The Street Fighter 3poxy Strike: Everybody at home but SF5 doesn't have Netcode

Yeah GJ is amazing because of its combo potential and priority. Every button has super priority. Literally. Super Art priority. That means a jab in GJ can beat out your EXDP. Guess what? Because you did EXDP, you were airborne frame 1. That means that if you got knocked out, you get combod bitch. Think the combo will drop? Fuck no. Every hit of Genei Jin resets something called “Juggle Potential,” which I’m sure you can tell is what decides whether or not you’ll get juggled by the next hit.

So yeah, challenging GJ with anything is a horrible idea.

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Cancells normals into normals, normals into specials and specials into specials. Also resets JP on hit, every time. Has Super Art priority on everything.

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And that’s like, a super bar as small as my winrate.

This game is retarded. :rofl:

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Lol that’s not even the worst part. When GJ finishes, you’re still in the air. Remember, though, that the last hit of the combo was from GJ, meaning your JP was reset to 0. That means Yun can do 3 more moves to you before you finally fall at max JP. That means that by the end of the combo, he’s already basically half way to another GJ.

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@PlusFrames
Something I whipped up. It’s a bit fast, but hopefully you understand.

Summary

https://youtu.be/_xC3kxPJx1A

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I don’t understand hit people spam autocombo and I get huit like a moron, Vegito does SD into j.S anmd I cannot 2H that shit, so much stuff

Your first mistake is playing on anime netcode. Also, note that 2H is not the right way to punish a blocked SD, by that point it’s already too late. You need to have the awareness to take into account their assists. Then you can backdash and punish. Certain situations require certain solutions. You just need to develop a deeper understanding of the online matchup, that’s all.

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Have you tried this? :upside_down_face:

Try this for once.

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Hey, check this out.

image

This is the result of a good ground game. Wish you were playing Akuma instead now?

image
Proof that I’m not a jumping madman!

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GGs @Pertho

Those first dozen matches or so when we were trading games was lit. I love even fights. But yeah even then I felt you were playing more solid than I, and that came out the longer the set went on. By the end I’d ran out of answers to some of Yun’s zonebreaking and knew I needed to hit the lab.

  1. I landed so many c.MKs that weren’t canceled into whatever, leaving a lot of damage and stage control on the table
  1. I didn’t finish the crossup MK into target combo into fireball BnB a single damn time, leaving a lot of damage and stage control on the table.

  2. I DID manage to nail short short super a few times, but I botched it as many times as I completed it. Also didn’t attempt it in many times I was mashing short for breathing room. Bleh.

  3. I need to figure out the neutral vs Yun, cause his advantage state, esp comboing into GJ, is bonkers. I feel Ken’s neutral is better but I still need to put the pieces together. (Help, anyone?)

  4. Why tf did SJ out of corner fail for me 10/10 times. I can SJ in Marvel just fine.

  5. Ken’s zillion command normals on his pokes mess me up in neutral a bit. None go quite as far as I would like excepting c.MK but that’ll get predictable real quick.

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Don’t worry about this. Actually comboing it is hard and very situational. It only reliably combos on crouching opponents, so unless your opponent crouches, hit confirm the combo from the TC, not the crossup.

This is… a hefty question. Are you up for some games sometime next week? I can help you out in VC then, it should provide a better solution to the typing problem, because there’s certain things to do in certain situations.

Basically, establish your zone of control with your normals. Yun is a 50/50 god, even out of GJ. Make sure you don’t get overwhelmed by his options. Ken’s neutral is slightly better, so learn to establish yourself with your dangerous normals that you can hitconfirm into and out of.

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Awesome! Thanks man! I can’t listen to it now (wife sleeping), but i’ll check it out tomorrow.

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Jump data
Neutral jump startup: 4
Backward jump startup: 4
Forward jump startup: 4
Neutral superjump startup: 6
Backward superjump startup: 6
Forward superjump startup: 6

Daaaaamn.

yet somehow I believe I’d still kick your ass at this.

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I struggle with this too because Pertho’s neutral is solid. Yun has one standing Heavy Kick (may be a command normal) that you can’t whiff punish it low, and it always seems to tag me.

Ken’s standing HK is a decent button and I try to throw that out when in range (but try not to whiff as it’s slow).

Also, watch out for divekicks. You have to block those high, if you have to block it.

https://twitter.com/thejakoman/status/1266972568424153089?s=21

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So I learned that the hard way a few hours ago. :slight_smile: Not like SF4 then.

Ken’s s.HK is slow but reaches 2nd farthest but is whiff punishable, so it isn’t reliable. Step forward MK reaches farthest but is -4 oB and you get nothing out of it other than being close. Neutral MK goes high and hits about the same spot as s.MP but two frames slower, maybe a few more pixels in range. B+MK and F+HK (the rear-leg axe kick and the step forward front-leg axe kick) obviously go far but have a ton of startup, though B+MK is +1 oB, so aren’t really a BnB poke and maybe you don’t want to close the distance anyhow. Hm.

So there’s cr.MK but IA divekick will eat that up. Double Hm.

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HiFight doing translations now too.

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Another thing: learn to parry and punish Yun’s divekicks. It doesn’t “solve” the MU because Yun still has counterplay (whiff divekick - throw/low amongst other things) and he doesn’t really need to resort to divekicks in the first place, but if you can punish him with 25-35% damage for divekicking, he’s going to be more careful about using them.

It’s not hard to do either. Just takes a bit of practice.

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I just hit my break from FGs period today, so I started Nier: automata. cutscenes are weirdly choppy on PC, is that normal?