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. >> > >