I don’t have the game yet so I can’t test it myself, so I’d like to know how hard are to Combo-Break Auto Doubles in opposite to Manual Cancels. As far as I know, from easier to harder to Combo-Break, it should be:
Heavy Auto Double > Medium Auto Double > Light Auto Double > Manual Cancel
Someone can confirm this to me please? It would be great if Manual Cancels were really useful in the game. I feel from what I watched in streaming and replays that right now the trend is to use Auto Doubles and from time to time fish for Counter-Breakers, I haven’t seen many use to Manual Cancels because of how damaging a Counter-Breaker combo can be, even if it comes from guessing a Combo-Break from your opponent.
for the breakers yes … kinda… i have had my lights and mediums broken just as much as the heavys still not sure why? also not sure i agree with being able to break shadows (dont fully understand this yet unless they want you to save shadows for lockouts?) [EDIT]: after reading into it shadows have to be broken 3 times thus giving the other player 3 chances to guess once on a 5 hitting move so its a mind game.
some people are doing manuals but its almost always after a special so its not that hard to see coming but might be hard to spot in gameplay videos if you dont know what to look for, watched max vs jwong last night and max does plenty of manuals.
even as someone who used to play pad i hate not being able to plink so i can try manuals with confidence. feel like 360 sticks not working could kill this game before it even starts
Watching videos of Dojo Mode last night I noticed that if you know well the animation of the characters Light Auto Doubles are not hard to break on reaction after the first hit of the Auto Double, which would encourage the use of Manuals.
FlyingVe did a video on it. It’s in the game but you don’t get the same inputs as SFIV depending on what buttons you plink. Meaning they possibly tried to change how it works to circumvent its use or make it more character specific.
One thing I noticed last night when messing around with Jago, was that if you just mash on the 3P button, you will get the “around the world” auto-double. I’m not sure how that works of if it’s specific to him, because the priority shifts from HP -> MP -> LP -> HP. So maybe the priority just shifts to what works in the case of auto-doubles when you just press multiple buttons.
But you can literally just do an opener then mash on that button and the combo continues around the world until the kv meter fills up and your opponent falls down and dies.
Something to keep in mind during those lockouts though!
His around the world is just a good mixup if people mix it up. So go Heavy to Medium, Medium Linker, light, heavy…something along those lines. That’s if your opponent doesn’t recognize it fast enough. That’s just an example. But mixing in ATW with linkers really messes up an opponent. It’s also good for baiting.
Yeah, AcidGlow usually uses the Light AD - Heavy AD - Linker structure after a jump in, and it really works pretty well, normally people would get a lockout trying to break the Light AD on reaction, or because they guessed wrong.
On the other hand, I got the XBO and KI3 and after been in training some hours, you can really tell manual cancels are indeed useful.