Never mind that it’s harder than offense sometimes.
Here’s a tip…uhhhh… try THROWING? It’s a new invention that maybe you’ve heard of. Or try overheads.
Never mind that it’s harder than offense sometimes.
Here’s a tip…uhhhh… try THROWING? It’s a new invention that maybe you’ve heard of. Or try overheads.
What Sairou Kyoshu said.
That’s why they invented throws.
Oh wow really? I hadn’t thought about that in my YEARS of playing competitive fighters. OH WHAT? They can tech?! Make it unpredictable?! WHAT?! You people and your common sense tactics.
The topic here isn’t my skill or lack there of, it’s reasons for why people play the way they do. The reasons I give for others playing differently than I are legitimate, to me anyway. Hence them being my reasons. I can understand if it’s way over your head though. Really, it’s ok.
Would you happen to know some dude they call Saisyu Kusanagi?
But in all seriousness. this game caters to the turtles in the way that they can tech any non-command throw through the use of option selects and quick reflexes. So it’s not really that great of an option but it is a good one.
You are just hemorraging salt. I guess all the EC Eddie Lee-disciple turtle players are unskilled cheaters.
This thread is good and dandy and all but I play Honda… How is having a strong defense being lazy?
I completely agree with you bro I also feel that everyone turtles and plays keepaway at some points of their game. I still feel as though I’m a beginner but I find it hard to believe that some people get mad at you for not just attacking them blindly, but some of the hatemail I’ve received in the past is basically “why didn’t you let me hit you scrub/Keep running away!!! baby back bitch” and the sort. It honestly makes me chuckle and I truly believe if your a better overall player you can exploit their weaknesses and win just my 2 cents though… :looney:
Playing keep away and footsies is a great tool especially when you know the enemy will leave themselves open because of it. It may seem stupid to some people but if people fall for your trap its their own fault for falling prey to all. My issue is when I should go after people and when I should use my footsies against people that are experienced enough to know how to handle good footsies. It really amazes me just how often properly timed footsies can help when I watch replays of what other people are doing even if it is done once or twice in the match. I even got a few rage quits because I was so patient that people pulled before I could finish them off, I guess they expected me to poke into their ultra just like I see in many of the replays I see online.
haha.
he dp my jump-in. he’s a noob.
he doesn’t dp my jump-in. he’s a noob.
I disagree, I typically play an aggressive style but against certain players I know, or if the guy I’m playing shows a lack of patience I’ll play the distance intentionally, wait for it, just to annoy them and get them out of their game. I use it as a rope-a-dope sometimes and, admittedly, there have been fights where I’m forced into a defensive posture waiting for my opening, but that’s sort of the point isn’t it? If the other guy is showing a lot of offense, especially in 4 (Super or Vanilla), the trades usually aren’t worth it but if I play the patience game for, oh 5 seconds, I get a ton of openings to exploit.
To be fair, the only people who actually complain and/or send messages about it are the types of players who rub out wakeup fierce dp’s and super cancel combos without paying attention to what I’m actually doing most of the time; most of them just want someone who won’t block ever or hit back.
It does depend a lot on the character a Guile really doesn’t want to rush in as his style makes for more of a baiting game whereas a character like Rufus or Ibuki for example would be fairly foolish to sit back and not make use of the good rushing/mixup game they both have. I sometimes go for the turtle option in a first round to see what an opponent will do and how they play, if a player if trying to jump in a lot of the time i know he/she wants to play an aggressive rushing game and can therefore react to that and change my tactic and usually give the other player a shock in the next round. If you only have one style of play your going to get beat a lot of the time because people will learn this and find ways to punish your style.
Rushing down isn’t easy, it’s probably harder than turtling execution-wise, but great zoning or turtling takes nerves of steel, and I think that’s a very underrated talent. To resist the temptation of jumping in over that fireball, to be able to make zero mistakes, to be able to dictate the whole match over even just a slight lead and make your opponent lose his cool.
Can we talk about how the entire SF4 engine caters to running away / turtling? I mean you have impossibly large reversal windows, stages that literally seem to never end, a slower pace to the game to accomodate easier hit confirming for those crazy combo fanatics… you punish poking and spacing because of focus and backdash, meaty attacks are all but useless on half of the cast, I mean there’s a reason why in SF4 you see so much turtling and running away.
Now some characters are designed to be great turtles and to frustrate you into making mistakes, think Honda or Guile in ST, but it sure feels like in the beginner and intermediate level of play, the SF4 engine just rewards turtling and running away too much which is really a shame because in order to play SF4 at a high level, you CAN’T just turtle. So the incentives in the engine are all messed up in my opinion.
I heard you have to sit under a waterfall for 2 years straight contemplating only the meaning of nothingness to achieve old school Eddie Lee levels of turtling.
another example of boring match.
[media=youtube]E9l-cbDU1LE[/media]
I thought this thread is interesting, because I meet a lot of players online that give up against my fireball game after getting destroyed the first round. second round they just taunt and block in the corner.
You know what I do to this? I start to try even harder to roll out those fireballs at the fastest possible rate to chip them to death from full screen, using all my EX fireballs in the process. I’ll take a 15 second KO by chip. I think of it as a good exercise for my execution.
Just thought I give all the scrubs a heads up, that making you concede is the most satisfying victory of them all.
This thread seems to be full of people that would give up like in the example above, but I’d like to point out this Dander character because he types the most nonsense in this thread. I think he should read this
http://shoryuken.com/showthread.php?t=221148
I respect all player styles and I’ll say my sagat can rush you down for the 12 second KO or keep you out for the whole 99 seconds. This is why my game is tight.
I ain’t the best in the world but this is still comming from the #1 rank sagat on PSN.
Good day.
Sometimes, and I feel dirty admitting this, I turtle to troll people. If I hear them on the mic losing it, I turtle the hell out of them, taunt, etc. It’s not all my fault though! My room mate plays Dan and taunts are an important part of his play style. I just happened to pick it up sometimes.
By far, best character to do that with is Deejay with taunt#9. Covers his face with one hand, lifts up a foot, and points and laughs at your opponent. So satisfying! I try to do it after a back throw or anything that launches them nearly full screen.
I get excited when I am able to block for once and punish. Especially when its some rush down character like zero in tvc.
So its generally accepted that turling is a great strat. Well can someone tell me what the fuck this is? [media=youtube]pw8SUlK_5OM[/media] I dont really consider this turtling rather sitting and doing nothing. Turtling i feel wouldve involved actual movement…
That, my friend, is a Honda mirror match.
I personally still have trouble with turtlers, but it’s something you need experience for to deal with, which I don’t have.