yea man! air tatsu so good, i had to get an avatar for it.
What really pisses me off about this game atm (even though I like it) is the inability some characters have to open people up with mixups (dont get me started on autoblock gems, that shit is stupid). Basically if you want any type of on going pressure you have to either:
- Play Rufus which i dont really feel like OR
- Play a tekken character that would probably struggle vs top tiers (SF)
I do remember Flyingve saying Asuka has probably the best up close mixup/pressure. Today I played vs this dude who had autoblock gems, and even though it consumes meter, but like he’d give a fuck, the goal was sucessful he blocked a hard mixup and i was standing there like an idiot (and of course I got punished) wondering “yo wtf!?”.
Granted, this game is not about getting “dat knockdown” and vortexing the shit out of people like some chars in SF4 could (namely seth, akuma, viper, twins, rufus, ibuki, abel, fuerte and maaaaaybe ken), but I’d still like to have some decent options to open people up after I get in.
Idk if Im wrong, but maybe i should just STFU and play Asuka along with my Juri, unless Christie or some of the other DLC guys have better options in the upclose mixup/pressure department.
Yes it’s easy to block vega, but i’m pretty positive that move is unpunishable. It’s -20 in sf4 and only -6 in this game, and it pushes him back a lot. My team has no answer to it because like i said, it’s unpunishable (by my team at least) and i can’t meet him air to air with kazuya. If i mist step through i also get no punish.
Btw this reminds me of a very weird property in this game where block advantage in heavier than hit advantage in a lot of moves. Maybe that’s because of the “blockstop” the guide mentions?
Alpha counter is a terrible waste of meter imo unless: a) you have two bars to followup into 400+ damage, b) you desperately need to tag. Tatsus are good and can’t be antiaired.
Well fuck you
I don’t stand by that Asuka statement by the way. It was looking good for two weeks, but you know. Game is new…
Right now, I see Asuka as a weak Hugo… and Hugo isn’t particularly strong.
hey man, you use kaz don’t you? just DORYAH that shit LOL.
She’s the sexiest member in the cast and if you do her idle animation against me i’ll automatically give you the win.
It’s been my avatar since the blessed day i learned what an ewgf is. I need a gif of it tho
yea, the main reason i tried to use asuka at first was mainly because of her looks. i don’t know shit about her, but i know she looks good and that was enough for me to try her. until, i realized she required ummm…special attention.
I’ve said this week 1. Mixups in this game are about conditioning your opponent. They’re not canned mixups that you can keep running and expect to open people up. You have to force them into a habit like ducking. Or even force them to stop hitting buttons and throw them. You have to train your opponents before they allow themselves to be mixed up.
With that said, someone told me this years ago “you can’t mixup a noob”. If you’re playing noobs online you’re going to find it very hard for them to respect mixups. Understanding and respecting mixups require a bit of thinking. If you’re playing no thinking opponents, then none of it works. This is why Rufus kills scrubs. He punishes scrub reactions to pressure. Many want to hit buttons and Rufus most elementary mixups punishes twitch responses to mixups. Which is why it seems easier to score damage with Rufus, because he punishes scrub habits the most. grapplers as well
Her counter needs to turn into a Gouken counter. LK counters all lows MK counters all mids and HK counters all highs (including jumps). Or hell, just make any of the 3 counter everything. Would force people to actually think when fighting her
Heihachi counter is too good, plus everything else in his arsenal. Thank goodness he can’t walk fast, even though he would be super fun if he could.
People need to stop running two characters with shitty neutral games. Characters like Julia and Asuka struggle in the neutral game. No reason to hanicap yourself by putting them together. I know no one said they were running this, but I am just using it for example’s sake.
If you really insist on running two poor neutral game characters, then prepare to work hard. And be prepared to fight some really hard matchups. Unlike sfiv you aren’t forced to always play bad matchups. A good neutral starter is crucial in this game.
Make it heihachi’s counter
No, but it was one of the major reasons he was good. His dive kick was so fast it was hard to deal with even though the dive kick itself wasn’t the best.
The thing is well placed dive kicks were hard to deal with when we HAD good anti-air. Now AA is trash and Rufus’ dive kick is even better than it was in SF4.
Julia’s neutral game isn’t bad. Her problem is getting people off.
i lol @ teams like heihachi and paul. they clearly want to lose.
My first team was law/steve.
What a joke.
and opening people up
Nah she doesn’t have any more trouble that the majority of characters in this game don’t face. She has the status quo. I’ve found some useful techniques and an unblockable…or two.
Rufus dive kicks are not better at least not hitbox wise. AA are good in this game, against Rufus you just need to choose more. You can also go air to air with him, because outside of a godlike read he isn’t going to do j.rh. more obscure anti airs like Guilds st.mp and Nina’s st.lk and st.mk work well against Rufus. Also more situation AAs like Xiayous cr.hp work well here.
I played this matchup a ton. One of my best friends in this scene has played Rufus loyally since vanilla. And ATL during the vanilla and Super days was called Rnb (rufus and Balrog) land. I know a thing or two about this matchup.
First there is spacing and foot work. Remaining a mobile target forcing Rufus to commit to the wrong dive kick. Recongizing the differences between normal dive kicks, instant dive kicks, and delayed dive kicks. Instant divekicks are usually baits. Normal dive kicks are a away to chase someone down. Delayed dive kicks are to bait out anti airs.
But with good spacing, knowlege of anti airs, you can stop his dive kick game. Everything Guile could do against Rufus in SF he can do here. And with air counter hits I can make it hurt even more. In Guilds case he uses a lot of anti airs he wouldn’t normally use like cr.mp and st.mp. Guile also is great a 2 a versus Rufus.
Shoto players May have a harder time. They are use to DPing out of half of Rufus shit. Guile, Chun, and Sim players may find this matchup got easier. And Guile already had an advantage in SSFIV and onwards. Once you learn the spacing and how to effectivelt challenge and AA divekicks, and also understand the metagame behind what a Rufus wants to do, he’s not hard to shut down. Plus he handles pressure like a straight hoe.
I play against one of the best Rufus players in the country. Rufus is way harder to block in SFxT and the consequence for not blocking correctly is significantly greater.You aren’t telling me something I didn’t already know. If you play that one character Rufus has trouble with you can’t really comment on how much better the dive kick it.
The dive kick is better, it may not be hit box wise, but it is better in the way it interacts with the hittable box. I believe it also has better frame advantage. Is it unstoppable? No. Is it a royal pain in the butt if your character lacks good anti-air? Yep.
then i must suck a lot since i still fall for that armor bs. So asuka doesnt have the best mixups…hmmm