its not the anti air thats the problem its his normals i play chun
I had to stop there. Come on now.
Y'all blaming the character instead of learning the match up.
its not the anti air thats the problem its his normals i play chun
As Chun you need to know ur hugh damage combos and confirms in order to level it out against him. The damage risk reward is in his favor playing the single hit footsie game otherwise.its not the anti air thats the problem its his normals i play chun although ex head stomp is a problem try to react and have a bad anti-air trade
Haha. NiceAlex Jebailey ‏@CEOJebailey 6h6 hours ago
If you Ragequit against me in #SFV online and I see that same user name register for #CEO2016 I'm giving you an auto DQ on your first match.
If i sweep him and its blocked, i can get supered. Very scary up close, i try to avoid playing that game.
Thanks guys. So far it's just been combos that are giving me a hard time.
Like this one for example https://www.youtube.com/watch?v=zxUsl83oQfg&feature=youtu.be&t=3m50s After the spinning kick I can't seem to land the shoryuken to hit my opponent. I'm doing it as fast as I think it's possible but no matter what it just doesn't hit the dummy.
One thing that helps make sure you're getting the right timing on your combos is to set the training dummy to block after first hit. If you're getting things right, your entire combo will hit otherwise it'll get blocked.
Were goonna be poring over frame data forever in this game. You cant go just on feel.
What do you mean by building frame traps? Are you guys calculating the whole +3 on block, -1 on hit etc.?
Ucchedavāda;196611815 said:If you want to how the +/- on hit and block, and have an android phone, then get the VFrames app. Otherwise you can check this spreadsheet. To begin with, all you need to know that if the startup of an attack is less than or equal to the (negative) value of an attack, then you can punish with that attack (or get punished by that attack). For example, Necalli's charge is -6 when blocked, so you can punish with Ken's crMK or crHP (5 and 6 frames of startup, respectively). On Block (Block advantage) and On Hit (Hit advantage) simply refers to whether or not the attack hit or was blocked.
Who's the best Nash user right now? What should i see about him to start improving my game regarding frame effective moves, unsafe stuff and so on?
Who's the best Nash user right now? What should i see about him to start improving my game regarding frame effective moves, unsafe stuff and so on?
Look for a TabTip.exe in the Details tab in the task manager and close it before opening the game.
Watch Infiltvrator on Twitch.
Thanks. also just downloaded framedata app. Neat, but I really can't read make sense of it much.
Someone care to explain S,A,R and a basic meaning of values? The numbers show how long is the recovery, the startup or what? I take that higher numbers are bad, since it means that the move is less safe, right?
Thanks. also just downloaded framedata app. Neat, but I really can't read make sense of it much.
Someone care to explain S,A,R and a basic meaning of values? The numbers show how long is the recovery, the startup or what? I take that higher numbers are bad, since it means that the move is less safe, right?
I made it to Survival Hard Stage 26 then R.Mika destroyed me. I started over and now I am back to getting destroyed at Stage 14 by Bison. My will to play it is almost gone as it is starting to feel pointless trying.
Start up frames (how fast the move comes out)
Active Frames (how long it's hitbox lasts)
Recovery Frames (how long the recovery takes)
The on block/on hit shows the advantage or disadvantage when a move is blocked or hit.
A postive number is how many frames you have until your opponent can act after the hit/block.
A negative is how many frames your opponent has until you can act.
The panic is real when it comes to a match. In training mode my Chunners is a combo machine. In a match, I'm a panicky, mashing monkey unable to string the most basic shit together. I've accepted it.
Someone care to explain S,A,R and a basic meaning of values? The numbers show how long is the recovery, the startup or what? I take that higher numbers are bad, since it means that the move is less safe, right?
Only on whiff, basically. A move like a roundhouse has long recovery but can be safe on block.Thanks both of you.
So S is how punish-effective it is. A is how meaty, and R is how unsafe. Got it.
Zangief Top 3 character, Snake Eyes confirmed.
Who are the first 2 ? Chun Li and Sim, of course !
He actually said he put Ryu 3rd, Zangief just below him and wasn't sure who he'd call 5th.
Has Daigo been on any streams other than that fake thing? I need to learn how to play Ryu.
He actually said he put Ryu 3rd, Zangief just below him and wasn't sure who he'd call 5th.