Re: [CPT-FGC] Re: Hi

  • From: G B <sigma.g19@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Tue, 11 Feb 2014 17:57:32 +0200

Yeah. I think some of it is also attributed to me thinking that SF is so
knockdown-setup/unblockable based that... its all I look for. Well, at
least what I look for from my opponent, because I don't know any real
setups aside from jump in with hp (which works, LOL).

From what you've told me about playing Sakura, the only things I kept was
'use as a poke', 'ex tatsu -> ultra 1',  'uryo knockdown setup' and
'cr.hp if they jump'. I'd say 'don't jump' but LOL, I still do that without
even thinking about it, :-).

...and basically, that is all I need to win matches. or its least, to put
up a fight. The rest of the stuff I react to as we play. That's why I'm
'twitchy', especially when the game is slow. That's when the random tatsus
come out or I start jumping, etc, the game can start picking up again, to
the pace I like/used to play at.

I will say that dealing with these many hard knockdown's and ambiguity of
jump-in moves is probably the biggest challenge I've had to face in SF. In
KOF, getting a hard knockdown rather is rather rare and obviously, with CD
blow backs and escape rolls, getting a breather is a bit simpler.

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