RPS as far as fighting games go mostly just the interactions between strikes, blocks and throws (with some exceptions). (Had it pointed out that the Deejay j.hp wasn't a counter hit so the Ken wasn't pressing buttons here and probably just messed up their block.)īasically, yes SF6 can feel punishing but this is an example of a player who probably presses far too many buttons on the regular and needed to accept that they were under pressure and be more patient. I'm not sure if Deejays j.hp after DP is a safe jump in that situation or not, but simply not pressing a button and blocking high would have spared him all that damage, and if it's not a safe jump then an EX DP would have worked too. The second combo they ate was a result of them pressing buttons on wakeup when Deejay was in the air. Having already been put in the corner they should have played much more conservatively and anticipated either the jump in, raw DR and/or DI mid-combo. Want to discuss Capcom in general? Check out r/capcomĪh to be fair there's only one instance here where the Ken actually needed to guess on wakeup (the throw) both other combos they ate were a result of poor button choices.įireball at that range (even EX) is extremely punishable and risky, that was them choosing to play offensively while at a massive disadvantage when they didn't need to./r/fighters - A catchall subreddit for when one game isn't enoughĪ Newbie friendly fighting game community.Ī SF6 hangout for character specific combos & tech./r/sf6avatars - Where you can go for the most heinous or beautiful of creations. /r/modfighters - a repository for street fighter modifications.TopTier - Find a fighting game event near you.Two minute tutorials - Absolute beginner help.Got results from your local tournament? Report them hereĪnd compare with players from around the world! Resources Welcome to r/StreetFighter, a subreddit dedicated to build the fighting game community, harbor a healthy competitive nature, and be welcoming to players and fans alike.
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