I agree, not just because of the effects of the gems but the way some players will change their strategies and be much riskier with gems. Especially the speed gems. I have a set up with Kazuya which ends up with him having 40% extra speed, it only lasts for 10 seconds but it’s the craziest 10 seconds you can get.
you can go higher with DLC gems and or the right build~ I could help if you like, also do that to Juri…it’ll blow your mind~ Speed Gem shenanigans. sucks that they don’t really do too much else tho…
Edit: without getting stupid, I can’t find a reliable set up to go beyond 40% speed boost. I guess it’s for a reason.
Speed gems turn empty jump lows into unblockables.
Exactly. With 40% speed you can keep hopping back and forth over them, unless they guess right with a random DP or other move, there’s no way they can deal with it, especially if your character has a short and fast jump like Juri. It’s hilarious to see.
Backdash speed increase so…in theory they become better wake up options under the influence of Speed Gems?..i’ll run test tomorrow…
Speed gems on Marduk is pretty strong. He already has a great air-to-ground game, along with more or less the fastest jump in the game, and a quick 16 frame forward dash. Speed gems make him into a deceptively mobile character, even if the effect they have on his walkspeed is negligible. Marduk with stacking speed gems is hilarious, his jumps are like Vega in SF2 Turbo or something.
I agree with most of what you’ve said here except for this. i think this really depends on your team structure and gem layout if you’re using them. my team gains meter relatively quickly so i have no problem hitting my opponent at the beginning of the round for 400 unrecoverable damage, especially if their point character has been giving me problems or is obviously their strongest. I agree with it being super effective against the situation you stated, but you can’t build meter if your bar is full. Using it at the beginning gets you a solid life lead. Not using it can cause an effect where you don’t want to use it at all until you get the “perfect” opportunity which may never come if you’re playing against a smart opponent. Using meter building gems really helps me justify using it early, along with whiffing normals.
I agree with you. My purpose is to get people thinking about how they use their meter with consideration of how it effects the match. The effectiveness depends on a lot of factors but I want to point out how it could be more effective. I just want people to see all the things that happen so we can start thinking outside the box.
There’s lots of things to think about here, which is great. Lets say for example it’s the 3rd round and both players have full meter. Player 1 lands a raw team super as an anti air and gains a lead early on. Player 2 is still left with 3 meters and I would consider that potentially more dangerous than having one character down to about 50-60% and having no meter. With just one meter my team could do the same amount of damage and retain the utility of meter, while my opponent would now have to struggle to switch out with either raw tag or find a way to launch. Again, as you pointed out this depends on the match and team composition.
This is why I don’t mind playing the fireball war early with chun li when she has two meters and I also have two or more, more so if I won the first round. If she punishes my fireballs with a super early on, I’m not concerned that much because I have plenty of ways to tag to my partner and do bigger and better damage with my meter, and she’s left with less options because she spent it on 40%ish damage… and now I can throw fireballs again. This idea of getting hit just to spend the opponents meter might look or sound absurd to a lot of players but it’s actually strategically thought out.
I told people about this a long while ago and I don’t even like or play this game. AA in other games especially Marvel/Animu style games consists of a lot air to air stuff also. Neutral jump or jump forward normals are strong for AA also. I don’t know what’s everyone’s shit on having to be grounded to anti air. That’s not the case in Super Turbo, 3S, Marvel or anything really.
Dunno, everyone suddenly has this idea that good AA = cr.HP or a DP. >.>
SF4 is the cause of this, I’d imagine.
True, but even then it’s weird. I played Juri in that too, and nj.HK, j.MP and j.HP were just as important AA’s.
Of course, cr.MP stopped buses (and actually still does in SFxT), let alone AA…
I think it’s just hip to find any reason to hate on the game, but that’s just me being salty. Trying to avoid how I feel politically about the game, but Capcom fucked up with SFxT in a lot of ways, most of which don’t have anything to do with the gameplay itself… but then again I guess it does.
Anyways!..
Gonna clean up the first post quite a bit tonight since I got off work early. Apologies for my laziness/life obligations.
Viscant has been advocating this in sf4 for years, and I’ve been listening. It makes sense to me, especially in this game where you have 2 characters.
With Raven a lot of the time I just hold my super and try to match or windcross through even though it’s a free 330 damage if I choose to take it. If it isn’t going to win me the round(raven gets no mixup off his super), 0 reason for me to let my opponent possibly get their other character in and have much more meter than me.
Yah. Like that earlier point about meter management early and late game. Health trade for keeping your character alive is a fair trade too if you must raw tag.
just saying for casuals reading this thread - since not everyone online is a cold blooded pro, anti-air super or punish super may be worthy for setting your opponent into nervous/panic state, so they will make more mistakes and play more mindless/too careful, especially if its 3rd round.
It’s not just a useful tip for casuals, mental play is a huge part of high-level matches too. Punishing with a super might not do as much damage as a combo involving super, but you’re right, it does send the message to the opponent that you will punish risky play, which will make them play differently. It’s definitely something to keep in mind.
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Real talk
I like the part where my face looks extra stupid in the still frame. Douchebag hat doesn’t help either.
You can change what the preview frame is