You don’t wanna know my track record vs Dyni. LMAO
I do very well vs him.
You don’t wanna know my track record vs Dyni. LMAO
I do very well vs him.
pls tell so I can make fun of him
But i do think its a player vs player thing. I think the only time we played Chun vs Rog for an extended period, it went 13-3 for me. But that was a while ago, we talk on a regular basis.
so that’s why he thinks Chun is secretly top tier
He doesn’t move a lot, so i abuse F.HK very much vs him. So i can space it to be plus and Chun have some hurtbox quirks that makes his go to block strings whiff.
Dyni been playing BB TAG a lot recently, he told me he played in a tourny recently and got second to a Cammy iirc
If you can keep Rog far enough back on the screen there’s a shot you can get some stores, but once he gets some EX meter good luck storing LK fireball with any regularity. He can v skill forward while holding charge to make it risky for you to store and one clean hit is all he needs to send you flying into the corner where you won’t get any stores for a while.
Chun’s neutral is really good vs Rog. That’s the only matchup i like playing vs Rog. Only other character I have used that does decent vs Rog is Ibuki, but it’s pretty much just a who gets bullshit started first match. Ibuki vs Laura is similar.
yeah that’s the tourney I was talking about, he was really anxious and kept whining all the time about how bad he is and how he should have just gone home then ended up second
Sakura vs Balrog is bad for your heart. I don’t even think Sakura loses the matchup, it’s just stressful.
So regular Dyni then ? LMAO
He always seems like that tbh, well, most of the time.
man why the FUCK do backdashes make you air reset 2f into their animation, my character literally can’t trap wirhout you being able to air reset out of everything whats the fucking point
People complained that there’s no more invincible back dashes so it’s the best they could keep around for defensive options. People like defensive options
invincible backdashes don’t give you max damage punishes for being flipped out of a blockstring bit of a fucking difference isn’t there
The only thing I would change about backdash is the CC state, it’s silly.
I do decently against that guy.
Not really sure why - maybe Akuma beats her, maybe there is a lot of lag (as is with most Italians), or he is just trying to learn by not using all of her tools.
Hmmm, I never was a big fan of them in SF regardless. Think it’s stupid to have meterless, invincible backdashes in a grounded fighting game. Makes more sense for heavy movement anime games and such where some characters have that as near their only way out other than a burst or alpha counter. Rose being able to comebine her OD backdash with focus backdashing lets her scurry out of so much shit for no reason. Sure if you’re close enough you can type in the correct OS to help lock her down, but that’s stupid to have to go through just to stop a backdash.
In 3rd Strike a lot of characters had special moves that made them frame one airborne so you can do similar shenanigans to escape meaty pressure. Ibuki had at least like 3 moves that could do that.
I think it’s just one of those things where the better characters can punish it better. Ibuki and Cammy have low risk s.HK whiff CC’s that cause juggle state if they smell a backdash. If you have VTC then fishing with sweep into VTC becomes an option also. Get a HKD safe jump set up if they get CC’d and safely activate otherwise. Akuma has plenty of ways to make you die for trying to scoot out of sequences with backdashes. Don’t bother backdashing vs Abigail unless you know exactly what he’s going to do.
Not like anyone complains that Vega’s V Reversal can give him magic punishes for stuff. Backdashes can scoot you out of stuff, but generally against the better characters that counter hit state you’re in puts you in hella trouble otherwise. Fang player isn’t going to backdash vs Cammy or Rog and be like “hehehe, Cammy and Rog are so limited once I unleash my backdash on their meaties”. Cammy and Rog know they’re going to get another shot and it’ll probably come with a crush counter or HKD sweep.
Funny enough I think the CC state is necessary to keep them from getting out of hand. Without that CC state it’s halfway back to SFIV.
Real cc state or airborne one?
CC state really isn’t the right term to use. It’s more so that the backdashes like DPs put you in a counter hit state. You’re obviously going to be airborne CC state if you get hit for the most part due to the dash.
Just a matter of whether people prefer a completely grounded, less grounded or mostly airborne backdash like the one that’s in. I think for enough characters the way it is is a good middle ground. Airborne state appeases the “not enuff defensive opchuns” people and as long as you’re playing a good enough character you have the tools to make the counter state on the backdash risky.
As you know backdash were there in 3s without any kind of invincibility, the problem in SFV is the CH state. Maybe a way to limit air reset situations? Maybe.
Air reset stuff is common in SF games. It’s not new to V or anything. Don’t really think it’s a problem overall and Capcom isn’t meticulous enough with balancing to bother with it either way.
Yes, that is what i was thinking.
Better punishes than now, but not a full cc punishes.
Eventhubs guy suggests that only 1st frame of a normal should cause cc