You can get that rush again. It only requires you use one of the many ways to play said older Street Fighters.
I knew someone would say this lol I’ll just go to bed.
I mean, what did you want anyone to say? You want to feel what you felt for older games, we have more ways than ever to play them. This isn’t the 90s. There’s ALWAYS a way to play a SF game you actually like right at your fingertips.
Maybe after the VT dp knockdown, but I don’t see that used that much. The VT Zankus are hard until you rely on your resources to bypass them, sometimes Akuma wants that.
I may be playing this game wrong…but Akuma having 6-4 against Ruy, Chun, Karin, Gief and beating Rog, Urien and Abigail?
Rage results:
Tokido beat both Dogura and Nemo, lost to MOV’s Chun, went 1-2 against Bonchan’s Karin, beat StormKubo one game, but lost 3 times to Itabashi’s Abigail.
Having a 6-4 doesn’t mean that your opppnent can never beat you, especially in short sets.
Also regular air fireball with Akuma is not that amazing but VT1 air fireballs are pretty damn hard to deal with for many characters. Also you have to think of his amazing jump normals, how oppressive the demon flips, Ex demon Flip AND air fireballs as well as air fireballs from demon flip in VT1.
Akuma just neutral jumping in front of you in the mid range is a threat when he is in VT1.
SF sticks around because it’s SF. People gonna play SF whether it has parries and its random or its super fundamental and has Rufus and Yun dive kicking their asses off and Fuerte forcing you to jump just to get grabbed. You can always pop in an older SF game to play with the 10 people online in that, but fighting games are a business and people play what the newest one is.
Oh FFS.
Yeah Akuma played 5D underwater chess on you by wasting his resources to make you use resources to get out of a bad situation.
Doesn’t change the fact that Zeku has wide arrange of tools compared to a lot of the cast. FOH with that Cammy is an easier match, maybe if cammy isn’t willing to just walk forward and hit st.mk that you don’t have an answer for.
they need to make LK koku combo naturally from st.lk or make cr.mk special cancelable.
Make life right, capcom.
Daigo specifically made it look really rough because he was producing the booms in a pattern where there was no way you were going to be able to use any of Y.Zeku’s anti projectile options on reaction without whiffing in front of his face or getting blocked. Like theoretically hozanto could go under VT1 booms, but VT1 booms when placed right are nearly rainbow edition levels of dumb to get through even if you have something really good for it like Rashid’s EX eagle spike. There’s plenty of ways to set up the booms so that you’re not getting through in an advantageous position.
Vs an average Guile you probably can pick some good spots, but like top level Guile he doesn’t have anything EX eagle spike strong to just sail through the booms. Most of the hozantos that Japanese Zeku tried whiffed in front of Daigo’s face so that he could get a whiff punish or got blocked and get block punish. Hence having to resort to blocking a lot and getting boom trapped in corner.
Hozanto is the main meterless way to evade zoning, but even EX Slide can do the trick, also the meterless one from far distance. Guile need to use VT1 on block or very close, from there Zeku can’t use his anti-fireballs moves in time. Guile command normals are what I can find hard to manage, more than his zoning
Air grab isn’t consistent his height restriction for air fireball is low so it’s only possible when you jump into it as he’s rising, your average timing will eat the fireball
That’s why you have to use Old Zeku the most here, he has the tools to keep Cammy at the bay with them. Zeku have to play at lk koku/cr.mp distance against her, she can’t really walk st.mk to death. To avoid that she’s gonna jump,lk Teki works, even st.mk against dives directed on your chest. Cammy is easier than Akuma to deal with, not in general, but none of them are good)advantage mu’s.
I think the big issue here is that fireballs in SFV are usually trash, so when I jump over a badly places Hadoken, I know I’m getting a free jump in. Guile doesn’t have to have stellar fireball game to still create tension when it comes to navigating the neutral. I know in my mind Guile’s zoning is stronger than [insert character] but I still have those anti zoning tendencies that only work on characters with weak zoning.
You forgot about them buffing Alex’s lariat.
nerf alex!!!
So I’m messing around with the Menat fortune reading nonsense.
This feels like it’d be much better if you could realistically get fight money. You “could” get colors but instead it loads you up with a bunch of trash for survival. I already don’t want to play that mode and giving me all this nonsense won’t change my mind either.
All of the EX colors you can only get through Menat fortune reading, right? Sigh, kinda hate it when companies do this. Specially in fighting games. Alternate colors are just such a simple Quality of Life thing that making it a pain in the ass to get them is dumb. You already don’t get to personalize your characters all that much in SF. But hey lets make the little bit you do get as silly as possible to get.
Need to get a job at capcom so I can prevent this type of nonsense.
Double post because I’m sad:
I had a Zeku set up where I could get the elbow to hit the front on standing opponents ( flip would land on top of the opponent and not cross up). Can’t remember what it was and/or they made some changes to his flip so it doesn’t happen anymore.
I’m pretty sad, fam.
Humanbomb preparing for EVO 2018
If anybody has a safejump from Cody’s CC sweep xx VTC from a far hit @ me