyVarmintBaby Joined: Posts: 366
    Anti-airing is very important in a game like Sf5. There are specific moves that work well for anti-airing. Not so much in NRS games. You can just jump and hit them out if you time it right. Just don't panic when people are pressuring you and continue to play. You'll eventually get used to it. It's hard when you play match after match of patient calm people and then run into that one aggro hyper @ss player. But the more you play, the more you'll run into that guy and eventually you'll get better at going against them. Good luck.
    "Play the game to learn not to win. Do this and winning will start to come all on its own." - some smart guy
  • manbehindthewiresmanbehindthewires Consider yourself lightly, consider the world deeply Joined: Posts: 943
    Defense is only one option and, in SFV, it's seldom the best option. If you let someone jump in on you, even if you block, they're just going to keep doing it and keep mixing it up til they get in. The objective is always to eventually do damage, after all.

    If you're about playing footsies, this means giving yourself the best spacing to anti air them and discourage them from jumping. Favour a decent normal, like a high reaching standing light kick, over an uppercut while you're learning spacing, as it's usually less punishable if it's baited out of you and faster to execute.

    Learn when it's "your turn" - what buttons you've got that interrupt their string, or allow you to push back at the end of their string (lab time and learning matchups).

    Look especially for when they're being unsafe with their aggression. A lot of low rank aggro players are careless with sweeps and lean towards heavy button specials with longer recovery times, so find a good poke and look for it.

    A well placed throw (especially air throws, if you've got them) can make someone rethink getting up in your face. Throws tend to have more of a mental effect than a life bar effect (I go for bigger damage, given the choice), so down to preference if you want to roll the dice on throwing as part of your conversion, usually more of an offensive tool, but something to consider.

    Be wary that as you shut down parts of a players game, they (usually) start to adapt and change their approach. I'll tend to let a wildcard Ken player jump around like a maniac and pick moments, rather than shutting down the skies completely, as I don't normally want to deal with them up close.
    SFV: Chun Li [CFN: thewires / manbehindthewires]
    Third Strike: Alex/Ibuki [Fightcade: MBTW]
    Here to learn.
  • pantheistpantheist Joined: Posts: 2
    Thank you for your kind advice, could you talk a bit about the divekicks? For instance, I faced Sonya players in MK9 and Cammy players in SFV, should I try to anti air their divekicks?
  • manbehindthewiresmanbehindthewires Consider yourself lightly, consider the world deeply Joined: Posts: 943
    Cant speak for MK, but if you have a specific move you hate in SF, same rule applies most of the time - go into training mode, record the opponent spamming that move (with varying strengths and standing and crouching blocks inbetween) and learn all of your options to fight it. Find meterless and metered responses if you can, so you can be prepared for every scenario and get your money's worth.

    When a divekick is a command move, it can likely be beat quite safely with the right spacing and a good normal. If it's a special on the other hand, you can likely capitalize on it with a block and punish.

    As a Chun player, I get a lot of dash/slide-under opportunities in these scenarios. Others get reversals, pokes into combos, VT/EX/CA opportunities, some will just back dash out of danger and reset the situation. It's down to you to take it to the lab and find what fits your style and what works, but identifying these threats and labbing them is such a huge part of growth in Street Fighter. Learn to love it :)
    SFV: Chun Li [CFN: thewires / manbehindthewires]
    Third Strike: Alex/Ibuki [Fightcade: MBTW]
    Here to learn.
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