Nobody beats Vega, he's unstoppable! Unless you have good jumping attacks/dive kicks, a good jab or good blockstrings/meaty pressure or are prettier than him.
Hugo does.
Nobody beats Vega, he's unstoppable! Unless you have good jumping attacks/dive kicks, a good jab or good blockstrings/meaty pressure or are prettier than him.
The part where "capcom is notorious for having unbalanced rosters". Not sure why you're throwing sfxtk into the mix, you're admittedly not even good at the game, what kind of authority do you have?Which part? There being no perfectly balanced fighter or Capcom's games (I've only played MvC3 and SFXTK) not being suitably balanced?
I don't use cammy if you are referring to the avatar. She's just.....there. I'm not exactly saying that he can hit across the whole stage. That was an exaggeration but I was still trying to make a point that he has long reach. So if I can punish his jumps, what exactly can a Nina player do? None of her moves, even her ex versions can't seem to extend as far as his arms. I'm relatively new to the 2D fighting scene so these are just my initial reactions to what I see as player imbalance.
Which part? There being no perfectly balanced fighter or Capcom's games (I've only played MvC3 and SFXTK) not being suitably balanced?
I don't use cammy and I don't see any viable options for Nina.
It's a repetition of the same exact moves in a never-ending cycle until K.O. hits. And it works.
Well the things you have to remember universally is thatI don't use cammy if you are referring to the avatar. She's just.....there. I'm not exactly saying that he can hit across the whole stage. That was an exaggeration but I was still trying to make a point that he has long reach. So if I can punish his jumps, what exactly can a Nina player do? None of her moves, even her ex versions can't seem to extend as far as his arms. I'm relatively new to the 2D fighting scene so these are just my initial reactions to what I see as player imbalance.
Which part? There being no perfectly balanced fighter or Capcom's games (I've only played MvC3 and SFXTK) not being suitably balanced?
The part where "capcom is notorious for having unbalanced rosters".
I think its a little early to say who is truly top tier in this game. I think most people who use ryu and ken use them because they are the flagship characters in the street fighter franchise. Ken was probably the most widely used character in SF4 and he wasn't all that good in the vanilla version of the game.From my experience:
MvC3:
Phoenix
Wesker
Magneto
SFXTK:
shotos
Dhalsim
Rufus
Zangief
I love both games. I would stop playing them if I didn't. But coming a 3D fighting background into a 2D one, I've noticed cheap tactics implemented consistently. 80-90% of my matches against Ken or Ryu players also indicates to me that certain characters are overused due to their inherent advantages in battle.
Outside of Dark Phoenix in Vanilla the tiers are all pretty close in the most recent Capcom games. No clue about SFxT since it's only been out for a few weeks. Sim and grapplers are always very strong characters toward the start of a games life, SF at least, but once people figure out their flaws they'll sink in popularity and perceived power.From my experience:
MvC3:
Phoenix
Wesker
Magneto
SFXTK:
shotos
Dhalsim
Rufus
Zangief
I love both games. I would stop playing them if I didn't. But coming a 3D fighting background into a 2D one, I've noticed cheap tactics implemented consistently. 80-90% of my matches against Ken or Ryu players also indicates to me that certain characters are overused due to their inherent advantages in battle.
From my experience:
MvC3:
Phoenix
Wesker
Magneto
SFXTK:
shotos
Dhalsim
Rufus
Zangief
I love both games. I would stop playing them if I didn't. But coming a 3D fighting background into a 2D one, I've noticed cheap tactics implemented consistently. 80-90% of my matches against Ken or Ryu players also indicates to me that certain characters are overused due to their inherent advantages in battle.
On that note does Cammy´s dive kick have no block stun? It´s like anywhere above the knee is unsafe.Knowing when to do what extended army thing, or when to teleport, or when to jump, and how to do each appropriately. It's very hard for dhalsim players to do well, especially in this game where jumps are so good. One mistake and they're dead. Most of the time they just get mauled.
If there's anything you should be complaining about, it's that dhalsim drills are fucking good in this game, and super easy to hit confirm off of. Like, they're better than cammy divekicks (being totally serious here.) Also the fact that dhalsim mashing b+lk can now turn into a full fledged combo pojeafojf;oaierfoarf
Virtua fighter fanboys that profess the amazing depth of their game (but don't know why) incoming.......
