He’s in the CPT Shadowrealm like PR Rog was. Good, but not good enough to earn regular CPT points.
Luckily they nerfed it by Ultra so you couldn’t do it jumping backwards anymore.
Really though I only think limb type characters that have slow janky movement or T.Hawk should have safeish/spammable dive stuff. Characters with crazy movement having safe dives is just meh.
Thread moves too fast for 5k to close anymore. We’d be closing at 5K every 2 weeks otherwise. Plus lack of news means more reason to shit post more until then.
The plan now is just to open a new thread sometime before 10k posts.
Nature of the beast I think. You set a goal then work towards it, enjoy the satisfaction for a bit, then set a new one.
I always told myself I’d be happy with myself if I could just get to Gold. Now I know I can get to Plat so I need to keep working on that. And I’m sure some time after that I’ll set my eyes on Diamond.
Yes to divekicks. Lacking any form of altering your jump arc and having only one not only is boring as hell, but also settles the character as mid tier.
All current TTs have multiple air options. On retrospective, I think only Guile and Balrog have lacked one and compensated easily with some other fun options on the ground.
Gimme the mistakes, a “flawless” game will rot in the dumpster after playing it for 5 minutes.
It only makes a character “mid-tier” when the effect is so significant.
In SF4 and SFV jumpin are rewarded extremely heavily, so anything that makes AA less of a straight punish situation has an extreme reward (regardless of its risk).
ST: Cammy, Chun
Alpha2: Rose
Alpha3: Cammy,Rose,Juni
CvS2: Mai,Rugal,Cammy (sometimes swap Mai for Athena)
MvC2: (Yes I played that for a while) Psylock,Cammy,CapCom
KoF98: Ralf, Leona, Rugal, Mai, Athena, Terry
SFIV: Cammy, Rose, with some Poison in USFIV
SFxT: Cammy, Chun
SFV: Cammy, Falke, some Menat
Tekken: Yoshimitsu, Jun Kazama
Anime Terretory
BB: Lambda, Es, Nu /Casualy for fun: Nine, Mu, Makoto, Litchi
GG: Potemkin, Elphelt
UNI: Yuzuriha
BBCTB: Nine,Nu, Hyde, Es
Hmmm, I would say CVS2 and SF4 are the only SF/SFish games I know of with super stiff neutral where there are a lot of matchups where people almost never jump. I think its more so due to how the hit boxes operate in those games (everyone having normals longer than they are average in their other games) and the jumps not being as shallow for some characters as they are in other games.
Either way in IV a jump in easily leads into combos so there’s some characters like Cammy with shallow jumps where you’re going to be dealing with the SFV problem any way. Then there’s shit like El Fuerte and Seth.
Like in SF2/Alpha shotos actually are pretty stubby outside of c.MK and Guile is rather stubby outside of c.MK and sobat. On top of that the jumps in SF2 and Alpha are really shallow so no matter how great you are anti airing, you’re going to have to take jumps sometimes or at least block them sometimes regardless.
Even though this is supposed to be a pretty grounded matchup they both know they have shallow jumps to jump the gun on and win faster with. Sometimes Ryu vs Sagat they want to get things done faster. Even both go for air to air at one point.
This also shows why it’s important to bunny hop air to air sometimes and not just sit on the ground.
ST Gief is a character where you don’t want to test your grounded AAs all day because his jump LK is super shallow and long and if you block it you’re probably taking an SPD, sweep or a lariat that will lead to an SPD. This is a well known top Ryu going for a very mobile aerial gameplan and using a couple air to airs to keep from having to deal with only playing the grounded AA plan vs a character where it gets bad if you screw up.
In the Alpha games the jumps are similarly shallow so there’s a lot of jumping and bunny hopping regardless (especially with air blocking). Just the hit and block stun isn’t as heavy on jump ins, so it’s not as big of a deal as it is in later SF games.