Yeah. I have no idea why that’s still in, it just makes it even riskier to try to AA with DPs.
Well, the CC state off a DP is more to bait wake-up DPs, in my opinion.
I main Sagat and while I’d love to see the CC state taken away, I think it’s fair… It also helps me a lot when I play retarded Kens.
Years ago, one fortold the coming of the metered invincible dp versus, the non metered invincible dp getting taken away. His name was Dime_x
In his proclamations he waxed poetic about why the need was there and what it would spell for the future of the game. He was laughed at, told he was a big fool, not listened to, NO ONE LIKED HIS MESSAGES, but to no avail for as Dime sayeth, it hath come to pass.
DP cc is because of lower general meterless damage in sf5, and because there is a mechanic in the game called backroll that forces your opponent to attack you from negative frames on wakeup, and a mechanic called quickrise that makes it so that you can’t be safe jumped or ambiguously crossed up, and finally, almost no true blockstrings in the game. Given these things, it makes sense that invincible DP now requires meter and has a CC state tied to it.
Two of the best characters in the game… menat and dictator, don’t even have invincible ex reversals at all.
That would be awful for Falke, she gets Crush Counters by randomly throwing out fHP but she doesn’t get anything out of it unless you cancel it into V-Trigger and you’re also close enough. That would only be a nerf to a move that’s already very vulnerable to jump-ins.
man to think you used to consider lk release at +1 ob enough
Actual Sim player here. Will answer any question you have.
Xup teleport from Yoga fire only really works if you already got hit out of the air with a Yoga Fire and the Sim throws another one before you wake up, or if you get shut down by VT2, or hit by EX flame and the Sim guesses whether you back or quick rise and they throw Mp or Hp fire.
You can just jump back and attack to beat a raw fireball Xup TP attempt. You’ll avoid the fireball and hit Sim as he TP’s, but the Sim can do a KKK teleport to avoid your counterattack and possibly punish. It’s generally not a good option for Sim because of Yoga fire long startup and recovery, plus he’s wide open horizontally. You can also walk backwards or forwards depending on screen or fireball used.
Yup thats what I thought. The player in question uses it a lot in neutral against zoners. The wake up one can be ambiguous, but the neutral I think is gimmicky.
While I’ve got you then! After a yoga flame block string, which flame are you using? I think it’s my turn, I just can’t be sure which flame.
i’m pretty sure cr.lp frametraps into st lk ~ stlk into m ruffian kick/ex zonk.
Survival is still skewed. 1000 FM for each continue is too much. It’s hard to say beforehand when the CPU opponent will be out for YOUR blood, so using battle items proactively can lead to a lot of them going right out the window.
The exclusive costumes will probably be available for normal purchase next year. The CPT costumes were supposedly a one-time offer too back in 2016.
If he uses Yoga fire a lot in neutral, you’re not deterring him for using it. You can react with ex.fireball or a fast horizontal move depending on distance. You play Ryu and Sagat? If you can keep up a good fireball rhythm, you can deter the Sim from throwing fire altogether. But beware of getting countered with st.hp, float, TP, sweep. Fireballs are a good option against Sim because he has to respect them. Sim can’t throw fireballs out if yours is on screen and if he is throwing them out in midrange, you can punish with ex.fireball, hk.tatsu, ex.knee, dash to punish or pressure, super, etc. Yoga fire is 15F startup and 43 or 45F of recovery. It’s pretty risky to throw out.
Lp.Flame is -3, Mp.flame is -2, and Hp.flame is +3. It’s definitely your turn after you block Lp or Mp flame. Use that opportunity to stagger pressure by jab or mp walk forward-pressure-shimmy-throw. Blocked flame can also be a free VT cancel from a normal.
Throwing a fireball after a blocked flame works pretty well too because Sim’s will space the flames out to where normal’s won’t reach so that they can float or TP away. A fireball shuts those options down.
Sim will cancel Lp.flame from lights and cr.mk because cr.mk only combos with Lp.flame. Mediums and heavies will end in Mp.flame. A lot of Sim’s will cancel into Hp.flame from a blocked B.Mp because B.mp on CH combos into Hp.flame. There is a large gap when using Hp.flame. It can be contested.
Ey my friend got DBF during this sale and I sent him to your videos to learn up. You better teach him good so I have someone to play against! >:^(
I truly hate the way guile projectiles ignores all the games rules, quick recovery and fast start up while being plus on block.
Ryu? Nope Sakura? Nope Urien? Nope Ed, Ken, Sim? Nope
The game tells you how hard the CPU will be for the next fight now, when you see CPU 7 or CPU 8 you’ll know it can get ugly. It’s still kind of a crapshoot though, I agree.
did u tell your freidn to smash that like button and subscribe? I dont know if I can help him withoout that…
no thank you friend I ain’t one for charity.
Not even as an early Christmas gift?
There definitely seems to be a unique CPU lvl.8 difficulty that is lurking in survival mode. It boggles the mind how ludicrous it can get. Another real annoyance with survival is the obligatory confirming of yes or no to using battle items and supplements. In extreme you’re asked to confirm literally 100 times.
The strat with survival mode is whenever you see CPU level 6 and above load up on powers ups… You gotta fight cheese with cheese fam…
Just abuse cross-ups over and over again, the CPU can’t deal with them properly. They’ll usually anti-air, the anti-air will miss and you get a free combo. Even better if you can “loop” cross-ups after a knockdown (like Juri can bhk, HP DP and repeat until win) or as close as you can get to it.
Unless you’re Balrog then you kinda gotta abuse power-ups and hope the CPU isn’t being a POS
If you get level 6 or higher, just add a defense buff or two and repeat the strategy until it works. Got me through every character’s difficulty just about, only 10 left on Extreme