Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Isn't this inherently nonsensical?
If you could ALWAYS check it, why have the DR option in the first place? Yes, you said "consistently", not "always", but for the sake of emphasis I exaggerated (sorry).
Some characters have faster, some slower DRs. It's just part of the neutral/footsies game. Yes, DR is one form of neutral skip, but that's only 100% true on a surface level. If you think about it, it's just another form of dashing - albeit a much more oppressive one.
I used to get destroyed by Juri and Dee Jay DRing all day, but know I keep that in mind and should be around 50% success rate when it comes to checking.
That's how it is supposed to be, no?
Couple of days ago I had one match against Diamond Marisa and basically stopped everything that player threw at me. Up until I misread one DR and fcked my entire round. It's not the fact I lost, but the way I lose is what irritates me.
I totally understand how you feel. I had the same problem when I first started playing SF6. But as you gain more experience playing, you'll get better at knowing when to just block it, when to counter it. Usually if it's far enough, you can always stop it with a normal. Also dont throw out normal randomly too much unless it can connect because they'll come in green and punish the whip. learning how to block effectively is very important in this game unless you want to get combo to death.
It's all about getting better at how to response to various situations
That's not right either. Marisa can't anti-air ryu if he jumps from the back half of the screen without lvl2 or if he jumps within a certain distance of her, as an absolute fact. There's no like 'autocorrectDP from crouch' that she can do that beats his options at that range and at further she always has to guess if he's pressing a long or short air button (and if it's a short button she can't punish without an extremely hard read and 4f timing).
Why won't dimachaerus work? Even if you microwalk -> crosscut? Or jump back jab? Maybe you can record the situation and show me.
Of course I have my execution on point for classic, I picked modern because of one button EX DP and Super, there's no point on lying and saying otherwise. I admit it, I'm doing it because the macros are very strong. For example, nobody can cr.MK into DR on me if I have meter or super, since there's no time wasted on execution, on one frame I'm blocking, and on the next I'm already on invulnerable frames. Also, I could hadouken and shoryuken when I was like 7yo, there's a youtube video of a literal dog doing a hadouken. You are being silly by taking pride on something so simple. We all still do the regular motions on combos for optimal damage, the special button is for reacting to stuff.
There's no way in hell you can raw EX DP against DeeJay's DR on classic, that's what I'm complaining about, classic controls let you too fragile against the barrade of buffonery this game have. I hope in the future season 2 patch they heavily nerf Drive Rush from neutral, and I'm not talking about more meter as that would only make oki expensive, I'm talking about having at least 10 more frames.