Mostly on reaction. If I throw one or two fireballs and then try to bait a jump in with a whiffed cr. mp/hp sometimes I'll subconsciously start inputting dp during the active frames though. I still get jumped in on a lot, but I'm getting to the point where I can dp 50% or more when I see a jump coming. On the rare occasion that I manage to aa with CA that's almost always a buffer. I still get hit pretty often against people who press their jump attack a bit early.Just curious, do you buffer your DPs or just do them on reaction?
6 more hours of 3rd Strike. Bless
Great video here. Speaking with Pnoy about SFV he brought up the exact same points. SFV relies heavily on frame traps and if you know how to beat 3f & 4f, it’s really all you need to get going to pressure on wake-up. Learning a rushdown like Young Zeku really enforces his view that SFV is an ‘in your face’ fighting game with no room to be defensive. Then after you get beat up on for 20 seconds you have extremely powerful V-Triggers (Ibuki, Urien, Abi etc) that give you one more fighting chance to make a comeback. All an Ibuki needs to mount a comeback is a cr.mk confirm into VT and then you’re in the 50/50 mixup blender. Really stupid IMO. What this guy is proposing I agree with 100% but it’ll completely change how the game is played.
What are your thoughts?
The only thing I can think of that maybe disagrees with the video (and I say this fully aware that the guy who made it understands fighting games a lot better than I do) is that I feel like the emphasis on offense is part of what makes most of the characters in this game viable. Even the bad characters have a chance once they get the ball rolling, and part of the reason they're able to do so is precisely because it's so difficult to watch for dashes, jumps, throws, shimmys, and lows.
I think a game that goes back to neutral more often might actually lead to a less balanced cast.
It would be nice if I had a really good get-off-me block string though, especially as a zoner. I dunno, I need to think about how the frames work in block strings vs. frame traps to get a better sense of how I feel about it.
I like that he does mention the benefit of SFV's focus on pressure is that it forces you to read your opponent better. So far, I'm actually having pretty good success against the other players in the 4-5k range because they only rotate through like 3/4 options (they become somewhat predictable), and I'm getting to the point where I can read some of them pretty well after just one round.
I also completely agree with him concerning proximity normals. I don't like that idea.
havent played in 6 months got stuck playing 30th anniversary wanna git good again. dmoney8912 is my psn if anyone plays late nights west coast time.
havent played in 6 months got stuck playing 30th anniversary wanna git good again. dmoney8912 is my psn if anyone plays late nights west coast time.
at work ill find it later.What’s your CFN?
So I've been planning on re-buying SFV and it's on sale right now. SFV is $9.99 and AE is $19.99.. is it worth it to buy the Arcade Edition if I've already owned the first day version, which I believe had arcade edition as a free upgrade, but I had only unlocked like.. 4 characters, maybe? I'd still need to buy the damn season 3 characters.
Basically I'm just confused what the AE actually is if I've already owned SFV. Just a character unlock (of whoever I haven't gotten yet from season 2) at this point?
Swam, you needn't rethread a v7 in a few posts when you hit 1000 if you don't wish to. Congrats on another milestone; up to you how you'd like SF V Disc to keep going so just let me know if and how I can help.
Cheers
@SwamiLeoni