tribaL
[09] Warrior
how dare you post that bs music in my thread. be done with you.
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tribal you lack a fundamental understanding of the step system SC4 has, or you wouldn't be saying these things
It's EASY to step you just have to know what frames are good and not good to step at. You want to single tap the direction, and you have the option of cutting your step short with G. Step G is low risk, high reward, and every character can use it (though some better than others).
why simply block cass BB when I can step it and get a free combo? this is on prediction of course, but you're not exactly putting your head on a chopping block for trying to step most of the time. suddenly their head is on the chopping block just for throwing out a "safe" move
unfortunately, step g doesn't do anything against the moves that i already brought up because, as you said, your cutting down on the distance of your sidestep. Yea, a bb can be stepped (well, mostly, raph's bb's, even after the patch, still track a little bit), but i wasn't referring to stepping simple bb's.
I'll give you the benefit of the doubt and attempt to implement more stepping g. I mean, i was doing that before, but i wasn't finding it very effective. Maybe i wasn't doing it well. I have to admit, i don't understand when you say "have to know what frames are [not good] to step at." i never step all willy-nilly for the hell of it.
And, for the record, i knew what step g was ^_^.
your smile face is disgust-disintegrate.
example: sieg, almost every single sieg uses the same exact srsh "dash" into either the k or the b, both of which have stun followups. i get it... it's effective, so people use it. that's fine. but because of the stiffness in movement in sc4, everyone sets it up the same way through the same moves. actually, i find sieg to be the biggest offender of this mostly because i find that players use essentially the same things to get into the same stances to force the same mixups.
another example: yoshi's drg, often i see people (myself included) only really uses this for the b_k mixup on wake-ups.
kilik: bp a and b is also all too often used only for wake-ups. again i get that it's effective for okizeme, but it always the same 50/50.
crawl mixups are strong.lizzy: omg, all i ever see is crwl a and mixups from there. even oof can be seen abusing this in the finals against wingzero. again, yea it works, but i wish there were more ways of using it.
now, on the other side of the coin, some characters have these stances, but rarely do they ever really need to use them.
voldo: face it, this guy is solid even without cr or mc (which is sad because mc was something that i really like seeing implemented, and so many people did it so well [aris, jayshadow]). one could argue bs is it's own separate stance, but i don't really consider that a stance so much so as an extension of his regular movelist. usually stances has some sort of property change, aside from being able to get bt thrown, voldo himself is essentially playing the same exact way (even some of his moves are the same).
im not a soph player, but here's my perspective anyway. she moves fast and low using the steps. it seems like if you can apply some good pressure with her, 236236(ect) grab and B becomes a pretty decent mixup. It seems like this could be used to really make someone feel the pressure.soph: very rarely do i ever find a need to be in angel step. sometimes i get lucky and i tech crouch something, but really all you need angel step for is a buffer to get 236236b faster. that move being amazing for so many reasons.
thats not this games fault. just because people dont take advantage of the options given to them doesnt mean they dont exist.an addendum to this first point:
people tend to use the same moves with the same characters from the basic movelists as well. this makes sense because all the characters have moves that are better than others. all fighting games are guilty of this, but the fact that sc4 feels so stiff is why i'm starting to see is people essentially playing the same exact way.
when was stepping actually considered more of a risk with less of a reward?
I mean you gotta know frame data and stuff to understand what stuff is good or bad to step after.
-5 on block stuff into step G will dodge even the fastest BBs just fine, but not some other things like amy 6BB. another example is that stepping after being hit by BBs is good because BBs/most other moves don't give a ton of advantage on hit, usually it's between 1 and 5 plus frames for the opponent
yet another example: nightmare agA (+0 on guard) > step G vs cass. If she did BB I step and punish, if she did 2A I still block it even though I stepped. For this particular instant you render almost her entire movelist useless from neutral, you can't tell me that isn't powerful
I agree with the OP. SC is a load of bullcrap with the movement. In Tekken sweeping in and out was the fundamental of the game. In SC people just spam buttons and because characters have weapons and thus bigger range than any in tekken it is impossible to recreate the same sort of movement tactics as you can get caught a thousand times trying to get in close.
Oh man, Kazuya was so fun with f pause qcf triangle ;D
I agree with the OP. SC is a load of bullcrap with the movement. In Tekken sweeping in and out was the fundamental of the game. In SC people just spam buttons and because characters have weapons and thus bigger range than any in tekken it is impossible to recreate the same sort of movement tactics as you can get caught a thousand times trying to get in close.
Oh man, Kazuya was so fun with f pause qcf triangle ;D
Wow? Don't you guys got training to do. I know I do.regional tourneys are all over the country "Go see what you can do"
I won't stop playing if they don't, but I would enjoy the game alot more, if more emphasis was put on positioning.