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When you're pressuring someone's wakeup and you know they like to wakeup with DI, you have two options that are very strong against it.
1. You can pressure with jabs. Every time you hit someone's armor from DI, it freezes the screen for a second and gives you more time to cancel into a counter DI. Even if your reactions suck, you'll most likely just break their armor from jabbing them 3 times anyways.
2. Throw. Throw is already a great option without even considering DI, on the vast majority of characters it loops right back into the same knockdown situation. But if your opponent does try to DI, throw just beats it outright.
If your opponent likes throwing out random DIs in neutral, then yeah, you should probably stop using uncancelable moves. That's the simple version anyways.
What's actually happening is that they're not random at all, your opponent is trying to predict an uncancelable poke (or they're just wagering that you'll be too surprised to react if that's not what you'll do) and hit you for doing it. So what you need to do to beat it is not do what they're predicting you'll do. Either use a move that gives you a safety net against DI or just change up the timing of how you use your moves so that they don't feel confident throwing out DIs in neutral. Use your opponent's habits against them.
If you're not understanding what I'm saying think of it this way: If every time I walk into the range of your sweep, you use your sweep, then I can say "This guy's gonna sweep in this particular situation every time, so I can DI and it will hit him". Then if you don't sweep, I just throw out a raw DI and you get an opportunity to counter it.
How am I supposed to deal with cross screen moves like DR cr.mk or whatever rashid has with that kick?
as zangief, I need to get in close, but it just feels frustrating that i have to hold down back the entire game and let him do whatever he wants. Or then he just mixes up with DR throw when I turtle. I literally could not get in range to throw the entire game.
it feels like I can't play the game when every character is throwing out fast moves from long range and jumping me in and my 15f lariat can't hit directly above or behind me, and they get a full punish-counter combo because I tried to anti-air their jump in. I can't DI the DR because they can just DI back. I can't use lvl 2 as a reversal on DR because it's so slow it won't hit in time before they can block and then punish the giant recovery.
#RandomPalms24/7
do you play zangief?
As gief, or any grappler, getting in is meant to be the hard part, because getting in is your win condition. The palm is telegraphed, it is reactable. Again, training drills are great for this - you can set up random dummy behavior where sometimes it's palm sometimes it isn't and stuff and work with it. It won't make you a god, but it'll make you heaps better against it.
Drills are important when dealing with specific pain points. Identifying them is the harder part. Good on you for figuring them out right away. A lot of people suffer through Honda without ever considering that they might just be a training session away from making his "strategy" into a hard loss.
Once you identify your opponent is a spammer only use fast cancellable pokes (ryu standing/crouching MP for example) and empty cancel them, i.e. don't combo into special of blocked pokes. Just poke away at them for pressure, you can always drive cancel any hit confirm for combo damage but just keep the fast empty poke pressure up. This way you'll easily be able to DI counter every braindead spam attempt
People don't spam DI in master for good reason, because it only works on people who haven't grasped the fundamentals yet or are stuck playing SF6 like it's SF4
Also easiest trick vs DI change your volume settings others to 80 % while DI to 100% for noticeable alarm everytime DI happened.