Re: [CPT-FGC] Re: Hi

  • From: Ilitirit Sama <ilitirit@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Tue, 11 Feb 2014 19:56:31 +0200

Because experienced players know when and when not to backdash.


On Tue, Feb 11, 2014 at 5:58 PM, G B <sigma.g19@xxxxxxxxx> wrote:

> That option select nonsense... ugh. I used them for a week but I never
> once got a free hit. Stopped using it since.
>
>
>
> On Tue, Feb 11, 2014 at 5:57 PM, G B <sigma.g19@xxxxxxxxx> wrote:
>
>> 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 st.hk 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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