It is much better to whiff a tatsu than to whiff a shoryu. A whiffed tatsu will just go over the opponent’s head and force a reset. And if you end with shoryu at least pick the right version, because you just threw EX/L shoryus and they regularly whiffed.
I was talking about ending with shoryu xx CA which basically requires to input dp + P, qcf + P. To link a CA after a tatsu you can basically mash.
I think I pretty much said everything. I should watch the set again with inputs on to see if there is more to say.
I think on the contrary that you weren’t crazy enough. After a certain point you were a little flowcharting and jumping in a lot, which is why he started to win when he began to shoryu like a madman. And after all I can’t really blame you for using the same sequence since it was working.
Instead of using Inferno you can use scissors or blast who are much less negative on block. Also remember you can cancel EX moves into EX moves in VT, you lost one match in particular because you didn’t follow scissors with EX stomp when you could.
It was a very close set anyway, if you kept putting pressure on the ground instead of jumping in you could’ve destroyed him since he was never using V-Reversal nor DP during your blockstrings.
The connection is absolute garbage on my end @Scene…I can’t see anything that’s going on. Your st.hp’s are one frame start-up and instant air legs was literally instant
Not that it would have made a difference since I’m just as garbage (and it was probably just as bad on your end), but it’s not gonna make for any good games.
Unfortunate, 'cause I do need more Chun experience.
Ggs I don’t play Urien, but I noticed you go for a lot of overheads especially after after the ex head butt f.mp reset. Maybe use c.mk more or grab Idk lol. I think Urien can probably zone out Chun.
I missed this. Just wanted to point out that it displays 5 hits whether it hits on the 1st or on the 3rd hit, so indeed it’s just 3 hits to parry/cancel.
GGs @LordWilliam1234 …was getting frustrated cause I was dropping basic stuff, so figured I’d stop before I got more on tilt…Forgot how much Fang hurts my hand playing on pad lol…
The weirdest interaction was Dhalsim cMK vs his Headbutt…shit was really weird imo. Also those random jumps were me trying to get gale…
Against Fang it basically kept me from hitting buttons once you had bar. There were way too many times I’d try to poke with sMP and you would just sail through it.
If I have bar and you believe that EX Tackle is coming, poke more with cr.lk or jab. Lower chance of me hitting through it (FANG’s jabs and cr.lk also have 3 active frames vs st.mp’s 2 per hit on top of much less recovery), especially if you position yourself closer to me when you see me charging.
Even if the jab or cr.lk is small damage I also wasted a full bar so it’s still a net positive for you with less risk.
In addition to that, just blocking it is fine too, since while I am safe, I still used a bar and am pushed too far away to really take advantage of the fact that I’m at 0.
This is similar to my own experience with fighting games and I very much agree that the shitshow that was BB:CT helps keep things in perspective. I’m pretty sure that there’s ever been another 1v1 fighting game (i.e. not SFxT, MvC3, etc.) from a major and experienced fighting game developer (ASW, Capcom, Namco Bandai, etc.) that had worse balance relative to the cast size than BB:CT did. For example, Bang vs. Tager was somewhere between a 6-4 and a 7-3 matchup in favor of Bang and he [Bang] was the second or third worst character in the game.