Sorry I dont have that much patient to force them to change another character.
Besides, tell me how do you improve yourself if you had to face against same character 24/7?
I found lots of people whinning when dealing against El Fuerte due to so many illogical excuses. I think these people’s gameplay and their own muscle memory had already fully adapted dealing against only typical shoto like Ryu. Without / lesser experience when fighting against some mix up character, you might get clueless and got owned literally. As for me…i still have no idea how to deal with honda’s headbutt spam and ibuki’s cross u kunai (unless if i pick people-most-hated character, cammy)
Sounds your enjoyment are based on beating others to pulp. Its not about winning or beating someone. But to earn experience sparring against all character throughout this game. I guess dats how you improve your character eh?
You found there were more annoying character? Good…how about learn to deal with em’.
From your avatar i guess your main character whether zangief or cody. those are cool to play and to spar against with.
Yep cus Dhalsim, Seth, Rufus, Juri, … Divekicks are one and the same
ever notice how many characters fire ball in this game?
lets count shall we?
lets see there’s gouki, chun, cody, dan, dj, dhalsim, evil ryu, gouken, guile, juri, ken, oni, rose, ryu, sagat, sakura and seth
i dont know if you want to count yun, yang, ibuki as being able to fire ball or not.
wow. at least 17 characters fire ball their way to glory.
my most wanted change for AE 13?
less fire balling.
Hang on a second, this is a fallacy. One thing is for a character to have a certain skill. The other thing is for a character’s playstyle to rely heavily on it. Dive kicks are a safe, powerful tool which is used and abused by every character that is capable of doing it. The same does not apply to fireballs and dragon punches.
Dive kicks are certainly a troublesome dynamic to deal with. My biggest issue however is the following: every time a character performs a powerful move that he can not be punished for attempting, and he can do it ceaselessly, then there is a problem.
Dive kicks are easily abused. They cross up, start massive combos ( which end in ultras), keep up a very strong pressure and are overwhelmingly safe on block and hard to counter.
That’s the problem. We have a dominant move that a character’s entire offense can be built around with little to no risk. Like Akuma’s demon flip pressure, Cammy/Rufus/SethYun’s dive kicks…
I think that dive kicks are just as much of an important tool to the whole of street fighter as command throws, fireballs, slides, DPs, ect. However you have to consider the whole.
How punishable are dive kicks on whiff or if poorly spaced? Most are fairly safe on block or 100% safe depending on spacing. Most only have 3-6 extra recovery frames beyond a standard jumping attack (Juri is the worst at 19F recovery on her HK version.)
What are the options characters have to STOP the dive kick should they see it coming? There are lots of ways to handle projectiles, and when you do the opponent is (usually) grounded with 20-35F recovery on their fireball for a massive punish. Command throws, everyone can jump out of a command throw and they all have 40-60F recovery on whiff, plus many characters have either throw invincible moves or ways to become airborne without jumping.
However for dive kicks, they often come in at an angle that some characters have trouble covering, and many characters have no invincible option to handle divekicks. A focus attack doesn’t always work because most dive kicks recover faster than most characters dashes so you’ll get hit out of the recovery of your dash. (Plus Juri’s dive kick is an armor breaker.) dive kicks allow characters to alter their jump arc or jump time which can play hell on characters who rely on normals to anti air that may only have 2-4F of active frames and have 15+ recovery frames.
Now without dive kicks some characters would have nearly unwinnable matchups. Unlike in SFxT Rufus’ damage and combos couldn’t carry him to victory in matches he already has problems with. Cammy doesn’t have an overhead, and while she has strong normals, great walk speed, good damage, and a good wakeup the dive kick is the lynchpin that holds her together without it she’d fall to mid tier at best.
Dive kicks could use a tweak but they shouldn’t be tweaked so hard as to make them useless or even weak otherwise you risk destroying characters. Likewise one thing that could fix it is giving other characters better ways to handle dive kicks (better AA normals, or invincible AAs or something along those lines)
If there is a v2013, will PC users get the patch at the same time to? I got the game on Steam and I’m not sure how they do it. I thought i heard SFxT PC patch got delayed 6+ months.
Most dive kicks are at worst -3 or -4F on block and that is with poor spacing. With good spacing many dive kicks are not only safe but actually + frames on block.
Also…
You could block in the air back in Alpha. Street fighter hasn’t changed you just don’t know your history!
Seth’s dive kick cannot cross up if I remember. Also this is Seth’s dive kick:
Which forces him to use it as a meaty attack since it’s slow/has a terrible hurtbox. Otherwise he can easily be countered by a lot of AAs compare to Cammy’s or Akuma’s dive kick:
Yes they can start a combo but saying it ends in an ultra isn’t true. It’s an option (and a poor one). But they reset the spacing opponents have between them. Also the way characters use their dive kick isn’t the same:
Cammy can maintain pressure because of a lot of her normals being + on block and creates like push block. With the combination of her walkspeed + EX dive kick, she can stay close to her opponent relatively well.
Akuma cannot vortex/use his dive kick unless the opponent is KD (otherwise it is easy to escape). Only then can he make the opponent guess what he will do next. Otherwise he has to start trying getting his KD again.
Seth cannot use his dive kick to get into his opponents space at all. It’s slow and easily AA
Rufus’s dive kick can be OSed in multiple ways but yes this is his main tool to apply pressure. I myself find this a problem but I cannot go say that this character is complete bullshit because he also has his own issues in other departments. (He does have more pros than cons tho imo but the issue here are the dive kicks)
Yun’s dive kick has a massive hurtbox all around him so it can be hard for him if he gets predictable with it
And the problem isn’t only the move itself. Overall defensive measures across the board have been nerfed which results on people that have this tool + more things that the opponent has to worry about being better than the rest of the cast.
Actually if you take look at many of those dive kicks, (including Seth’s) the hurtbox vs hitbox size and positioning is better than most characters jump ins. While also having the advantage of far more active frames than most characters jump ins.
How often have you heard about how good the hitbox is on Cody’s jumping HK? All the time, yet his hurtboxes are MASSIVE. Look at some of Rufus and Akuma’s non-dive kick jump ins
The thing is that we are only talking about dive kicks. Not about jump ins. And we are comparing how each character can apply their dive kicks. The dive kick isn’t a universal move that works the same way / same height restriction / same speed for everyone. All of them has to use them in a different way.
The fact that Seth has to do his dive kick relatively high / slow / and the hitbox is completely inside the hurtbox proves that its actually way weaker than other dive kicks.
I highly doubt you have the Ryu matchup 100% down packed. I always have a endless battle room of 5 players and I get a great variety of characters on XBL. I dunno where you are playing AE on but I dont think its as bad as you make it out to be. It all sounds like you have a weakness to the matchup and you are to the point that you just dont want to deal with it.
As for dealing with other matchups besides Ryu and failing cause you are used to fighting Ryu comment. Thats the scrubbest excuse I have ever heard. Every character plays by the same rules. Thats what so many players fail to understand. Ryu isnt exempt from this.
My highest win rate online is against Ryus and he’s the most fequently used character, that’s cuz 90% of Ryus are noobs. I’d quit if it wasn’t for the free points but honestly you aren’t going to learn anything like that.