Everyone thinks hes really cool (Which he is)
But really cool design doesn’t mean very good. So all the new players hop in and are like This dude is badass, then quickly realize he takes a LOT of work to get decent with, let alone good.
Mad, i’m in room off and on throughout the day. I’d say late afternoon EST is probably when theres the most US players on. If you want to get some good spectating in, get on early (before 10am or so) and you can spec/play the JP players.
Jedah is awesome, he cuts himself:rofl:!
But yeah, he’s a really quirky character(not like the other aren’t:looney:) and needs a lot of foresight and planing to use well. Not that it stopped me from using him.
People like Jedah because of his character design. Then they realise that he’s a tough character and drop him with the quickness, lol.
Tweleve has a real solid Jedah and he’s paid his dues to get where he’s at. So that should be an indication of how much work you need to put into Jedah to play him at a good level. But when Jedah gets going, he can be an absolute monster.
Alright VS players. I’m thinking of writing a guide about VS. Not about general mechanics or character strats…but basically, just general mind games and things to know about VS that differ from other games. A lot of players jump into VS trying to play it like ST or some shit, and so I want to make a guide on how things are different, from the big things (how the general mixup and mindgames work) to other smaller things that people don’t consider right away. If anyone has any ideas, let me know. Here’s my general outline so far:
Intro, of course
Airblocks; basic mechanics and mind games surrounding Air Blocks (i.e Chicken Guarding)
Hadoukens & Shoruykens; how Air Blocking makes them inherently different from other games; also, the importances of understanding the threat of fireballs in VS compared to other games
Wakeup; rolling or not rolling, and how this makes the wakeup/oki of VS unlike your typical fighter
Lifebars; Basic info on Red/White Damage & “lives”, how this emphasizes offense, and how to use them psychologically against your opponent
AG; Why it’s important in defense if you’re not playing Anakaris (lololol), explanation of how to deal with rushing down an opponent who uses AG (i.e Variable Blockstun Pressure)
Dark Force: Mainly their use as defensive tools, and mind games to be played with Dark Force when on the defense.
Guard Cancels: Easier ways to do them, and how to bait them
Magic Series; small differences between VS and ‘crossover’ games, why you shouldn’t ‘finish the combo’ all the time
Command Throws: Why everyone has them, and their importance in VS’s rushdown-oriented gameplay.
Dashing: Why it’s important even though you can’t use them for sweet combos
RTSD: In general, how to combine some of these elements into a basic high/low/normal throw/command throw mixup game.