Any basic advice for a newbie?(or at least point me to the right thread).

SpoonyBard

[08] Mercenary
First off I'll smack anyone that says "practice". Lol, jk. I'm just having trouble holding my own even against the CPU on easy difficulty. Once I get knocked to the ground the match is pretty much game over because the CPU juggles me like crazy and I can't do a thing about it. I'm using a custom character with Natsu's style btw. Thanks.
 
So your main problem is having trouble once you're knocked down - that generally means that you're being too predictable with how you get up. Backrolling is probably the riskiest strategy overall, though - many characters have moves that can screw backrolls over big time.

In general, try and mix it up between standing up to guard straight away, and side rolling to avoid more linear attacks then getting up safely during their cooldown. There are exceptions, of course. If you're facing a Natsu, it's almost always best to just sit there and take chip damage from the bomb (after which point you can easily get away safely), because if you get up it's too late to do anything and she can combo into her air-grab.

Anything else you struggle with in particular?
 
For CPU on easy:
1. Press guard to get up. You'll block immediately.
2. If it is landing hits (you are at frame disadvantage) hold the guard button until you successfully block a string.
3. Now attack immediately because you have frame advantage. Keep attacking as long as your hits land.
4. When your hits get blocked you are now on defense. Hold guard.
5. If the CPU isn't pressing the attack then go ahead and press your attack.

These are the basics of advantage/disadvantage, and it's only mostly accurate but good enough to beat easy CPU. Once you get more experienced and go against live players the mind games will ensue.
 
Use the guard button.
Basically this.

The only way I see to struggle against easy CPU is to constantly mash attacks while getting hit. This leads to counter hits which add extra damage, knockdown, launch, and/or stun.
 
These are the basics of advantage/disadvantage, and it's only mostly accurate but good enough to beat easy CPU. Once you get more experienced and go against live players the mind games will ensue.

What happens when you get stuck in a blockstring? I've been playing in arcade mode trying to get a feel for the game (my first 3D fighter) and it feels like whenever I'm in a blockstring I can't get back on the offensive. Or if I am lucky and land a hit or two, the opponent will trade an attack right after or grab me or whatever. Once I'm on the ground it seems like rolling away/blocking again never works out to my advantage. Is this just poor timing on my offense, or are there other things to consider? I had been trying Astaroth but I feel like he might be the reason my offense after a blockstring hasn't been good. So I'm trying to learn Patroklos. Does the character matter in terms of learning these fundamentals?

Also, how often should you focus on guarding vs sidestepping/crouching? How advanced/difficult is that tactic in terms of gameplay?


Sorry to jack the thread SpoonyBard, but it seemed like generally the same topic and trouble.
 
I had to take Astaroth through the arcade mode just to see what you are talking about. I have no exp playing Astaroth, but also didn't have a problem so it likely only boils down to game fundamentals.

Know his fastest moves up close. These are:
6AA - on hit this leaves them ducking for an immediate down grab.
K
66K - Only reasonably fast, but it tech crouches and it's safe (you won't be force to eat an attack if they block).
Use your throws.
CE - Astaroth's critical edge is instant I believe. If you see cut animation and you are not ducking it's too late.

Most of all with Astaroth your game must be zoning the opponent out. Space them where you want them. Keep them out of your face.
Useful for this:
44A/44[A]
44B
4B+K
1AA/1AB
66A
A+B

It's likely that you just don't realize when it's time to attack. The window of opportunity is not that big. When we talk about a move being unsafe as -14 that means you have 14/60 of a second to fit your attack in for guaranteed damage. On an i13 move (impacts in 13 frames, Astaroth's fastest not including instant CE) that means you cannot be late by more than 1/60 of a second. The best way to do this is to buffer in your moves - input the move before the blockstun is finished.

Evasion is dependent on your read of the opponent. It's mostly a guessing game and it comes down to what you figure out about your opponent's tendencies. Quite frankly during the arcade mode run through I didn't focus on this. My main concern was getting them out of my face and keeping them out.
 
Thanks for the answers. I've been doing a little bit of practice, and I'm getting a little better, but I'm still having problems when the CPU starts juggling. How do you deal with getting out of a juggle?
 
You can try to air control when you get launched, but it won't always work. If the stun or juggle is part of a true combo you'll just have to eat the damage.

It works the other way also. When you practice combos in training mode makes sure the second action for the dummy is set to all guard. This way you know for real what hits are guaranteed to combo.
 
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