Looks like you’ll have to put fireballs on the screen regardless. They do chip damage and allow the only real poke that he can’t use buttons against. Tokido loses 2 matches in a row taking zonks on fireballs and getting outdamaged, but he would have died even worse if he didn’t throw the fireballs.
The first round of the first match he was taking zonks on fireballs but eventually landed a few and was content with that. Mainly because Akuma taking damage just means he’s getting closer to trigger and as long as you can survive some stray hits to get to the trigger, that’s good enough to win. He was about to win but dropped a combo that would have stunned and then Birdie won that round. Otherwise could have been 1 up
The goal or where you win the fastest is just to find that way to get in and start meatying and setplaying him. Obviously you dont have as many neutral crash moves or set play as strong as Ibuki so you’ll have to tread a bit more to get to that point. Birdie also has good options vs Akuma’s neutral crash stuff so it’s tough to do that yourself. Seems like just staying the course with the fireballs until you can land a jump in or counter hit with a s.HP or c.HP seems the way to go.
You right, saw some gameplay where people were afraid to be anywhere near Falke after being hit by Schneide.
It just feels weird waking up with a jab when you’re a space control character, like it feels taboo or something. Have to get used to the gameplan.
They’re the ones that do it the most. If you’ve ever fought a sim player then you know they are mashing on their plus 3 on block jabs the instant you stop frame trapping them or are too slow to start your block pressure or meaty. Menat has a 3 frame start up plus one on block jab that she’s killing if your pressure stops at all also. They also both have good throw ranges so they can defenively throw you from ranges that other characters get shimmied trying to do.
Falke you get a nice hybrid of everything where you get an ex dp, plus lights that push the opponent out and a defensive grab with solid range to make it tougher to shimmy her. Guile is the only one that probably deviates from that since sonic booms take up so much shit on the screen that it’d be a bit stupid to also deal with mash lights and ranged grab
It’s the downplay. Everyone knows she’s s tier. They just don’t want to see her buffed then everyone will just come out of the woodworks and say she needs nerfs. It’s gona happen watch.
I think Falke can be very good in a better netcode/tournament setting.
I think Falke can be very good at the higher levels where a general gameplan exists.
For the majority of players playing the game, this means she’s terrible.
I began the day by beating a Master ranked Cammy, before losing to a good Akuma and Dhalsim, deranking, and losing to an Ultra Gold FANG who simply kept me out with fireballs, backing up to the corner and pinning me with his blockstrings, forcing me to block for half an hour. When in the corner he switched positions with that slide or that EX charge and rinse and repeat. Having no invincible reversal or 3-framer sucks.
I feel like a (more) retarded, discount version of Twinblades. I’d like to get good at this game, but after more than two years I still suck. I can’t seem to get over the fact that the game shoehorns me to play a certain way, regardless of what character. The lack of leeway in regard to how to utilize a character is frustrating me. I try to deviate from pattern play, only to be guided back to the ‘proper’ way of playing by a series of Crush Counters punishing me for my adventurous ways. Well, SFV has successfully stifled my creativity; I have finally made peace with the fact that the game lacks sophistication and depth. If SFIV was like chess, SFV is like a down-syndrome kid with a toy car in each hand, smashing them against each other over and over.
I think Falke’s simple inputs and relatively easy execution help her online. You still have to react to jump ins and dashes and stuff but it’s a lot easier to just hit a button instead of inputting an srk motion. st. mk to two buttons to stop dashes, not that tough.
Nah, I stopped for a little while until Blanka was released. Now I’m taking a break from Blanka and I’m switching it up with Guile and Gief. I was referring to the latter in my earlier post. I always play a certain character for a while before I switch, keeps the game fresh for me. However, now I’m beginning to find myself bored by all three of my characters.
Probably we played SF4 too much and too in depth with it to fully embracing SFV, the latter is a whole different beast. It’s even funny at high level, but the inconsistency feeling or playing with Yolo boyz can throw that fun out of the window real quick. The system with all different game tool mechanic helps some characters and leave the others in full poverty. I start thinking the only way to get used to is playing more as possible and trying to don’t think on losses too much, because doing that can drive a thinking kind of player completely nuts. You’re right about the game forcing you to play in a certain way, but there’s nothing to do about it. Take a break when you’re in a bad streak, that helps me a lot. When you calm down and realize it’s just a game everything it’s going to get better.
This version of Blanka is awful,definitely can’t help you enjoying the game. From my standpoint of someone who fought Blankas all life, I still can’t understand what is his game plan in SFV. When I saw his jump arc I knew he’s fucked. Thinking about him and Sakura maybe is better not getting Makoto for me this time, I would really pissed with Capcom genius ideas.
Beating the guy was a fluke. I don’t play him much, but when I do he normally hands me my ass. Plus, I played him in casuals, not even a ranked match.
If you’re Super Diamond you’re definitely better than me, there’s no way around that. I somehow managed to screw up so badly that I deranked from Ultra Plat to regular Plat. I know rank doesn’t mean everything, but you don’t get to Super Diamond by being a scrub.