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ilitirit

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ilitirit
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  • Re: At what point does a game become a sequel rather than just an upgrade?

    Hecatom wrote: »
    Yet people make a clear distintion between previous sf2 gmes and games from ST onwards, so is not really that subjective.
    No one calls it a sequel, true, but no one ignores the fact that changed how sf2 played quite drastically.
    To deny this is just being anal for the sake of arguing.

    I've never come across this. "Pre" ST includes NC, and NC arguably plays much closer to CE than HF in the eyes of the players (hence the immediate backlash toward the game when it was released - it was too slow).

    I also don't get the idea that juggles and overheads made the game play differently. They didn't.

  • Re: What is the main strategy behind SFV?

    combos don't matter as much, and are not even practical outside of usf4

    This is wrong.
  • Re: Predicting And Understanding A Situation

    That's not why I jump. My jump is to counter to his fireball.
    You can counter the fireball by walking forward and poking (see 6m12s - it's no coincidence that you did better this round). To maintain the "safe" space he will need to walk backwards. This is my point. Don't be afraid of the ground game.
    "When you are trying to whiff punish, you shouldn't be trying to react to a move, you should be predicting it." I tried to be one step ahead and just do it. I coulden't fireball back because it comes out to slow and I get stuffed. That is why I I'm so far to fireball.
    I think you should change your mindset. You don't need to try to react or predict everything. You don't need to try to whiff punish everything. Sometimes it's better just to try to prevent things from happening in the first place ("prevention is better than cure"). If you are just trying to predict a fireball, then you are doing nothing to prevent that fireball. Controlling the horizontal space with your pokes is a better deterrent (in this case), even if the pokes are blocked. As I said, he will either need to adjust his spacing (by walking backwards), jump, or challenge you in footsies.
    Post edited by ilitirit on
  • Re: Predicting And Understanding A Situation

    There's a few things you should recognize about your play, and your opponent's play.

    - You always jump from the same distance. The Ryu player already has this read on you to the point where he just randomly uppercuts at that distance in one round because he is expecting the jump.
    - The reason you jump here is because you're not comfortable with the ground game. You try hard to avoid that mid-range either by going back further and trying to zone(?) him, or by jumping. He is expecting this. That's why you could get away with the walk up throws. He expects you to attack from the air, not the ground. Exploit this.
    - It seems he isn't that comfortable with the ground-game either. Or perhaps he just thinks you're free to aerial attacks (I don't know if you landed a single anti-air). He uses the common beginner strategy of "poke-poke, cross-up". You should always be ready for that. Better still, intentionally put yourself in that position and be prepared to counter him with an anti-air (a jump back attack works, but try to maintain your position if possible with a grounded AA). Expect the "double jump". Also, if you notice an opponent prefers jumping to grounded pressure, try to force a footsie game. Don't use extended blockstrings. Stop your strings at the distance where he has to challenge you on the ground, jump, or back-off. Since you know he likes to jump at this range (you're basically simulating the "poke-poke x-up" range for him), it's free Anti-Air damage.
    - Notice how much better you do in the first round of the last match by focusing on grounded attacks. His jump should have been expected since you were pushing him to the corner. Once you have him cornered back off and let him hang himself. The onus is on him to fight his way out. Use her st.hk for horizontal space control and cr.hp for vertical control (at the appropriate ranges, of course). And of course once you manage to pressure him, you should expect the reversal super. It does crazy damage in X-ISM.
    - You should always consider the situations where you lose health. Did you put yourself in that situation, or did he "play" for it? Think about that while reviewing your matches. Something that might lead you to some sort of insight... he rarely cornered you. And when he did, he backed off. This should tell you something.

    So to answer your initial question, sometimes it's easier to try to figure out what you're doing wrong, rather than what he opponent is doing right. A very cursory review of your replays should at least tell you that you lose damage in the same situation most of the times (bad jumps, weak x-up defense).
  • Re: Guilty Gear Xrd -REVELATOR- one of life's gilty pleasures

    Did this accidentally in a match:



    Run > 236H (for the throw) 236H. The idea is that if the opponent presses a button the impact freeze will lengthen the time of the run, which means the super command will register and punish their attack. You have to do it really quickly to beat stuff like jabs.

    The easier OS is obviously 6H -> S because it requires no special motions.

    There's theoretically an easier way of doing this but I didn't spend much time testing how long the input buffer lasts. You can do 236 63214K 6H. This will activate the parry super, or throw if the run has already ended.