Ah! How could I forget Cammy, I main her too lol. MP Cannon Spike is pretty good for anti-air into a tag out, but if you can combo like a meaty cr.MK into HKCS then I’m usually okay too. The thing about Cammy though is that a lot of her buttons are pretty good so sometimes I find it easier just to wait for a jab into chain exchange. Reversal CS can be stuffed though, although it’s usually the character coming in that will take the punish.
I think some are disappointed with SFxT because it was expected to be a kind of a “Street Fighter 5”. After playing SF4 all the years fans were just looking for the next SF game. This is not that game. I hope this is not a things to come for SF5 either. I’ve had fun playing SF4 and Tekken for years. Im the type of fan this game was made for. But now honestly after playing a few weeks I’m not a fan of this game. I wanted to be though. Offline is fun but gets boring after awhile. Online is terrible for so many reasons that all already know. The game has WAY too many flaws and bugs. First impression say a lot and right now I’m not impressed yet. I stress yet because hopefully things will be addressed. But the more time passes the less interested im going to be in the game.
For the first time in years I have no desire to play a fighting game. So I’d like to thank Capcom for curing my Street Fighter addiction.
Capcom should name this game StreetFighter Jump-In Tekken.
??? i assume your a 3s player with that kind of logic. getting “punished” for jumping is getting hit out of the air. the situation that im talking about is getting punished for guessing wrong AFTER i jumped… AFTER. not during.
alone it isnt a big deal as in sf4 you needed to use half your meter to make that guess, and when you guessed wrong you werent on the inside with command grab/comboable overhead character. in this game you actually get 3 meters instead of 2, so that guess can come about much more. finally, if people dont want people to jump at them, how about AA’ing there opponent BEFORE they hit the ground? why get 2 chances to defend yourself? its scrubby. as it allows for imprecise spacing backed up by correct guessing.
in this case though you win WHETHER IT WORKED OR NOT. on hit you get a combo, on block you get tekken or command grab character pressure… a simple ass guess that only costs a meter. its dumb. more commitment needs to be applied for tactics of such strength.
seriously LOLing over the logic that dping someone AFTER they land is punishing a jumpin.
thats sf4-3s thinking at its worst.
-edit and it being SLIGHTLY unsafe on block isnt a huge deal, its still something that one can threaten with. and is dumb. plus not all characters dp xx switch is unsafe.
-dime
^ ure refering to blocked jump in attacks, seemingly self-mixing u up, due to fear of random reversal, mashing of lights, throws etc.
i know the feel lol. As my friends tell me, its my fault for putting myself in that postion (which is complete bullshit, i earned that pressure position, theres no reason i should have to self mind fuck myself because the other guy is gonna do “x”).
grounded approach (unless ure a shoto or rufus) seems like the best way to attack really, due to the uncanny number of escape options (thank you kazuya for having an answer to almost all of them )
Im hype for the game, but the scene is going to be small, even mike z has said so.
Whether he hit you out of the air or blocked and retaliated isn’t the issue. You put yourself in a bad position by jumping in. Don’t do that, or do it when you know you’re gonna hit him into 50% combo. At the fery least, make it ambiguous which side you’ll land so they won’t know in which direction to mash.
the bolded is where we disagree. im fine with disagreeing, same as im fine with this game being bad. doesnt change the fact that they are what they are.
my opponent blocking a jumpin shouldnt be me now in a bad position. it skews everything that makes streetfighter good. no longer do you need t worry about having god reactions and/or spacing. jus put yourself at a bad spacing AA the jumpin if you can and if not just dp after you block into switch.
if i want to avoid that i ave to not jump and that means that i have to play a weak player at less of an advantage. why shouldnt i be able to expose a fundamental flaw in my opponents spacing/strategy? allowing yourself to block jumpins should be the last thing on any good players mind. and they shouldnt be rewarded for it.
-dime
LOL
<.< You know you can just jump in->back dash to bait those. You’re not losing anything (they were blocking anyways), and they can’t tag out on a whiff.
i agree. the blocking, mash dp mix up game is stronger here than sf4
[LIST]
[]faceroll-able lk, mk, hk~hk tag out juggles piss me off.
[]ultra juggles that are the same for virtually every character make me sad
[]Normal tag combos taking almost 10 seconds off the clock…
[]Ultra tag juggles taking 15 seconds to complete… wtf
[/LIST]
I didn’t think a combo engine could get scrubbier features than SF4. Boy did Capcom prove me wrong
oh lord what is this disaster of a post
Facerooll-able tage outs? Serious, they’re chains, the whole point is that you just go ABCD, that’s not anything new or inventive.
Ultra juggles the same for every character? You mean as opposed to just random hit confirms into Supers ala every Street Fighter game ever?
As for time, I don’t know why that’s a concern with the combo engine, combos are just really long.
Yeah, this is retarded, but I think a big part of the problem is jump ins not having enough blockstun. If you cross someone up, if they block, you typically can’t even do a low short without being dp’d. This is of course exacerbated by the fact that dp’s with a bar are in many cases safe, and do 50% damage. It’s really retarded. Why oh why can’t we go back to the simple old school situation of hit stun = block stun. I can’t think of any problem this used to cause in older games.
first of all (and this may sound weird) im a fan of yours… ive watched your games before to more figure some things and whatnot and i want to thank you for being one of the few good players that still posts consistently on srk.
MAN… i so agree with you about the block and hitstun differences…its really stupid.
but i believe its done to more make the games resemble 3s AND to make them more scrub firendly. case in point even good players get there stuff blocked. but baddies can reversal things that would be combos on hit…on block. thats stupid (point being that even baddies can make guesses based on obvious 50/50’s but are much worse at mixing up neutral game)… i actually lost a tournie a day ago where my opponents primary strategy was to reversal through my unsafe on block but comboable on hit strings )i use ibuki… this was AE 2012.
was rather pissed cause even though i consistently outplayed my opponents positionally/footsies wise and tried baiting those reversals… they pretty much out played me in the one area of when to reversal through my blockstrings and when not to. iwas really salty. but its in the game and i have to adjust, but it was disgusting to lose to players that i would have damn near perfected were it not for that. i just need to adjust to those individuals, but it still forces me to play in a way i dont want to cause of unskilled BS. i mean all the free pressure i gave up on cause i was scared of reversals… GOD. that alone would have been enough for them to win, but the damage they got from the reversals made it worse.
but anyways thats just a long winded way to say:
i agree with you, block/hitstun should be uniform, it rewards knowledge and punishes unsafe play imho.
-dime
Ironically block/hitstun off jumpins wasn’t uniform even in SFII. In SFII hit-stun was much lower than block-stun (off jump ins). I always thought that sac-throwing was a dumb concept but it was also just something you had to adapt to.
i REALLY dont think thats correct. the old gief example is one that people use… but it doesnt hold up… maybe we could consult NKI’s ST frame data for answers but im pretty sure that the hit/blockstun was the same even on jumpins.
-dime
Yeah, ok, that’s right, and it was a bit of a weird thing to have in the game in that case as well… but at least in that case blockstun was longer than hitstun, not the other way around. Combos were still safe on block.