It went well when I could keep you away with st. HK, but aside from that it was the usual domination. Learning that most of Chun's high low mixup game + air legs is completely safe is sorta disheartening. Dunno what they were thinking when they made Ryu and Chun.
It wouldn't be a terribly hard flag to program, even if it was only for this specific challenge, so it might not be something tracked specifically for actual fight interactions. "If player A is on the ground and Player B is hit in the air, +1 to Anti Air counter"
There's probably a million really specific flags for future missions and profile stat tracking.
It went well when I could keep you away with st. HK, but aside from that it was the usual domination. Learning that most of Chun's high low mixup game + air legs is completely safe is sorta disheartening. Dunno what they were thinking when they made Ryu and Chun.
People really downplay how hard it is to react to those moves. I get that there are technically ways around it, but it's disproportionately hard compared to dealing with other characters. Never mind the insane cr. MP into 2-bar v-trigger shenanigans.
I'm also ass at reacting and you're a really good Chun, so that kinda magnifies the issues.
People really downplay how hard it is to react to those moves. I get that there are technically ways around it, but it's disproportionately hard compared to dealing with other characters. Never mind the insane cr. MP into 2-bar v-trigger shenanigans.
I'm also ass at reacting and you're a really good Chun, so that kinda magnifies the issues.
If you see a chun in front of you do a jump instantly go for something like cr lp. If I do iall, you knock me out, if I jump over you then you'll recover enough in time to punish the jump with a dp. If they're completely in front of you and jumping, though, they'll likely go for headstomp so just block high if you expect the jump.
As for the overhead, just mash cr lp if you think I'm going for it or react to the startup. It's a super super slow start and doesn't become active until it's almost on the ground.
God this game still randomly drops to 40fps mid match and becomes unplayable for no goddamn reason for me. I've lost so many games with the fps being completely fine for the first round then randomly goes to shit for all rounds after. Worst part is there's no helpful info at all about this. Every fix I found does jack shit.
All because of how wide the horizontal hitbox is and how small the hurtbox is. Everything about the hit/hurtboxes is dumb, like why is Ryu's hurtbox in crouching normal kicks bigger than his idle crouch stance? Capcom just want to remove fundamentals and add stupid things so grapplers do not have to worry about Cr.MK xx Fireball
Like remz said, knowing your anti-airs is important. St. jab, st. hp, and mk dp are your go tos. You should not be getting jumped in on in most situations with mk dp alone.
Use cr mp buffeed into lk flip kick and st. mk liberally in neutral.
Lk pinwheel is +2 on hit, use it for standing resets and as pressure but it's also much more negative when they're crouching so be careful with throwing it out
I got a new gaming PC last week. SFV looks beautiful on it. Runs maxed for me now. Kinda makes me wish I had a 4K monitor for it but it's pretty awesome at 2560x1080, too.
I got a new gaming PC last week. SFV looks beautiful on it. Runs maxed for me now. Kinda makes me wish I had a 4K monitor for it but it's pretty awesome at 2560x1080, too.
I am really hoping that we can get a PS4 Pro update for this game. I would love to see the visuals get a bit of a boost, even if they can't possibly help those awful backdrops.
I got a new gaming PC last week. SFV looks beautiful on it. Runs maxed for me now. Kinda makes me wish I had a 4K monitor for it but it's pretty awesome at 2560x1080, too.
I'm determined to master Cammy, Juri and Ibuki. Cammy is the most fun... of course. Learning Juri because I think she's awesome and Ibuki seems like she has a crazy good tool set.