Street Fighter Was the cheapest way to get AE.


Was the cheapest way to get AE.

Posted: 22 Dec 2017 02:26 AM PST

Foosie

Posted: 22 Dec 2017 08:13 AM PST

'Blue Christmas In Summer' - a Laura short story

Posted: 22 Dec 2017 02:26 AM PST

DIE ONE THOUSA----Nope.

Posted: 22 Dec 2017 08:53 AM PST

Pochoclo does Menat's 4x sideswitch combo online

Posted: 21 Dec 2017 03:27 PM PST

PSA: The Challenges for 12/21

Posted: 21 Dec 2017 07:16 PM PST

History Lesson

Posted: 22 Dec 2017 09:04 AM PST

My theory for Akuma's "Crossover Costume". Magma Dragoon in Megaman X4 even has a similar moveset complete with Hadokens, Shoryukens and a dive kick.

Posted: 22 Dec 2017 08:50 AM PST

The "This game has no footsies" Starter Pack

Posted: 21 Dec 2017 11:53 AM PST

How to TRULY Get Out of Bronze (and no go back in)

Posted: 21 Dec 2017 02:26 PM PST

Hi bro-nzies, I am here to help you, not shit on you, but genuinely help you get better and out of bronze.

That being said, if you hate losing, if seeing your life get depleted and watching your opponent's win animations hurts you in your soul, this method may not be for you... but for the people who want to get (and stay) out of bronze... I have put together a training package that will help you do it.

It will be hard work but it will completely change how you look at the game. With that, let's get in to it.

The Basic Concept

Welcome to the world of the Micro Goal

a.k.a. Get ready for the next battle... cause you'bout to lose a lot

What is a Micro Goal?

A Micro Goal is just what it sounds like... a tiny, achievable goal, that usually contributes to something larger. In the context of Street Fighter, I will give you some Micro Goals to work toward that will be hard, but will be worth it.

Step 1 - Time, is on your side, yes it is...

Or: How to truly learn defense.

Your first Micro Goal is to run out the clock in every online match you can. That means you and your opponent must survive for one minute and 39 seconds.

"Okay, but what does this teach me?"

Glad you asked. With this, you will be practicing the following buzzwords you hear the pros use:

  • Blocking
  • Backdashing
  • Safe Jumping
  • Cross unders
  • Throw techs

The main goal is to survive the full duration of the clock. If the clock runs out, you win. Now, not literally... your opponent WILL have more life than you and "technically win" but you will have achieved your Micro Goal. This trains a couple pieces in your brain without you knowing it:

  • The ability to disconnect the "You lose" screen with the feeling of "losing" and/or "being a loser"
  • The ability to achieve victory on your terms, and put you in control over your own psychology

Those are some major bonuses in combination with learning defense.

Now, once you can do this, once successfully, don't stop until you can do this 5 matches in a row.

Once you do that... make it 10.

Once you can do 10 "Wins" (read: losses) via timer in a row, you'll have the defensive chops to move on to the next step.

Step 2 - Punish yourself while you punish them

Or: The CRUSHING agony of defeat.

The Micro goal here is to add the "safest of safe" punishes to your timer game. You're aiming for 100% hit rate, not damage, not kills, not follow ups. Big crush counters, big sweeps. When your opponent does something unsafe, plant your foot in their dumb face... then walk away. Go back on defense. Again, a timer run-out is still the goal here, but if you happen to win via only super safe crush counters and sweeps... %shrugemoji% Don't worry about it though.

Again, repeat... your criteria here is to run the timer and not have a single punish you throw out whiff or be blocked. 5 games in a row, then 10 games in a row... etc.

Step 3 - "We're going to build the best air defense system, everyone says so..."

Or: Aim high.

Now, in the rookie-bronze world, this is the de-facto best place to practice your next addition to the puzzle... again with the idea that you're not trying to win, just letting the timer run out, start anti-airing. I'm not talking about getting a DP/SRK motion into muscle memory, no... just your regular anti-air button. A down-HP or a forward-HK, whatever your character-of-choice's anti-air button is, use that one... this should be on top of your other techniques.

By the time you can do this successfully 10 games in a row... watching that timer run down to zero, having not died, having 100% successfully punished every whiffed DP or missed throw, making yourself impossible to jump-in on... you can call yourself:

A player with top-notch defense, a solid punish game, and on-point anti-airs...

That sounds pretty cool huh?

Step X - Build your own offensive lessons, with a little help from your friends

Now that it's time to move into the offense game, your path may drastically diverge based on your character... but whatever path you take (consult some veterans to determine what offense is safe, effective, consistent, etc.), your goal is ACCURACY, not FREQUENCY.

If you're a Geif player... aim for 100% SPD accuracy... even if you only do one-to-two a round... a whiff'd SPD should feel like a loss to you... no matter the outcome of the match.

