Even better.
Yes you can?
Uh…whiff cancel is KOF. You whiff a normal and buffer a special and the special still happens even if your normal whiffed.
That ain’t in SF
Not really.
One can wiff buffer at times and other times not.
Punk as an example will stand confirm Karin’s cr.mk because he’s being lazy. But he can crouch confirm it as well, he just needs to work harder/ focus more or get a pre confirm. Lots of players out there pre confirm though. It’s not hard to see. That’s why I thought tokido was getting hit confirms becaus when he hits st.mk it’s almost never a confirm on block, nor do I “usually” see him hitting the outstretched 1st or 2nd frame of a move.
I don’t think I have the ability to see the first or second frame of most moves though, but I can definitely see the startup of most moves once they have gone past 5-6 frames.
Oh I thought he meant whiff buffering but in Volt language.
I’m wrong then, good job Volt keep it up.
He cancels them and uses various other tricks and it’s not in this game. It’s in skullgirls where a cancel is literally pressing another button.
But here’s the thing, it’s still pretty powerful because he can do stagger lights and if he sees you stand for even one frame before his light hits, you get combod.
But it’s also only with certain characters that have longer cancel frames etc etc.
The point was that all cancels aren’t the same and neither areall hitconfirms with respect to ease. But ease shouldn’t be a factor anyways. Beside the problems that I already addressed, it’s the game is literally DESIGNED to have these things and with these things in mind. If something is organic that’s different. If it’s by design, that’s different.
I have more disdain for characters that are designed to be shitty than ones that simply are shitty because they weren’t balanced correctly.
In one instance you have bad programmers that designed something that they thought should logical,y be able to win. On the other hand they designed something purposefully not to be able to win.
I doubt you’d ever confirm st.mk as Akuma from close range since you can two hit confirm it anyway. Most likely Tokidos choice is based around where he’s standing rather than what’s actually happening on screen.
Sorry I don’t speak frosty. Akhos is the frosty whisperer I suppose. Perhaps I’ll submit all further Frost related queries through him.
Or maybe I’ll just continue not caring and go on about my day.
I don’t think you can 2 hit confirm from Akumas st.mk because all his 4 frame moves wouldn’t reach if he did it from near max range.
Edit…you did say close range though. But I don’t think I ever really see him doing it from close range
I mean that his go to up close is likely cr.mp then st.mk. St.mk raw will be just for whiff punishment.
I’m not trying to make a dumb man educated, just trying to make a dumb man self aware.
That post also had nothing to do with our discussion, I was talking to Volt.
I 1HC Kage’s demon once. I was mashing but it was a confirm.
For what it’s worth, here’s me talking about season 4 ken
That video mentioned Xrd, a game that is beautifully designed defensively even in the wake of it’s oppressive rushdown environment. It should serve as a prime example of what Capcom should be striving for. SF5 is a mauling fest. Is that necessarily a bad thing? Depends on who you ask. Some people say it doesn’t play to the true essence of SF. Some people don’t give a fuck. The point is that if you’re going to centralize such a high octane offense, for the love of God, give players more tools to survive.
Wait a minute this is a ruse, all he did wascopy and paste his last episode literally with some other stuff kek :^) get those clicks
You can hit confirm from links. Cammy does it in CvS2, Ken/Zeku/Cammy and a couple others can do it in 5.
So I’m playing the story of MKX for the first time while reading these comments on hit confirms…
The defensive options that sf5 needs aren’t the ones that people would ask for though. People want more up close defensive options to balance out getting mauled upclose. But instead they should be asking for more defensive options to keep their opponents from getting that close in the first place. Things like pokes with more range so you can keep people out of crossup range. Things like way better AA’s etc. the game has lots of “non programmed” defensive options like walking backwards out of pressure, jabbing stagger pressure, backdashing out of danger range, v reversal, half the characters cr.mk in the game not being cancelable etc.
The game plays the way it plays because it is generally exactly what capcom wanted with this game.
I on,y say generally because they still have the overall balancing thing as something they really haven’t fully figured out yet.
Lost a match because my slide was negative on hit…
Literally why…
Fair enough. The ones you listed are more subtle and along the lines of the Street Fighter series. Will Capcom be giving that to us though? Probably not. If there were, we would have had that by now. Granted, there is still Season 4 that we haven’t heard about yet and God knows when we will.