also I hate this game atm lol, will maybe be less salty tomorrow but this game's top tier is fucked up
I'm getting a lot better, but two things lacking:
1. Muscle memory for the slowness of this game. I keep doing my combos too fast.
2. I have no idea what is safe and what isn't. I have no idea how to avoid getting grabbed by Mika lol.
I just had 3 FT5's with 2 Gold/1 Silver and won all 3, so I'll take it for tonight.
Everyone says Ken sucks but I'm having fun playing him even against the top tiers in this game. The most annoying characters for me to fight right now are Fang and Sim. I keep waiting to run into an OP Bison but they've all been pretty meh to me.
I'm a couple wins away from being a 3 K B O Y
Username: DonKatsu
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Last night both my losses came because multiple times per match I tried a wakeup super that would've hit and won the set, but I failed to hit the reversal window. I was told they made the reversal window harder, I know that's something I can just practice and get down eventually but if that's true I'm straight up confused about the direction of the game. You take out real combos with the reasoning that you want to make the game focus on decision-making rather than execution, but then you make the single biggest decision you can make in a round harder to execute?
^ i knew something was up when i get beaten by a simple lp every time i wake up throw.
It's the same kind of confusion I have about wanting the game scrub friendly, but putting a heavy focus on frame traps, meaties, and needing an understanding of the frame data. All things well over the head of the casual player they so desperately desire.
Lol I can't with y'all
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I can't tell if Nits is trolling and idk what game Krandor wants to play. You sound astonished that Capcom wanted to make a game that played like street fighter
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Casual is probably the wrong word there, I more mean people who haven't been playing competitively for 10 years
I mean, the huge ass reversal window in IV was a constant complaint and now that it's tightened, more complaining.
I think it's more like they wanted to ease the execution a bit but make your decisions have a lot more weight.
Attempting a reversal in V is pretty much gambling the entire round, especially for those characters whose only reversal option is a super, I'm not sure what would carry more weight than that, so why would they make executing it harder, lol?
I'm not sure if its accurate for all characters, but a lot of standing LP will beat EX-SRK type wakeup moves clean. Previously, it seemed like lights were totally useless in this game, but it turns out they are probably the most important.
Basic gameplay for anyone not named Chun/Bison is to gain frame advantage with your lights and connect with a crush counter.
Also, I figured 4-5k is where most points would max out like SF4, but the leaderboards are already sitting at like 8k or something.
So then don't reversal? I dunno it does seem backwards in your example so my only thought is they still wanted to curb extreme comebacks by use of a super.
That's because ex-reversal moves are not your invincible option. It's almost always your medium strength.
This was probably a result of beta 2, when they had the whole "If you make it EX, you're not in counter state if you fuck up" debate. Which ultimately got nixed.
EDIT: Another thing if you know your execution is sloppy on supers. The game interprets 2xQCF as D F D F. D DF D F or other non-complete motions no longer works. Shady K passed that piece of knowledge around last week.
I'm curious about negative edge and why that shit hasn't been taken out...
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