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JustBooming

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Posts posted by JustBooming

  1. 39 minutes ago, Shakunetsu said:

     

    I spent so long trying to get Guile's optimal SFV loops (and Guile FK.FADC.ultra 2 in IV) that my shoulder started to hurt - pretty heavy handed on the stick. I got OK at the SFV stuff, but ended up making my own babyloop that did a touch less damage, and was 20x easier. I only ever did FADC to U2 once, in training mode. 

     

    But that's crackers. I'm ok with the fact I'll never do it, just about 😞

  2. 13 minutes ago, Hawkingbird said:

    How easy is it to do his just frame booms? The Gulies I played against managed to do it most of the time. 

    It's pretty easy. I always used to do forward then back and punch, but just forcing punch a split second earlier means at 9/10 will be perfect. I'm saying this having to use an xbox pad, so am guessing those with clickier buttons will do better.

  3. 8 minutes ago, Vhozite said:

    Without proper training mode it’s hard to tell

    I knocked an opponent out of the air with a flash kick, fired a perfect lp boom, and managed to j.mp them onto it. I'm desperate to see if I can tack on sonic hurricane afterwards. I reckon it'd work, but I really want to see

     

    Edit: sorry, as they had time to jump forward over it after the fk knockdown. 

  4. Beta was really good when it worked for me. Forever to load, and often crashed, but once I've got a round or two in, I assume it's good for some time.

    Guile's taking some getting used to, esp with his c.mp target combo - I find the range a bit finicky, and you seem to have to commit a little earlier to the second input, but in general I love the range on normals.

     

    Found it hard to perfect boom in corner combos, while raw can do them easy - but read there's an option to disable negative edge in the game. And sure we can do a perfect boom loop or two in the corner, though seems only with lights.

     

    I've more been playing against lvl 8 CPU to train against DI. If my old reflexes can handle it (Ken CPU, esp when I'm cornered seems to go for it lots) then I think it'll work out well, but it definitely is something to be ever-aware about. 

    ...

     

    As a side issue, kinda really really wanna point out not to have Steam running when playing some betas. Some folk even rename steam.exe to something else just in case a beta might try to launch Steam to run. My nephew once tried a similar kind of bullshit, and it wasn't pretty.

  5. I've come to terms with the fact that every new SF will have shit I like and shit I dislike. Be it music, overall feel, graphics, offence/defence being skewed too strong in one way or another, I fucking love digging into the new stuff. I fully expect SF6 to have things in it that piss me off, but I trust that I'll get over it, and find things I love. I admire the fact the SF team reinvents the game so often.

  6. 21 minutes ago, Pair of Rooks said:

    So what's the counterplay?

    With drive, parry is 1f startup, second DI seems to always beat it. If in burnout, throws will work, but you're probably shit out of luck is the DI is spaced properly - I see it as the reward for putting the opponent in burnout. Someone mentioned there's a "lock" state that prevents fireball traps or other unblockable setups with a DI. I think it'll become normal to react to the DI animation pretty quick, as we learned with focus attacks.

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