Balance Patch Incoming

You get beat against crossup tatsus because you only rely on 2 options on what to do, try to knock them out of the tatsu in the air, block and let them continue pressure, or you give them ground by jumping away. Again, it’s not their frame advantage that is the worst part of them, it’s that the moves will adjust the jumping arc and will end up in a rather large ranged crossup.

If you see a Ken jump forward from about Mid screen (or whatever a crossup tatsu’s arc is) from you, try forward dashing under the assumption that they will do the Tatsu. If they do a air normal and hit you, then take note of this and expect them to not tatsu as much as you think.

Another thing about crossup tatsus, yes they get the opponent in range most fo the time, but the thing is that I’m fairly certain at that point they cannot do another crossup tatsu within the range. If they try another forward jump it’s most assuredly a normal crossup, so at that point forward dash under them.

Ha, alright. I’ll give dashin under them a shot, never tried it before.

Rufus’s dive kick being -4 on block is definitely a typo. They most likely meant +4.

Please how Ken can’t do a second crossup air tatsu on Hugo. Last I checked, he can do it over and over.

Yeah but Hugo’s hitbox is fricking massive. I was kinda generalizing about the cast.
Besides, can’t Hugos just EX (or maybe even normal) anti air throw people in Tatsu animations?

EX backbreaker’s pretty good for air tatsu spam. It will grab them from almost any distance off the ground unless it doesn’t autocorrect and you fly in the wrong direction, in which case you’ll safely escape.

Hugo laughs at Tatsu spam…

/Mango

If you’re having problems with air tatsus I suggest going into training mode with Ken/Ryu/Akuma and trying to use air tatsus against the CPU. You’ll learn quickly that there’s a specific zone that you have to be in to use an air tatsu effectively. Anywhere outside that zone and you can get punished on landing. You are getting air tatsu’d repeatedly because you are keeping yourself at the perfect range for your opponent to do so. This is partially why I think Akuma’s air tatsu is the best, because he can get where he wants more easily with his walkspeed.

It’s good, but it’s not overpowered in the least and like most other things if my opponent starts relying on it, they will get punished for it.

I’d like to point out that this guy has pointed out something I don’t think many people utilize. If a strategy or tactic is blowing you up – go into training mode and try using it on the CPU. It’ll show you very quickly that its not bullet proof. Trust there’s always something you can do.

I’ll be honest, I hadn’t in all my years thought about using training mode in that manner, usually just do the whole record/play thing.

I’m not sure that’s a good idea. The CPU is really stupid. The only reason it can punish certain things is because it can react a lot faster than real people (e.g.: DPing your normals before they go active, sniping you out of the air when you’re barely off the ground, etc.), so unless you have impossibly good reactions it’s probably not going to be that helpful.

Personally, I’d prefer recording a training dummy doing tatsus over and over, and then practicing how to punish it with stuff I can pull off in a real match.

True, CPU can at times have ESP (which is annoying as all creation in some instances), but I think what he meant was that you can get ideas on what to do from the computer.

Cpu’s counter all of your moves. there designed to

  1. piss you fuc$&ng off
  2. know what can or cant be counterd.
    but sense they have the reaction time of a computing god take this stuff with a grain of salt to say the least

I’ve had the CPU show me holes in things I was doing that no one else seemed to pick up on. It’s not a perfect thing, but it has helped me a few times. I guess the suggestion comes with the caveat that the CPU -is- a psychic retard and shouldn’t be completely trusted.

Iincreased difficulty settings in Cacpom games = reversal through everything I do.

That’s more or less what I was thinking of trying out. Of course…

This is also true. Fighting game AI needs to be improved to make them actually useful, though I know we’ll likely never see that happen. They’ll just make them reversal even faster. :-p

Considering that fighting game fundamentals are based on SF mechanics and that Seth Killian is a long time practitioner of those fundamentals, you’d think that the AI would know how to play footsies and such…

You would, but it’s probably more cost efficient to go the “CPU ESP” route.

We need to get the guy who made those scripts for SSF4 AE to make some for SFxTK PC when it comes out.

MvC has the ghost system. Seemed to be a good idea

/Mango