Dashing in is like 16 frames though. I dont know what char you can just whiff a move that has 23 frames of recovery and not think you cant lose the footsie game.
Way too fixated on frame recovery. Cammy spams her st. Hp and it’s 20 frames of recovery.
Best to use st hp as a read. It has poor range, it isn’t like cammy’s st hp. Kage’s buttons whilst short have a solid hitbox. And your main button in the neutral is cr mp.
Footsies is a lot of preemptive/textbook play. You can use a button like s.HP if you have intuition for what people are doing in neutral. If the player is playing dash happy then you need to have your s.LK’s or c.MP’s ready to check those. Then can go back to s.HP as you force them to press buttons in neutral again.
Like with Falke s.HP and f+HP can get jumped on anytime. They have 22 and 25 frames of recovery respectively, but I still use both to preemptively stop dashes along with the more reactive dash checkers like c.LP, s.LK and s.MK.
I agree it’s going to be all about conditioning. If ken’s standing at a range where he will st hk i’m not gonna be whiffing st hp even though i might clip his button first. It’s too risky. But usually you dont want to start a round off by whiffing st hp. Not a good idea.
Martial Masters the GAWD game. Made by a chinese company and broken to all tits.
How broken you ask? EX moves build meter.
Also some of you repeating shit I said years ago. I see you perpetrating.
Depends on the range though. I see it happen close to the corner when pros do it. But the best cammy players dont do that. In mid range you want low risk moves like st mk. Spamming st hp in neutral is asking to get crush countered or counter poked.
Anime, fantasy and a fighting game, I cannot literally contain my boner every time I think of this game.
Exactly.
To give a supporting analogy. (I’m gonna use VF as I know it better).
If Akira does fffP, every character can sidestep to punish. When knocked down, every character has the same tech, and wake up options.
Due to how 3D games are built most characters share a core set of tools and answers to most situations.
Compare that to street fighter (or 2D games in general). Ryu throws a fireball. How the other character can deal with that situation varies a lot across the cast.
Interestingly, MK11 is trying something very 3D game ish by homogenizing wake up options. It will be interesting to see how that plays out.
Lol wut?
This is patently wrong though. As a matter of fact, in a game with homogenized movement options then the moves become more pronounced. When everybody can do the same thing, the differences set then apart.
There’s a reason why Knee learned a couple of chacaters in T7. Too early to reading nonsense.
Yeah like that, the situations can all be tackled via options everyone has access to, rather than just having to hold certain things due to an archetype that has a built in weakness.
On another topic - SF6, corner crossups or no corner crossup?
No corner crossup that shit is dumb and I hate it.
Pizza GoGo holding it down forever.
This isn’t related to anything but this just popped up in my YouTube and I had never seen it. Record (maybe) Ultra combo in KI3…
… it’s almost 25 minutes long. Godlike.
I am all for corner cross ups. Let the opponent corner himself!
Another vote for corner cross-ups.
If i choose to corner myself for a more solid mixup that’s my choice. Also the ability to corner cross-up enables fake cross-ups too.
Being cornered should never provide a universal advantage imo. Now if your character gets a specific advantage in the corner, like yall say about 3S Makoto, that’s different.
But bottom line I’m not for removing choices.
Sekiro. Most anticipated game of the year for me.
So jump ins can violate the laws of time and space as long someone is in the corner?
I Don’t buy it.
If we’re talking will they be there, probably. They’ve been there since 3rd Strike and have carried over since then.
If we’re talking should they be there…I personally have never seen the issue, at worst your opponent just corners themselves with it. But others have complained that that in itself is their problem with it, wanting to be able to pressure a cornered opponent with jumping normals without cornering themselves. I could go either way really.
Ultimately though with a lot of things (maybe not corner cross-ups specifically), a lot of SF6 wishlisting just depends on how the game as a whole is designed. It’s easy to say “I don’t want this, but I do want this,” but it just all depends on how it meshes with the overall design and game systems.
Take even crush counters for example. SF x TK had a system very similar to this, with a ton of special counter-hit states for moves that could lead to full combos even in neutral. But they didn’t have DPs counter-hit on recovery, rather they made it so you could charge up a counter-hit state via special attack charging; you could get a set-up off of a HKD that let you charge a counter-hit state (character dependent though), or you could EX charge in neutral to get one immediately and have the threat of it readily available. Turning your basic overhead into a deadly combo starter, or your next whiff punish turning into a crumple (it basically worked like Alex’s V-skill does, only universal and more fun).
Kind of a tangent but SF x TK had a lot of good ideas I wish future games used. Like counter-hits always causing a knockdown vs airborne so you didn’t have to worry about stupid air reset nonsense
I would rather just have more AAs cause a juggle state.