Am I the only one that feels that jumps and jump in attacks are really overpowered, I feel that there are not enough anti airs for all the characters, and jump in attacks with lp, lp, or c.lk, c.lk combos really just make the game not fun at all for some characters, I believe that every character should get and overhead and low attack that can be combo’d into, as well as anti airs, and valid pokes. Im not saying that jumps make the game, but it does seem that way for some characters.
Who’s your team?
me and a friend were playing, and his team didnt seem to have any options vs jumps, and light attacks. he used Guy/Dudley, I use Sakura/Dudley
Spend some time in training mode, your characters have anti airs.
dudley and sakura have mediocre anti airs, but Guy and many others seem to have none (that work well), they get beaten by so many jump in attacks
You have to actually have reaction and a proper understanding of when to execute anti airs… It takes time… Like everything. I just sounds like you’re making excuses for having poor reaction.
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Every character need special distance relative to others…and depending on opponent’s play.Every character have situational anti air.Every caracter can counter hit a jump in air and do a lot of damage juggle(doesn’t work on Mishima(s))…try to find them.
I would agree and say this is one of my primary complaints with SFxT. Capcom have acknowledged it as a common complaint.
I main Duds too. Dudley has a few good AA. His stMK is mediocre, his MP Jet is great, it is fast, hits deep and is invincible. Even his counter is decent, the Ex counter grants you tag cancelled about 450 damage in the corner.
You complaining about crLK and comboable OH?
Raw launch those crLK!
No offense, but all that sounds a lot like you want SSF4.5
I just want
I just want a balanced game, nothing more
poor reaction has nothing to do with it, when jump attacks beat 95% of anything you do, I think its more than reaction time
Has everything to do with reaction time
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Sorry, I really have to disagree here. I remember when I was playing Paul, I came up against a Rufus and got bodied – HARD. Then I learned that jump back LP can stop his dives. You just have to spend some time in the lab figuring out what your characters anti air’s are.
I was crying like this when I was a baby noob too.(I play Nina x Heihachi) my AAs are ass. Heihachi’s b.mp is comboable but has an odd hit box. But, to avoid all this jump back mk works wonders(for me anyway). And yes reaction has everything to do with it lol YOU REACT TO A JUMP! How would it work if it didn’t depend on reaction. i.e if i’m trying to AA Chun my Reaction can be a little more sloppy but say ken has a quicker jump so I NEED to be able to react. Not that hard to comprehend.
I think I may have said it wrong, reaction time isnt the issue, I can react np, problem is the chrs in this game dont seem to have the tools to beat jump ins, yes I know reaction time matters, but im saying maybe the jump attacks are just broken
every characer has anti airs. a2a attacks are the best anti airs there exist. just do a j.lp / lk or whatever your characters have. back jump + attack gets beaten by NOTHING. jumping into them works wonders with a quick attack or neutral jump against any divekick mixup.
Definitly what your looking for OP. if you say that you AAs are getting stuffed then that measn they are angled diagonally and deep. So a jump back or up mk would get you a counter hit EVERY time and work very well for you.
there’s always the option of blocking, or forcing the jump in to whiff. dud’s elbow isnt easily anti-airable. not every jump in in the game is anti airable by every character. And not every character has an invincible anti air or reversal (I play one of those named Vega). However these characters have other strengths. Guy is good at offense and forcing the opponent to choose to block high or low to conditioning them.
As for both duds and guy, they have anti airs.
If you want win by anti-air only pick Dhalsim/Gief or use cross art…seriously here anti-air are situationals.
Change your mind,find another way to win.Move your character,counter or just block your opponent,they are a lot of move who crush jumps at start up to,use it…
try to read his game and not just want anti-air him.
If you can punish by a 400 dmg air counter hit,your opponent will think at two time before re-jump on you…If you just try to anti air with a 60 or 90 dmg,people dont care and will always jump,because they can kill you with a jump in confirm.
Trust to me,here it’s Street x Tekken,you can jump to…play with yours tools…stop thinking what you can do in another game and every think will become clearer, with practice.
Not that I’m going to be terribly original here, but the best advice I can give is to hit training mode with your characters, record the dummy doing some of your favorite (read: most hated) jumping attacks and practice AA’ing or A2A’ing them from various spacing until you are comfy with it.
Duds, Sakura and Guy all have very usable AA’s IIRC.
EDIT: LOL damn, didn’t finish this post:!
Er, I quoted you to address as well that not every character should get every tool, and usually they don’t have them to balance out something else about them. I’m not saying that they are always balanced right, but usually they have something to compensate.
You have to take that character to the lab and see what does.