That is one of the reasons I love boost gems: there is no real right answer, within reason it is all personal preference. For instance deciding to give more fortitude gems to poison to cover a weakness or more onslaughts to play to her strengths depends on how comfortable you are and how you play her.
Likewise, if you think that having 3 gems light after a launcher, or have a setup that gets all to light up in a combo, directly benefits your playstyle (usuallly if you have strong combo damage and faith in your oki), go ahead. Rather, if you like 3 stronger gems that light over the course of the match to be around longer that works too.
Whatever you do, make sure your gameplan makes it very easy to have all three light up each round, they can only help.
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SameulVimes and Silph thank you for the replys
I will have to check out frame data as that looks real interesting. And thank you Silph for explaining zoning to me because normal I would just flee and completly forget actully control my rival.
To be truly safe, yes, one needs to be at 0 or +. Still, you will hear people say that certain attacks or block strings are safe, even though they are -2 or even more on block. The reason for this, is that there are only a limited attacks in the game that has less than 4 frames of startup, and the moves that do have 3 frames of startup, often does not have very good range, and attacks/block strings might very well be out of range for these to hit. Other block strings again, might be -5 or -7 and still be viewed as pretty safe, just because they push the opponent so far away that none of their moves will reach. There is, however, super moves that start up in 3 or less frames and have good range, so to determine if something is safe, you have to consider what character you are playing against and what tools that character have in their arsenal.
Oh right, Thanks for clearing that up. This will help my game so much now I know what I should be using. I had no idea so much of ninas specials were so unsafe. But… mabye I could fix it with push back. Thanks for your help everyone =]
Yep. Also keep in mind your opponent’s skill level. Just because a move is -3 against a Ken it will not always be dped since that takes mad reactions and opponents will not know the frame data of every move. Also playing online gives some leniency.
Basically, know what your safe moves are and use them to establish pressure, but you will need to use unsafe ones now and again to open up an opponent and go for damage.
Although the term originally means “Dragon Punch”, from Ryu and Ken’s Shoryuken moves, it now basically means the :dp: motion, in any move, in any game.
It can also refer to any move that sends the use straight up (or diagonally up), and acts as either an anti-air or a reversal (ask if you’re not sure what those terms mean either.) Examples are things like Guile’s Flash Kick, Hugo’s Back Breaker, or Julia’s upwards kick.
There is no real vortex in sfxt because you can roll. A vortex would leave you guessing in which direction to block on wakeup (in SF4 vortex characters are Ibuki&Akuma for example)
A “vortex” is a non-specific term applied to characters who have a mixup (usually a high-low or left-right mixup) which displays the following two essential features:
[LIST]
[]The mixup works well on characters as they wake up (i.e. gets up after a knockdown).
[]The mixup leads to another knockdown.
[/LIST]
This essentially allows the vortex character to keep performing mixups recursively until the opponent guesses right. For some characters with a variety of vortex options, like Akuma, this is an extremely effective and dangerous tactic.