Usually, I am jumping but that's because I don't think there's any other option. Any specific move with Nina that you think is good for punishing then?Well the things you have to remember universally is that
a)The sim player is guessing just like you are
b)The stretchy arms have hurtboxes and recovery too
c)When you do get in you have to make it count for as much as possible
more matchup-specific things are dependant on player skill of course, its just something you learn as time goes by. Like say a dhalsim does a yoga fire from fullscreen. Jumping over it is what you SHOULDN'T be doing (unless you have an amazing air-to-ground normal)
Capcoms games, SF4 series up until AE was maybe the best balanced fighting game ever. Super Turbo is decently balanced, CVS2 is decently balanced I believe. Its a pretty impressive feat how balanced their recent efforts are actually, considering the size of the rosters. Much smaller rostered games like Blaze Blue are waaaaaaaaaay more unbalanced or at least were.
Ryu and Ken are overused because they're *ryu and ken*. There were tons of Ken players in SF4 vanilla even when he was a pretty mediocre character, because he's Ken. A majority of players do not use the "best" characters in the game. I'm curious as to what makes you think shotos are so "cheap."
Ryu´s unsafe even with switch cancels. Ken and Akuma´s are kinda due to the 3 hit thing. I keep forgetting to try alpha counter into a switch cancel on those.Usually, I am jumping but that's because I don't think there's any other option. Any specific move with Nina that you think is good for punishing then?
Thanks for the advice, though. I'll try to implement it in my gameplay.
I haven't really played SFIV so I can't speak in regards to that.
Counters.....the shoryukens. They are punishable on block but often times one shoryuken can be followed right up with another one. And if it's blocked, the player has the option to just rotate with the second character by using up 1 bar on the meter and be safe regardless.
I think its a little early to say who is truly top tier in this game. I think most people who use ryu and ken use them because they are the flagship characters in the street fighter franchise. Ken was probably the most widely used character in SF4 and he wasn't all that good in the vanilla version of the game.
I play a Dhalsim and shits hard man.
I have to make sure that; I'm in the perfect position for everything so each limb will hit the opponent if he decides to jump or get in, choose where to place fireballs since Dhalsim has a shit ton of recovery compared to other character's fireballs so If I fire one and they hop over it I'm practically boned, and generally make sure no fuck up happens. I've been jabbed out several limbed attacks and teleports, shoryuken spammed so any limbs I do happen to throw out get's ME hit from a mile away giving the other guy the perfect time to dash in and loads or other stuff. It also blows that after being patient for the whole match and doing correct guesses, the guy suddenly makes one correct guess and gets in and completely fucks me up in the next ten seconds meaning all my efforts for the past 50 seconds are all down the drain. The life of a Dhalsim player.
Fuck Ken and Ryu
anyway, I still don't know what most of the Tekken characters can do. I'm losing to an Ogre player and I really can't tell the difference between some of his normals..idk just to weird looking
probably cause he's all black playing on pandora's box
Even AE with Yun and yang and fei was balanced well relatively well compared to other fighters even though they were clearly s tier. I doubt he can bring any games up that he believes are so much better in regards to balance.
"I'll take your word for it. Gonna try to actually go into practice and see how hard he really is. But still, new players such as myself are only going to get frustrated (not in a good way) when there is a perceived repetition of moves that is basically the whole match. It makes the match very boring"
It's not the other player's job to stop using something if you don't know how to deter them from doing so.
Even AE with Yun and yang and fei was balanced well relatively well compared to other fighters even though they were clearly s tier. I doubt he can bring any games up that he believes are so much better in regards to balance.
"I have not dealt with or have had to put up with nearly as similar amounts of bs in 3D fighters (DoA, Tekken, Soul Cal.)."
Playing against Dhalsim is basically the equivalent of playing against a Baek/Hwaorang/Maxi, etc. stance/string style character. If you don't know all of their stances, their options out of those stances, and how to punish/deal with said options from those stances, you're going to get rolled by someone who is seemingly doing nothing but the same things over and over.
Get real, dude.
"What options exactly are there for Nina? Any specific moves in mind?"
The same options as most other characters. Lots of patience, walking forward, blocking, neutral jumping, punishing bad guesses and spacing from the Dhalsim player (jumping over limbs, poorly spaced/timed fireballs, etc) and forcing the Dhalsim player into a corner. It's not a matter of a simple one or two moves suddenly turning the match around, it's a matter of an entire approach to the match up.
I have not dealt with or have had to put up with nearly as similar amounts of bs in 3D fighters (DoA, Tekken, Soul Cal.). Nor have the matches constituted as much repetitiveness.
I dont want to turn this into an attack on him, i think you are being a little harsh. My advice is that if you are having a hard time with a matchup, do some research or hit up training mode to try to figure out some strategies against said matchup. I'm not sure if SRK has any character discussion or matchup threads for this game yet, but they did for SF4 and they can be very helpful.
