I don’t have or run into this problem in other games. It becomes apparent quick that the risk reward just isn’t worth it or you can bait and punish those things so hard that its highly discouraged. Take BBtag for instant you can do all the reversal after doing an unsafe move if you want… but if you guess wrong its a unbreakable counter hit combo… people learn quick that the pressure you get to keep isn’t work the risk.
But for some reason in SF5 its a threat the risk is worth it half the time especially if its a corner situation.
It’s weird considering the Risk/reward is similiar.
If you block the DP in CTB, you get the unburstable Combo and most characters can start with their best CH starters too. Es can literally get 9k out of this without assit or meter.
Yet I still get people with high winrates (the purple and orange guys) doing this constantly.
The risk/reward in SFV is similiar, getting a safe CC after a blocked Reversal is nothing to discredit. Yet people still do it a lot.
It might be the idea to do this to keep your turn, but you gamble hard on this and I don’t consider 150 damage worth it to eat possible 300+.
I had this in SFIV a lot too, where people just did it. i’m sure FADC is the culprint behind this mentality.
I don’t see why this is now out of a sudden something big or something everyone does and to be honest I see this mainly from Shotos and Rashids.
And for some reason every ungaboy in Anime.
Edit: I forgot that Jin warned me 10 times, that you cannot argure with Pertho, he is to old to listen.
Pretty sure Froztey is right about the trolling. Don’t think I’ve ever seen somebody argue that because they play like a mook that obviously all of the games play like a mook too.
I couldn’t even be mad when I got hit by it. I just tipped my virtual hat to the Ken player.
I ran into a Guile gauntlet last night. It can be pretty aggravating fighting him. If I don’t jump in the instant (for example, the start of the round) he throws a Boom, I’m eating a Flash Kick. I try to walk and block instead of jumping, though that doesn’t make it any easier. Spin Knuckle will just be opening yourself up to eat a CC cr.HP. EX Drill works well. In close quarters it can get a bit rough dealing with his normals. Bazooka Knee into cr.LK/cr.LPxxBoom bodies me. I just have to hold that and not press anything. I try to check the dash ups with cr.LP instead of allowing myself to eat an upside down kick combo.
Overall, my Guile knowledge is still a working progress. I just know I can’t be in the air too often unless I get a knockdown. And even then, I have to tread carefully.
My take on the minus 2 thing is that outside of Urien and Rashid most of the other cast doesn’t really play their whole game around it for it to be that big of a deal. Rashid’s minus 2 mind games got nerfed after the patch any way and Urien’s minus 2 stuff isn’t too different from spaced Rog/Bipson scissors stuff that’s been in SF for a long time. Its minus 2 instead of plus, but the mind games are pretty similar like when ST Rog is sitting on super and making you block dash punches. Things like whiffing dash upper while you’re crouching and then throwing you is part of those “unsafe” shenanigans also. You could have done something, but you’re probably not gonna be able to.
3rd Strike because of parry is full of situations where both players have to just kinda go on intuition to deal with the situation. Jumping, frame traps, pressure none of it is really black or white outside of whiff punishing or some type of super based trap. If you jump all day you’ll eventually start taking multi hit anti airs that you wont be able to parry consistently, but its not just black or white to jump and get AA’d. Ken’s MP, HP target combo is minus 2 on block IIRC but he can still force advantage after that, but also has to worry himself because that could get red parried.
In SFIV I hated that there was a lot of “fake” block strings where there are things that combo on hit, but not on block. Coming from older games its weird as in real old games most everything that combos auto frame traps and true block strings into plus frames. Even in 3S its usually if it combos there’s no real gap to press inbetween. In SFIV though the game is designed to let these loose strings frame trap people (at the expense of risking getting DP’d/ultra’d inbetween) and it carries on into V with more bait type gameplay in strings akin to 3d fighters.
None of that is similar at all. Rog has to space all that nonsense or he gets to eat it. Nobody is trying to space anything in SF5. Much less the ones going for the -2 shenanigans which is a lot more people than you’d think. Whiff dash upper is closer to Zeku’s run stop than it is Rashid lp mixer DP et al.
The 3S isn’t even similar and the SF4 isn’t even talking about the same situation.
Wtf rambly nonsense is this? DJ so old he is channeling his inner Cosby.
Look its a mix up that kind of an SF5 thing. We can pretend it isn’t, but its hilariously effective in this game for bizarre reasons. Probably all of that Skeigh wrote that nobody wants to address. Is SF5 buffoonery like doing meaty DPs dash forward were Ryu buffoonery in SF4. Except SF5 buffoonery is like bad gameplay that’s valid for…Rashid, Urien, Ed, Cammy, Necalli, Karin, Blanka, Sakura and probably a bunch others I’m forgetting at the moment.
it is what it is but its silly as all hell. Probably better than seeing somebody crouch tech and get a combo out of it. crouch tech, crouch tech, crouch tech XX rekkas. Welcome to SF4 Yang, the same input is your hit confirm, your defense AND up close pressure.