Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
In DBFZ if you super dash a constantly jump blocking oponent you will not get him down to the ground or be able to punish him reliably for constantly doing so and the air block strings are not nearly as dangerous as grounded ones. That makes jumping back and defending constantly the most effective way of defense in intermediate to low levels of play, so there's a lot of people currently playing exclusively like that since in order to get them to the ground you have to catch them with a reliable air combo that takes them to the ground or a throw (I use 21 so I find her command grabs a good way of stoping this).
What strikes me as odd is that air defense is so much stronger than grounded defense in a neutral situation, but that might be my biased opinion since I hate this tactic more than constant projectile zoning XD, the only thing more annoying for me than this is 16's oki set ups XD.
Bait the jump in and back dash, call an assist, go air to air with a normal, fire a beam, use your throw, if your character has any normals that are good as AA's try one of them, if your character has a special with AA properties use it, vanish, etc. I didn't say all of this because someone that actually knows how fighting games works will know these because they're basic fundamentals.
The only one in that list that works is the grab however is a bit iffy on hitboxs I swear if you are a little higher than them on the jump it just wiffs and instant punish.
Jump in and back dash -> he can still keep jumping back and defending
call an assist -> unless the assist is vegeta or a beam assist, he can keep jumping back and defending. he can also double jump beam assists.
air to air -> either you nail down a combo that puts him in the ground or he will still be jumping
fire a beam -> if he defends, he will keep jumping, if you vanish, he can even punish you
throw -> this is the only thing he has to actually look out for
anti airs -> not many characters have reliable ones besides 2H, wich you can't use to take the oponent to the ground.
The point is the oponent can always keep annoyingly jumping back until you commit a mistake trying to throw him or to get him down with an air to air / anti air. I don't know if you ever played with someone who does this kind of stuff but if he also has a solid grounded defense it turns into a ver awkard fight.
IT already does, but in reverse. If you move forward you get more meter for free. Dashing across the screen is like a free half bar. Also, if you're being jumped away from, just do a grab.
There's just so many WAYS to deal with this that it's already a punishment for being too defensive.
Only a handful of attacks chip. The rest don't. You are safe from most fireballs.