If you're Ibuki... maybe try doing her target combo into her shinyballpunchthing, again, with a focus on 100% ACCURACY... if she light punches and doesn't connect with someone's face, you failed, start the 10 match counter over.

Apply this same training regimen to every technique that's vital to your character... eventually (after a while) you'll be holding yourself accountable to landing perfect, 100% accurate long punish strings and executing optimal oki game...

I guarantee you, if you are truly honest with yourself and hold yourself accountable to these 10-game stretch goals, by that time you'll be so far out of bronze you'll even forget you read this article.

Happy fighting!

o7

submitted by /u/SavingPrincess1
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EMP Sanford "Pick a Top Tier" Kelly switches his FG focus

Posted: 22 Dec 2017 05:34 AM PST

3rd Strike's Cooperation Cup 2018 will be another entrants record breaking tournament with >540 players (108 teams). Check out these sick teams!

Posted: 21 Dec 2017 08:00 PM PST

Street Fighter V deluxe edition is on sale now!!! PSN America

Posted: 22 Dec 2017 09:24 AM PST

Sajam has been doing Capcom Cup Match Analysis streams. Good resource if you want to learn more about certain matchups/players.

Posted: 21 Dec 2017 02:54 PM PST

To what extent is the aspect of fighting games known as "footsies" present in SFV?

Posted: 22 Dec 2017 03:44 AM PST

Speaking in a broader sense—what is footsies, and how are those mechanics represented in SFV? Provide examples from actual matches if possible.

EDIT: To be clear, I think it's high time for a discussion now that SFV has seen two years of professional play. There seem to be many conflicting opinions from experienced players regarding this matter.

submitted by /u/hexenringe
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How did pros manage to play games like 3rd Strike, MvC2, CvS2, etc. back then without frame data?

Posted: 22 Dec 2017 04:14 AM PST

Did they just guess how many frames each move and special did? How much are they minus or positive on block, etc? Was it just a long process of trial and error until they figured out the safe and unsafe stuff? Was this information shared with everyone or did every pro have to do his own research?

submitted by /u/UnknownWin
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Teaching a newcomer help

Posted: 22 Dec 2017 06:07 AM PST

Hey guys,

I'm about to help my friend get into street fighter, my knowledge and execution is above-average (platinum player) so teaching them to atleast become a average player should be capable, however, I am not very good at the teaching part, so I was wondering any of you with much better success of teaching could help me out, or maybe point me in the direction of something that I can simply follow to make it easier to teach? I'd like it to go smoothly and not completely overwhelm a newcomer. I'm excited to teach but nervous I might do it incorrectly and slow down their process.

submitted by /u/Illacen
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Blue Christmas In Summer

Posted: 22 Dec 2017 04:35 AM PST

Menat and Abigail

Posted: 21 Dec 2017 02:42 PM PST

Command grabs having 15-20f more recovery in S3 is one of the worst changes I've ever heard

Posted: 21 Dec 2017 09:24 PM PST

They're already pretty risky to throw out compared to older games, since a neutral jump will blow you up and lead to you taking like 250+ damage. Another 15-20f of recovery is just silly, especially when none of the top 8 characters (Rashid, Ibuki, Balrog, Urien, Karin, Akuma, Cammy, Guile, Necalli) even use command grabs besides Necalli.

This essentially means that you'll be able to jump back and probably still be able to walk up and get a full combo, and unlike a neutral jump, back jumps are generally not something you can bait and react to -- it's something you have to hard commit to way ahead of time. This turns every command grab into a huge risk/medium reward tool instead of medium risk/medium reward.

This is also a big nerf for lower tier characters like Alex and Vega who use their command grab threat to open people up more easily. Lord knows Alex doesn't need any more nerfs.

Compare this to command grabs in older games like ST, A2, A3, CvS2 where the whiff animation was extremely short (about the same as whiffing a medium normal), or KoF/Guilty Gear where it's around the same speed as a normal grab. Even SF4's grab whiff animations weren't this long.

submitted by /u/moal09
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Cross post from r/gaming

Posted: 22 Dec 2017 01:05 AM PST

[EU] SFV & Season 2 Pass on sale in PSN Store

Posted: 22 Dec 2017 12:15 AM PST

Will you continue to play SFV is no changes are made to input lag and netcode?

Posted: 22 Dec 2017 01:48 AM PST

Street Fighter 5 is now 60% off!

Posted: 21 Dec 2017 10:16 AM PST

http://store.steampowered.com/app/310950/Street_Fighter_V/

The base game and the first 2 seasons are cheaper than AE will be on launch

submitted by /u/Reaper1777
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[3rd Strike] Makoto double perfect

Posted: 21 Dec 2017 05:52 PM PST

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