Nah, absolutely NO one is getting sponsored. It’s time to abandon all eSports and go back to the REAL FG Community, where the only money that matters is bet on money matches and tournies are about pride and nothing else.
Not at max range. Things like j mk -> dash back -> Hk -> st lk no longer connects. This was a pretty good against characters with crazy throw ranges(urien and bison).
This is why I argue that the game is secretly execution heavy in disguise. Execution comes in the form of reactions, 1 hit confirms are one example.
I have to spend a decent amount of time on a daily basis getting used to reacting to which quick/back rise they use. With the dummy on random recovery, timing your throw to beat wakeup 3f jab only has a 2 frame leniency and you have to react and change your timing ahead of time according to quick/back rise
Depends on the character to be honest. Somewhat like Bison is very hard for me to shimmy with Chun cause of my tiny throw range and his long range on throws. It is likely that you may get thrown while walking backwards. That is why you IALL him.
I don’t know how Ryu does vs him though. Regardless the nerf to his St. LK was retarded and I don’t even use him. That with conjunction of slowing down his normals really hurt his already weak T-Rex limbs in footsies.
Presumably most pros are practicing this daily as well… yet they still fuck up their timings all the time in tournament. That suggests to me that the “execution” required to consistently hit your meaties is currently too high. At least for characters who don’t have massive active frames like Sim or Bison.
What exactly does the QR/BR system accomplish except for introducing randomness?
Yeah it is execution heavy. I’ve always said this. But the execution heaviness is in a different form from previous games and it’s a much more boring aspect of execution.
And yeah the computer chooses to no rise most of the time, which is annoying as all shit and wastes time.
But beating a 3 frame wakeup button with throw should have a 3 frame leniency afaik cause in the case of button priority throws outprioritize all other buttons, even heavies iirc. So if throws first active and jab first active are on the same frame, throw should win…
If not then I’ve been timing these akuma throw loops against 3 frame jabs really well in training mode.
Shimmying bison is really hard, what i did when i played against him was doing a tickthrow bait, a small walkback and solar plexus immediately and hope it connects, or just did st.hk as it was slow enough to crush counter during the startup of his throw after a blocked jump in.
Regardless, backdash st.hk was a good, safe way to shimmy people when they didn’t pick quickrise, and you can’t do that anymore as st.lk doesn’t connect.
Even if the do eventually get it down pat, it just introduces a new metric whereby “pros” can differentiate themselves from “scrubs” and an execution gap becomes apparent and they willl basically win with no thought and all execution… which isn’t the worst thing in the world but it’s anti what capcom is trying to do.
In a year or 2 or shit, maybe even this year, someone will basically perfect the technique through no lifing the shit out of it in training mode and the game will start to become about who can do it and who can’t. “Scrubs” will have to guess, pros will just react.
Capcom made it very hard to do because THEY DONT WANT PEOPLE REACTING TO IT. They legit want that shit to be a mixup and they want players to “commit” to the read, like reading a DP.
Right now it’s possible to throw just about every backrise out there, but you have dash enough to put yourself at minus frames to do it. And no throw can be used against both wakeup timings… so you either have to react to the rise, or you have to guess or you can play it safe and just do something that cover both rises but will generally give very little pressure or dividends on block…
Akuma and urien specifically kind of skirt the issue but it’s still there for most characters.