Instalar Steam
iniciar sesión
|
idioma
简体中文 (chino simplificado)
繁體中文 (chino tradicional)
日本語 (japonés)
한국어 (coreano)
ไทย (tailandés)
Български (búlgaro)
Čeština (checo)
Dansk (danés)
Deutsch (alemán)
English (inglés)
Español de Hispanoamérica
Ελληνικά (griego)
Français (francés)
Italiano
Bahasa Indonesia (indonesio)
Magyar (húngaro)
Nederlands (holandés)
Norsk (noruego)
Polski (polaco)
Português (Portugués de Portugal)
Português-Brasil (portugués de Brasil)
Română (rumano)
Русский (ruso)
Suomi (finés)
Svenska (sueco)
Türkçe (turco)
Tiếng Việt (vietnamita)
Українська (ucraniano)
Comunicar un error de traducción
If plat or diamond is in the reach as you say, then I'm fine with it to be honest.
I miss the times were Street Fighter was focusing more on the fundamentals and positioning. I guess Samurai Shodown is now the only available option out there if thats what you are looking for.
Funny green dash adds a level of volatility to the game, sure but street fighter has had whacky neutral gimmicks for years. Third strike is probably the most "honest" footsies you'll get out of a SF game. USF4 had a generally pretty focused neutral game, but tons of characters had ways to skip neutral and start their pressure, Vtrigger...existed, and now we have green dash, which is at least reactable and can get stuffed so your opponent needs to enforce a mental stack to skip neutral with it.
I'm still new and bad enough to not really know how correct I am about all that. But seeing there are combos that do 50-70% (and you can't escape them after getting hit if I understand) is really disheartening. Overabundance of insane burst damage is always annoying in competitive games.
You're not wrong necessarily, sometimes that happens but other times not. Those are still really difficult to perform and if you really want the insane 70% damage blowup then you probably need an install and your super, while they are exhausted and splatted on a corner for a stun
If you look at the pro tour matches for example, a lot of the pro's there are feeling each other out, checking neutral, punishing a whiff, etc. Sometimes it's just a sweep and back to neutral, sometimes it's a shimmy and the move you hit confirmed only goes for a quick combo, and saving your gauge for other opportunities is better
Sometimes you're drive rushing and not canceling, using an OD because it's faster or has longer range, and combining these things together is draining your gauge where you don't have the opportunity anymore just unload everything in one single combo
Now i'm kinda new too so take it with a grain of salt, but that's what i've seen so far. Most of it seems to boil down that SA3 is too powerful (especially those that just carry you all the way to corner) and tuning it down would allow the other supers to be more used, while decreasing the total damage output in a single moment
Overall i'd say the damage is probably the least offensive from fighters that i have played (MK but not the new one, and GG although you can yellow roman cancel if needed), feels like the pacing is slower in general especially in low and mid-ranks where most people are
Added note. Inaccurate but general rule of thumb, every combo reduce damage by 10% to a minimum of 8%. Longer combo don't necessary means better and meterless BnB will be suffice most of the case. For DRC combos it's either used in two scenario:
1. Weak combo like hit at tip of cr.mk and convert into ok combo
2. Long chained combo and finish with SA for SA have minimum damage redution(30%/40%/50%).
"Mid length combo" are generally ill advised for DRC combos.