Yeah after awhile, you really do realize it’s easy to punish the Dragon Dash, but you also have to remember it’s best not to try and challenge it with another Dragon Rush or try and light or medium it.
And yeah, I’m really having a blast with this Beta for damn certain even moreso now and I finally was able to save the video in which you can Accel Dance the point and assist character the same time so I’ll upload that here after these matches and show you guys.
I understand that losing to bs can make one salty, but the fact is that yolo dashes are hella punishable, if they just want to do that take advantage of it and fuck them up
I seem to be missing something here… How the hell are people landing and hit their supers when their opponents are knocked down from an air combo? I played a Gohan player who was legit as hell and unless I’m completely batshit, it seemed like he teleported down to the ground to do his super? Like, I see vids of Goku players hitting level 3s after air combos all the time.
I’m probably just being thick, but if someone could clarify this for me that’d be great. Can’t wait for a proper training mode in the final game,
Seems like it’s hella inconsistent, which is my problem. I get hit more trying to punish that dumb shit.
Edit: I think that quick descent thing you were looking for a while ago is done with 2HS. They do a quick fly straight down. Not too sure of the conditions yet.
The way you punish depends of the distance your oponent was when it started it.
Also, keep in mind that they can still make another action if it was blocked, so sometimes the best bet is to block.
There are some really good players floating around in the upper ranks. I’m seeing combo paths and set ups that are sick as fuck. When I come across them, I try to use that stupid ass dash a lot to see how they deal with it… They just block and guess what I’m gonna do next. Better plan than what I had. They really don’t seem to like approaching, however. I know exactly why: because any attempts to approach not backed by an assist are going to get stuffed by a Super Dash(been combining it and Dragon Rush this whole time lol). They just hang back and jump around until you try to approach, then they just Super Dash to beat whatever you went in with. Rinse, repeat.
the heavy button has a smash state depending on the two way you use it, neutral or down+heavy
you can tell when a move “smashes” when it zooms in
2H is a launcher, and if you hit with it, your neutral j.H will smash downward, allowing a super followup
5H is a wallsplat, but even if you use a j.H in your followup combo it will not “smash”, because you used your neutral heavy
j.2H launches upward and if it is the first heavy used in a combo you can use j.H and get the slide state that allows a super
some moves like gokus overhead specials can force a neutral smash in the air, depending on the move
tl;dr your neutral and crouching heavy on the ground or in the air each give you one combo extension, but if you use one you will only get the special effect from the other by using the one you did not use whether its ground or air
Why is everything that should risky to use by animation, safe as hell? Smh wtf does beerus have a command grab lv3 that can be safe if you neutral jump it? Why can you back dash after dragon rush? Wtf
This isn’t SFV where you’re taking turns with the other guy. The game actually rewards offense and your reward for jumping out of that command grab isn’t dishing out a jump in combo, just not taking damage yourself.
In team games “punishable” isn’t really a concept, specially when you factor assists and all.