It feels necessary to make a thread dedicated to common mistakes and misconceptions. The game is really fun and good but I fear that people will brush it to the side for the wrong reasons. Anyways…
Problem: Stop cross rushing and erasing your teammates recoverable life UNLESS it is a killing combo or that much favorable of a match up situation. You’re essentially doing damage to your teams net health which will affect the life lead. It’s often not worth the extra 100 or so damage considering the “damage” you do to yourself.
Solution: Ideally you want the opposite effect. Cross Rush into your teammate so that you can RECOVER life back.
Problem: Stop wasting meter. Meter is one of the most important tools in the game and should be used as effectively as possible. An example of wasting meter would be cross tagging more than 2 times in a combo just for the damage. Using ex moves when the round is no longer in your grasp, also.
Solution: You want meter available to open your options up so you can keep your team healthy and in good position. You can’t do that effectively if you’ve wasted it on low damaging combos.
Problem: AWARENESS. AWARENESS. AWARENESS. ALWAYS know what the time is. Aaaallllwwwwaaaaaaayssssasdfjkl;. ALWAYS know how much meter you have. ALWAYS know how much recoverable health you have.
Solution: This game reminds of SC2 at times in that mid-combo I will be looking at the time, meter and health in order to evaluate my options. I keep track of all of the information on the screen as often as possible so I can make the most informed decisions at any given moment.
Problem: Blocked cross rush combos unpunished.
Solution: Find your characters button with reach and preferably earns a knockdown. There are also creative solutions such as Sagat’s Kara Tiger Uppercut, which can punish most chains ending in fierce/roundhouse. Supers are also considerable but make it worth the 2 bars.
Problem: Ineffective Team Supers
Solution: 3 bars. It takes THREEEE bars to team super so it better be worth it. Team super at the beginning of the round is hard to justify because it takes away all of your options with meter, won’t take away any recoverable health (because they won’t have much) and it won’t tag your character in so you can recover health, because that character has full health. An example of a super effective team super would be against a mid-health character while your character has a lot of recoverable health, since it switches them out. This makes your opponents character useless with no recoverable health. It’s dangerous to keep a low health character in play especially against a full health character.
Problem: I’m stuck getting hit by standing jabs. There are too many block strings. I hate my life.
Solution: Block and examine your opponent as well as the frame data. Observing is key to all fighting games. Cross Canceling can be really really damaging in the right places. Back dashes are still invincible. Also… suck it up and block. It’s not that bad. Have you ever played a good sagat in CvS2? His standing jab was yuck and you couldn’t mash an invincible back dash out of it.
Good cross rush information by PsychoBlue: Seven Minute Saikyo Lesson: Maximizing Damage with Less Buttons
- Has no real high low mixup or three frame jab. His strengths are his powerful footsies and zoning. He’s a lame and solid character. However if you have meter and the life lead he becomes extremely free to blocking and cross cancels.
- Yes, splash is really good but only if he’s already on top of you. Find your character’s anti-air against it and he really has no solid way to advance. Lariat isn’t good unless you give it to him and his footsies are almost non-existent aside from low forward and stand strong. WATCH him charge lariat and punish him if he back dashes or forward dashes. Just watch and react. Also, to my knowledge, Hugo doesn’t have a good anti-air if he doesn’t have meter (Ex-back breaker, which is amazing but again costs meter). You can put him in a really tough position where he has to use lots of meter to have options, which really damages the team anyway.
- Air Hurricane kicks can be blocked crouching. You have to play the ground footsie game with his air tatsu in mind at all times so you can space his jump arch in your favor.
I wrote this quickly so please excuse the sloppy formatting/grammar.
More to come.