I don't think it's nearly as equivalent. I'm not denying that a certain amount of mastery of the mechanics is required. I'm saying that my initial transition into 3D fighting was much more smoother than what I went through/am going through now with the aforementioned 2D fighters.
How much of that is due to hubris, though? I'm assuming you're at least somewhat competent at 3D fighters, now you're losing in 2D fighters and you feel like you're a better player than the other (or at the very least, what they're doing requires less skill than what you're doing), when you probably were completely self-aware of your actual skill when you first picked up 3D fighters or didn't even care about "skill" and such at that time.
I don't think it was harsh.
Someone else had recommended Maj's guide and I'm looking through that but I'll also check out the character guides.
now you're losing in 2D fighters and you feel like you're a better player than the other (or at the very least, what they're doing requires less skill than what you're doing)
Btw any chance you can use the quote function? It makes it hard to know who you are replying too or the context of their post. kind of hard to follow.
Kinda mad they took out Player Data out of Endless Lobbies. It was nice to know what your ratio was at when you're playing a long set
yupWell, jump back fireball Akuma is a pretty simple thing to stop, actually. Walk/dash under or jump over fireball, sweep Akuma as he's landing (even if the fireball is going to hit you take the trade), go to town. I thought Nina's command dash goes through fireballs? You could probably just punish that for free.
Your metric for fairness is busted, however. "I don't know how to beat it" is not the same as "this is impossible to beat," and since you admit you're a beginner, that should mean that you realize you're going to have to figure out how to beat it instead of expecting it to be a simple solution. Hell, that goes for players of any skill level (and that is precisely what the "top" players do).
Immortal is definitely being a bit of a dicklord.
I think that within 2d fighters certain characters have more disparaging fighting styles compared to the rest of their respective cast. Characters in most 3d fighters play somewhat more similarly to each other compared to some of the oddballs(dahlsim) in SF. So I understand your frustration. I played Honda in SF4 so playing against sims was a complete mindfuck, you have to know how to deal with everyone of his attacks, but once you get that information down it becomes....easier.
Immortal is definitely being a bit of a dicklord.
Knowing when to do what extended army thing, or when to teleport, or when to jump, and how to do each appropriately. It's very hard for dhalsim players to do well, especially in this game where jumps are so good. One mistake and they're dead. Most of the time they just get mauled.
If there's anything you should be complaining about, it's that dhalsim drills are fucking good in this game, and super easy to hit confirm off of. Like, they're better than cammy divekicks (being totally serious here.) Also the fact that dhalsim mashing b+lk can now turn into a full fledged combo pojeafojf;oaierfoarf
Virtua fighter fanboys that profess the amazing depth of their game (but don't know why) incoming.......
Don't worry Sayah, it just takes a bit to figure out everyone's gimmick once in awhile. Dhalsim is limbs and runaway, Bison's is safe on block split kicks and stupid kick poke+Anti air, Blanka is blue balling etcetc.
Well I'm not going to give too much away about Dhalsim but there's nothing more I hate in the world other than doing jump+HP only to get beat out by a derpy jump MK or HK. Try it with Nina in training mode, set the opponent to Dhalsim and record up back jump+HP and then play it back. See which moves kill the whole jump air limbs thing.
Well, jump back fireball Akuma is a pretty simple thing to stop, actually. Walk/dash under or jump over fireball, sweep Akuma as he's landing (even if the fireball is going to hit you take the trade), go to town. I thought Nina's command dash goes through fireballs? You could probably just punish that for free.
Your metric for fairness is busted, however. "I don't know how to beat it" is not the same as "this is impossible to beat," and since you admit you're a beginner, that should mean that you realize you're going to have to figure out how to beat it instead of expecting it to be a simple solution. Hell, that goes for players of any skill level (and that is precisely what the "top" players do).
I gave into the dark side by picking raven...and rufus as an alt to my rolento/hei team har har.
"I haven't been using Nina's command dash mostly because I don't know how to complete the command grab that follows after it. And usually jumping over fireballs leads to shoryukens for me.
And also not really saying it's impossible to beat. Just that the hurdles you have to go through make it seem like a game of cat and mouse."
You don't have to do the command grab after the command dash in this situation. You simply want the projectile invincibility so you can waltz through the air fireball, not the command grab afterwards.
It is a game of cat and mouse, but it's not a terribly effective one (Akuma's anyway). I'm talking about jumping over Akuma's air fireballs.
Bob, cervantes, done. I'd make you rage so friggin hard in sc and tekken haha, like you have no idea