I’m not sure what kind of answer you’re looking for. If you get knocked down, your opponent will either try to bait a reversal, meaty you, go for a mixup, or throw you. You have an option to deal with all of these, so it is rock, paper, scissors like you want. Nothing he does will beat all of your options, you just have to guess right, which becomes easier the better you are a reading your opponent. Like a real fight if you get knocked down you’re going to be at a disadvantage.
Most of the time in VF, the best option to do on wakeup is to block. Sabaki’s will get beat out by a move that it doesn’t cover and evade can get blown up by throws, circulars, half circulars, and delayed attacks. You have to know when to use your options. Always going for some kinfd of counter on wakeup makes you predictable.
Combination of things including that, which is very normal, just people are freaking out because the ranges and sizes aren’t the same as they’ve been used to for 8 years.
Feet are usually going to stick out past the hurtbox by at least a bit. If the character has a very wide stance, that can look even more off.
What I meant also was gief’s huge range on standing short isn’t abormal for that kind of character. It helps them to approach.
Rushing your oppoennt is not your only option.
You don’t need a fireball to zone either. Dhalsim is zoning with his normals,Cammys and Chuns Normals are also excellent for zoning in this game.
Or maybe I confuse now zoning and free chip damage. I only play Zoners in KoF tbh.
Your best option in SFV is playing footsies. And then it comes down to the player how he is playing it. Ryu is good for defensiv Footsies,so is Chun.
I also don’t see why we need more defensiv options, they basicly removed all “unhonest” options you had in SFIV and now you have to life with the Rock,Scissor,Paper guessinggame.
Right now it’s fine how it is.
There is no “best” option, if your opponent is constantly throwing on wakeup your “best” option is to knee them in the face. Also, you can still throw escape, heck in FS you can pretty much always be throw escaping if you’re blocking. VF is such a different game it’s hard to compare to 2d fighters.
Why don’t we all just learn how to block on wakeup? Or do you want more “defensive options” like these:
Punch Teleport
Kick Teleport
Teleports with U2
DP FADC Backdash
DP FADC Kara Backdash
Red Focus Backdash
Red Focus Kara Backdash
Normal Backdash
Focus Backdash
Focus Kara Backdash
4 Button Tech Backdash
EX.DP into Forward Dash (EX.DP does not fall into the -5 category)
DP FA level 1 release
DP FA level 2 release
and then you multiply that by 2 because of DWU.
That’s against Akuma after you knock him down in SFIV. Now ask yourself this, when you’re knocked down by him, how many escape options do you get?
remeber when everybody said SF4 had no defense, and then they said it had no offense options, and then they said it had no defensive options, and then finally finished with it being too slow.
You’re right. It’s not a troll thread. He’s been on SRK for 7 years and has 4 posts. He was asking a question and looking for peoples opinions. That’s all.
I think people are very spoiled because of SF4’s weird input system. Block priority is lower in SFV so delay button mashing/crouch teching during block doesn’t really work like SF4.
People need to learn how to block more and change how they tech throws during testing I noticed how people don’t block they always do wakeup normals/throw it’s just a very bad habit they learned from SF4.
Blocking solves 90% of your pressure. Getting into the habit of blocking first then breaking through the pressure afterwards is probably a better idea in the long run. Less predictable.