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elliephil

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Posts posted by elliephil

  1. Played Rashid tonight against some friends. Definitely still a dumb character. qcb LP xx qcb HK is a really hard to block high low not to mention that his st.mp and cr.mp are both very good buttons for covering areas in front of Rashid. (They are both also +1 on block.)

     

    Rashid has to dash forward first before he can do his run in mid/low mixup. Might be a good note to take down when you inevitable have to fight him. Makes it way easier to defend against compared to Kim who can walk forward and backwards and then instantly go into run.

     

    I am starting to notice though how hard it is to block on reaction. I'm kind of hoping they make that easier in the future especially with all the complaining about forward moving attacks in this game like Honda headbutt, Blanka ball, Rashid mixer, etc.

  2. 15 hours ago, Pair of Rooks said:

    Thanks for this. In my defense jinrai is like 12 different moves, and I didn't even know the command dash changed the properties of the followups.

    Between jinrai and run, there is a bit going on for a shoto character. Heavy dragonlash can be tricky to interrupt sometimes since it covers lots of horizontal area while staying relatively close to the ground. Run step kick is -4 but when it's spaced out, it's very rare you're ever going to jab punished for that as well unless you did it point blank in the corner. Ken is cool cause he has tools that keep your opponent on their toes but doesn't exactly have to use them all the time.

     

    Ethernet cable is always optional 😉 

  3. 1 hour ago, Pair of Rooks said:

    Can someone explain why he's top tier despite all his specials being punishable on block?

    Ken has plenty of specials that are not punishable on block. Frame data doesn't really dictate how good a character is in this game as much as it did in sfv since the game gives you so many options on defense, along with most characters only having 1 to 2 plus moves usually.

     

    OD Fireball = -2 on block

    HK dragonlash = +1 on block (+2 on crouching)

    HK Jinrai = -2

    Jinrai overhead = -3

    Jinrai heavy = -3

    Run overhead = -3

     

    I think Ken is considered top tier due to the fact that he is extremely well-rounded with good normals and anti-air options. He has great pressure during jinrai strings. He can confirm into full screen corner carry and even switch sides if he wants. Most normals are cancellable into DI and I feel that Ken rewards players who choose to play a strong fundamental game utilizing all of the mechanics.

     

  4. 1 minute ago, Volta said:

    Now that we've established that SF6 is a much better game than the train wreck that its predecessor was, can we take a moment to appreciate what a good time it is to be a member of the FGC? A new SF, a new MK on the way, as well as Garou 2 and Tekken 8. Not to mention that Samurai Shodown got rollback netcode and Strive is still going strong. In an ideal world, I would've also like DOA7 and VF6 to be announced, but I guess you can't have everything.

    It's pretty great that crossplay is starting to become a normal feature too. I'm kind of holding out for umvc3 to get a rollback update announced at Evo this year.

  5. 2 minutes ago, Sonero said:

    I try to dash with Cammy, she does the most limpest hop forward with 80 frames of recovery on it. Juri does a regular dash and hits me with the #1 Burger, she does it with fireball back up and its all Royale with Cheese up in my grill.

    I don't really see the strength in Cammy that others do yet. She still does Cammy things but in like 10 touches instead of 4 or 5.

     

    5 minutes ago, HeavensCloud said:

    There's scheduled maintenance in a few hours might be because of that.  I'm also getting kicked/errors trying to connect.  

    I saw the "emergency maintenance" news thing when I logged in. My friends and I were playing a late night lobby and everything started shitting the bed that we had to switch to battle hub.

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