Damn right I am.
Low tier for life. Medical orders. Top tiers have very high cooties levels and I am deadly allergic to cooties.
So here’s for Falke not becoming top tier in S4.
Damn right I am.
Low tier for life. Medical orders. Top tiers have very high cooties levels and I am deadly allergic to cooties.
So here’s for Falke not becoming top tier in S4.
Unless they give Falke serious rushdown abilities and comeback potential she’s never going to be top tier simply for her limited versatility. Most top tiers can play whatever they want whenever they want – if Falke needs to catch up from a 50% life deficit you might as well just kill yourself to avoid giving your opponent too much meter for the next round.
50 percent life deficit is doable with Falke unless you’re fighting top tier zoner like Guile or Menat. Tough, but doable for the most part. Long as I can land one s.HP to EX KK or if you have super hit confirm into super and I’m back in there.
You don’t wanna lose 50 percent vs Guile or Menat since you might not get back in until you die and their far range is more oppressive than yours, but everyone else I just need a medium or heavy to land and I’m back in.
Aegis Reflector being invincible frame 1 was a mistake.
Yeah, I realized after that match that I was playing real dumb those later rounds not throwing HP Shots, forcing him to change strategies or jump in.
Learning to change up my game plan during a set is definitely a weakness of mine.
I believe what may be happening is my adrenaline is pumping so much and I can’t seem to reflect and think things through logically… Either that or I’m a retard. Anyways, that’s also something I need to work on. Thanks again Jin.
Yeah but it’s always going to be a legit comeback à la Daigo vs. Problem X, not a classic SFV ‘pop V-Trigger and go ham’ X-Factor, so you really have to earn it.
Damn they ruined Julia by turning her into a moe streamer. I am guessing she is going to be a mix of Julia and Jaycee movesets, meh.
So this is were everyone went.
I just found a graveyard as I logged in.
Yeah it’s more work but doable. At 50 percent health I got trigger any ways so that means her offense is temporarily legit with frame traps and white chip build. If I land something during that I’m back in. Especially if it’s a double trigger shot combo as that raises their stun up like 50 percent or more easy
The hell are you talking about?
At this point, you lame it up to 11 to force them to burn bar to knock you out and if they start getting angry and tilted from it, steal the round from them.
Defense is really good in this game and also really bad. It depends on what kind of defense you are talking about. Movement based defense is good… the stages are huge and backdash to get away is quite decent if you aren’t already point blank.
Neutral active defense is bad. It’s one of the worst defenses it has ever been, dashing in is good when decently close already, same with jumping. Sticking out moves pre emptively to beat these things can be very bad which is why and where fuzzy walking comes in and becomes a bit too powerful.
Up close passive defense is really good because of fuzzy backwalk. You can literally just walk backwards and fuzzy crouch out of most low/throw mixups in the game and to beat it the offensive player has to really mixup their low timings or take big risks through long forward walks or re engage with dashes… unfortunately that also doesn’t work too well unless you have a safe on block special to cancel into or can 1 hit confirm your cr.mk
Re engaging with walk up cr.lk,cr.lp confirm is the theory fighter cool kids offense but it is rarely used and requires a decent forward walk plus major conditioning against the opponent to not press a button.
Defense to air attacks tends to be bad because of multiple numerous ways to attack from the air from different angles and timings.
So basically defense sucks in neutral and is very good upclose so the game is all about people getting into each other’s faces all day but not being able to do much about it.
These things are of course being compared to previous games where if your opponent got close to you inside throw range with frame advantage, more often then not they were going to come away with a combo or throw damage, not just some silly white chip blockstring.
I think that only works against grapplers and not even all of them.
Edit: and Cammy.
That doesn’t invalidate the fact that this game has less defensive options than like every prior SF game
Defence is bad in this game
We should go back to the defensiv Options of SFIV.
Focus Backdash everything, thats real SF kids.
The best defense is a good offense. Having said that, give me better V-Reversals across the board, and give me 2 per character (Attack/Evade). Perfection is within reach!
At first I thought Aegis having one frame of invince was some kinda homage to wake up EX Aegis in 3S, but then I realized in SFV they just randomly picked certain triggers to have 1 frame of invince on start up. Just works out that giving one frame invince to Aegis makes it pretty wacky compared to say Juri’s VT1 having one frame invince which is mostly useless
Would like to know how they decide which triggers get that one frame of invince.
19: 30
As long as you get that down it becomes a pain to open people up. I’ve been doing it for about a year now, it’s far from foolproof but there’s hardly a situation where I feel like I’ve got no defensive options. If someone starts to key in on the fuzzy walk I can simply start to jab them or delay tech. Defense is pretty easy against non command grabbers.
The cr.mk that he uses in the vid also generally doesn’t tend to work or loses to immediate cr.lp, plus needs a commitment to an unsafe special or 1 hit confirm and still isn’t super powerful.
Learn it, love it, abuse it.
And that’s just the most obvious application of it. You can add in more shit on defense as you see fit. One of my favorite defensive patterns is fuzzy walk back for 2-3 frames then jab. The jab is delayed and hits the big walks and blocks the slow walks… it’s pretty good and can be mixed up with all kinds of on the spot fuzzies.
Pinned down a huge problem of mine in this game. I can’t tech throws consistently… most of the time that I get blown up on defense is because I flinched throw or attempted to break a shimmy.
Is there some tip to late teching in sf5. It’s been what 3 years and I still mash throw preemptively when someone walks up on me.
This is basically what I’m trying to say but nobody writes two page papers on SFV like Dime.
(I don’t know how to quote multiple people so sorry for the double post.)
You say this as if offense and neutral aren’t watered down as well. Having less defensive options than previous games doesn’t really matter since the offense/oki/neutral/etc is objectively weaker too. It’s apples and oranges.
That aside, what exactly would you add to make defense stronger? I’d rather we not go back to option selects/crouch tech, and invincible backdashes are the worst idea to ever see the light of day in fighting games. Ryu and company had meterless DP’s in Season 1 and everyone whined about it.