Yes, there's an announcement regarding the CPT details today.
Both parries have a 3-frame startup, so a light DP or a 3-frame jab is a much safer option. Though it might not be as cool.
Don't think a light dp has any real advantage here.
Yes, there's an announcement regarding the CPT details today.
Both parries have a 3-frame startup, so a light DP or a 3-frame jab is a much safer option. Though it might not be as cool.
https://www.reddit.com/r/StreetFigh...s_the_rage_quit_icons_gone_when_do_we_expect/
Remember ragequit icons? Those were the days.
Yes, there's an announcement regarding the CPT details today.
Both parries have a 3-frame startup, so a light DP or a 3-frame jab is a much safer option. Though it might not be as cool.
https://www.reddit.com/r/StreetFigh...s_the_rage_quit_icons_gone_when_do_we_expect/
Remember ragequit icons? Those were the days.
JFC, Capcom.they got disabled because they were being applied to people even though they didn't rage quit. just turning the game off from training mode would apply the icon lol.
I meant in a situation where a parry hits, a light DP or a even a jab would accomplish the same thing since he's being hit by a move that's not a true meaty.Don't think a light dp has any real advantage here.
Now you see, stuff like this makes sense but Capcom isn't gonna implement it because that's a meterless wakeup option and Capcom doesn't like that.I think a good buff for Ryu would be to make parry active on frame 1. Right now, it works in the same situations that DPs work, with the same penalties for missing, and both can be thrown (unless you do HP dp). This would make him a lot better, make vskill far more useful, and add make you have to fight as him and against him different from the rest of the cast.
I meant in a situation where a parry hits, a light DP or a even a jab would accomplish the same thing since he's being hit by a move that's not a true meaty.
I think a good buff for Ryu would be to make parry active on frame 1. Right now, it works in the same situations that DPs work, with the same penalties for missing, and both can be thrown (unless you do HP dp). This would make him a lot better, make vskill far more useful, and add make you have to fight as him and against him different from the rest of the cast.
^ Truth lmao
st.MK is real good. Can I command grab after it on hit or block? I tried, but I kept screwing up the input and I'd get hit.
coolest combo I have with Laura right now is:
st.HP xx EX clap, st.MK, dash, HK grab.
I thought Ryu's parry works on both highs and lows and it's just the animation that changes?Not *necessarily* considering jab would miss a low attack and just get hit.
Although parry would also lose to lows considering there are two parry states, low and high (cmon Capcom)
Wow the people who play this game online are so hardcore compared to other games, or I just suck big times at this particular game
Last week was the free online PSN in europe so I flexed my wings in the games I play
In 3-4 games I owned, won like 80-90% of the times in game modes with several players, felt very rewarding
However, when I played SFV, I won like 10% of the times. It was absolutely nuts, I played unranked but still got crushed! It has to be a much harder Community. I played as Cammy, I really felt like my HP was half compared to the others. Perhaps she is not newbee friendly due to this. Anyway, whish I could "git gud" at this game because there is so much I like with it.
But I was surprised by the long waiting times to find a match, is ranked just as slow as unranked games? Other from that, Connection 3-5 experienced 0 lag 90% of the games.
My 2 cents from my first SFV experience online. Time to get back to the flawed survival mode. Problem is, feels like its hard to get better playing vs the CPU, I felt like I did "some" progress these Days online. But to pay for ps+ and constantly get owned after a stressful day at work, I dont know. Games are surely more fun when you are good at them
I thought Ryu's parry works on both highs and lows and it's just the animation that changes?
Ah.Akuma's doesn't
So, has Capcom announced any maintenance time yet?
Usually there's maintenance before a new character is released, and Kolin releases tomorrow!...
Should be enough time to add in some QOL features Kappa
I just saw all the Kolin art.
You'd think she was in Overwatch.
I just saw all the Kolin art.
You'd think she was in Overwatch.
I thought the prize pool would go down. This gives me hope for s3.
Pretty cool that they're sticking with the game competitively!
Now if they can just fix the player 2 character select and the loading screens...
and the inconsistent netcode...
and the servers...
I thought the prize pool would go down. This gives me hope for s3.
America's time is over. Get ready to transfer some yen.
I thought the prize pool would go down. This gives me hope for s3.
Yeah I guess they're committed to their plan of support through 2020, which is cool.
Pretty cool that they're sticking with the game competitively!
Mago is looking really solid at Topanga, they might learn before CPT even starts lolI predict Japan will get bodied even harder than last year. Nemo and Eita's tier list will be 1 laura 2 karin 3 laura 4 karin 5 nash
You guys can't be serious.
They said that was coming early march. Not the patch, though, only the notes/announcement.Was hoping they would release more details of the balance patch along with pro tour details.
Kolin's just gonna straight up sit in the water and get her furcoat wet.Mei be she should be
On the last episode of Excellent Adventures they mentioned the arcade plans and something about a one year Playstation exclusivity (is that confirmed?) which should be over now. That gave me some hope that another big revamp is coming.
You guys are getting better though. Your freedom is going down the drain anyway so it's no longer the land of the free for Street Fighter too.usa sucks though besides nuckledu
You guys can't be serious.
Look for a knockdown then begin relentless pressure. Bison is better at wakeup than S1 now that he has a 3-framer and v-trigger stomp but it's still basically non-existant. He also cannot deal with close range cross-ups at all.
Try to keep him on the ground; anti-airing stomp and reverse isn't easy mode with the varying timing but you need to challenge Bison in this area because if you don't, you'll be blocking devils reverse all day and keep yourself perma-frame-disadvantaged.
When he starts doing his block strings on you, remember that he has no overhead, crouch blocking is your friend and defeats almost all his options (and at your LP, the bisons will not be good enough to be mixing in low-to-the-ground reverse on you). He'll eventually get frustrated and do a scissors that leaves him negative or try and dash in for throw. At a little bit above where you are Bisons will try to bait throw tech by dashing then doing his CC stand HK, but it's not really fast enough to be a mixup.
Bison's pressure is extremely linear and it takes excellent (usually plat or above) players to really make his offense not vanilla, as I said above, you don't have to worry about that yet.