Considering how Seth should be a glass cannon, he’s not so easy to stun since his stun rate was buffed from 750 to 900 (Vega and Guile are rated that much), IMO this was a HUGE buff for rushdown Seth players. Seth does have the lowest health @800 buffed from 750, but Akuma has the lowest stun @850
Other than his SPD and Tendan engine, Seth too has a lot of safe setups with his j.hk and dive kicks, those aren’t exclusive to Akuma.
What is “Playing Street Fighter” though? I have a friend who tells me he doesn’t believe Dhalsim or Zangief “play Street Fighter”.
…DHALSIM and ZANGIEF yo. I’m like “are you serious?!”. I’ve been a fan of the series for about 20 years and those are staple characters, so it sounds like nonsense when someone tries to spring that on me. Several characters with different fighting styles and mechanics have been introduced into the roster throughout the series. What are the conditions for them to be “playing street fighter” and the conditions for them to be “taking it too far” as a character? I’ve heard people talk about Fuerte not being a “SF” character either and he doesn’t win nearly as much as Seth so what’s the issue?
anyway, im fine with her getting a consistent jump mk cross up in return. im just trying to not be biased. jump arc changing kinda rapes the keep away characters
keeeping with that theme of making the keep away characters better, i wonder how people would feel about those characters getting more moves that cause hard knockdowns. i think it would help them reset the spacing.
take sim for instance. one of his buffs was the ex up flame creating hard KD. thats nice, but clearly not enough. what if yoga fire AAs, or yoga flame combo enders caused hard KD too.
I think they need to do something to remove unblockables and most of the braindead 50/50 safe setups that are making the game too linear and auto-pilot.
It would be ok if those setups could be done only in some specific situations or were exclusive to characters that lacked in footsies or damage (Fuerte for example), but right now most of the times you get knocked down instead of thinking “I wonder what he’s gonna do next”, you just have to choose between holding left or right.
This in my opinion makes the game way less exciting and the ability to read you opponent almost useless on wake-up situations, also many losses feel more like bullshit cause when you look back at why you lost, the answer is “I didn’t guess right”, so there’s no room for improvement and when this happens, especially if you use a character that actually has to think during the offensive phase, you just want to turn off the game and go play something else.
Honestly for me, I’d rather that more than just “buffs/nerfs” Capcom were to make some of the outright BAD moves/options characters have be better or at least viable. Cody’s knife, Abel’s CoD low, Roses angled reflect, Vega’s claw/mask remove, Makoto’s hayate charging.
One thing that I feel is most important. There shouldn’t be moves, especially specials/supers/ultras that are useless no matter the situation or opponent. That is just wasteful.
Sim and Gief not playing SF is scrubanese language. Both clearly has weaknesses that contradict each other’s archetypes. Gief wants to get close and loses to people who fight from a distance, and Sim fights from a distance and loses to people who get close.
People say Seth doesn’t play SF cause he has so many good tools. he can pretty much do what he wants in terms of playstyle and combos. In contrast, he has a tool for everything:
Chucking plasma? EX legs or U1
Block too much? SPD
Jumping in? DP or U1
Jumping at all? U1
Whiff a move with long recovery? U1
Need to shorten your jump arc? divekick
Need to get away or opponent trying to cross you up on wakeup? Teleport
Need to close the gap and catch the opponent off guard? Tanden
Want to zone? SB ,st. fierce, U1
Want to apply pressure? tandem, divekick, spd, etc. Go nuts.
On the flipside (no pun intended), fuerte is the the opposite. He has that running gimmick in which he flips the coin for most of the match, and if he forces them to make a huge mistake he can use one of his two bnbs to punish, preferably RSF loop.
Not that I agree with what people are saying, but that’s how I see it.
You think it’s better to wonder what the opponent’ll do next than to know what they’ll do and figure out how to block it? If you lose to wakeup 50/50s, it’s not bullshit; you gotta learn to block. It’s your fault if you get knocked down and put into that situation. If you can’t deal with the setup, at least figure out how you got caught in that situation so you can avoid it. That’s how you improve. Guessing wrong is how you lose in any fighting game.
If anything, custom rooms should be the ones you find in custom search! It’s totally backwards. If nothing else, at least have the match settings ready for viewing in the huge blank space of the lobby screen.
Anyway, it’s probably pretty obvious I got trolled hard tonight, so I’ll give it a rest. That’s my one request for AE (hell, any future fighting games).
yea you’re right, but unfortunately I’ll never be so godlike to get to the point that I don’t get knocked down anymore, so I’ll have to deal with wakeups for the rest of my life or until I decide to stop playing fighting games. Also, there’s setups that can’t be recognized (and unblockables too), so I can’t learn how to block them too.
Anyway there’s a big difference between guessing what your opponent is gonna do next and just choosing left or right. I don’t think there’s a need to explain this difference, but I will anyway:
situation 1: I knock down my opponent, he’s using dictator, earlier during the round I saw he’s always trying to escape on wakeup with ex psycho crusher or teleport, he also mashes a lot of c.lks. I already punished a few predictable ex PCs so he may be scared of doing it again, but then he’s also pretty low on life and a throw would kill him so he may be panicking anyway. My safest option would be a meaty jab, but I could also try to close the match even though it’s a bit more risky.
situation 2: I knock down my opponent, I whiff a jab, dash, take a half step forward, two steps back, jump, press HK for hitting in the front or MK for a crossup and insert an OS that covers all my opponents options.
I don’t know about you, but I enjoy more playing or watching situation 1 than situation 2.
To make it clear, I’m not 100% against safe 50/50s, I’m even ok with 1 or 2 characters that have a vortex as their main strength and damage output (if that’s balanced out by other weaknesses). The problem is when almost every knockdown, at least from most of the better characters leads to some auto-pilot shit that even a monkey could reproduce with a couple hours spent in training mode, to the point that everyone prefers going for a hard knockdown than for a bigger combo that doesn’t set up any crazy mixups.
If those setups are so easy to deal with as you are making it look, then why everyone keeps doing them even at high level and why do they keep making tutorial videos with setups for every character? And why people keep getting hit?
So, your question should be: "You think it’s better to wonder what the opponent’ll do next than to know what they’ll do and know you are fucked anyway?
The answer is “YES”.
…But you’re not fucked. You can still block, but if you’re not willing to put in the time and effort to watch the tutorials and practice, then of course it’s going to be impossible for you. same applies to matchups, links, and high execution.
Also, there’s nothing enjoyable about being at risk when you’re on the offensive, especially after scoring a knockdown. You’re talking from a disadvantaged player’s point. This game already favors the losing player a lot; the offensive player should have an iron-clad setup to run against the opponent on wakeup, regardless of which character has it or how braindead it is. Scoring an untechable knockdown is not a cakewalk, and if the opponent is gonna play sloppy and make mistakes, they better be prepared to face whatever vortex or unblockable mixups that come to them.