"holy shit this guy blows, he beat me by pressing buttons all day what a scrub"

>"holy shit this guy blows, he beat me by pressing buttons all day what a scrub"
>"fucking scrub just jumps in all day, I can't beat retarded players like these"
>"Wow this noob just DPs, he just does it for no reason and it gets me every time but hes totally bad for hitting me with a move"
>"I can only win against good players, this guy just sweeped me 4 times in a row on wake up I can't fight retards like these"
Why are street fighter players so fucking autistic?

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>"fucking scrub just jumps in all day, I can't beat retarded players like these"

Jumping is a issue though. AA's outside of CC (cant CC on active) are really weak so people just jump in until they can land thier 35%+ damage jump in combos.

But one of the hardest things for a player getting the grips is trying to read and react to a player that has no gameplan. All guides assume you are playing someone who is decent and gives you a plan to win a MU. Nothing prepares you for a wakeup DP and since this game is so offense heavy people don't want to risk the momentum they get from landing a meaty on hit or block.

I gotta personally learn to beat that but its a hard process.

I suspect you've only played Street Fighter and no other fighting game if you think this is only a thing among that playerbase. This shit happens constantly in KoF and GG as well in my experience.

This is literally true.

They have a very rigid system of fighting, zoning, poking. They assume everyone follows the new tournament fads. You pretty much have a free round on people by playing erratic. Of course you cant repeat playing like a retard ad infinitum and expect to work always.

Always gets me some laughs from lab autists who mastered their 0.5 frame links and expects everyone follow the manual.

I tend to adapt my play towards analyzing an opponent and trying to create openings that taje advantage of their their weaknesses. A noob doesn't have any weaknesses, and this can really throw you if all you know how to do is manipulate your opponent.The simple reality is that these people lack baseline skills, and getting rocked by noobs should be their wake-up call to that.

Those players are just giving the bad ones too much respect.

It's hard to dial your thinking back if you're used to playing at a higher level. Or if you only played with people who have a "higher level mindset" random shenanigans will dumpster you because you never learned how to deal with them.

I love this game
You have 3 things to learn
your own character choice
your opponents character choice
your opponents strategy

Its easy to lose for me cause you just learn new strategy by seeing your opponent through to the end.

I feel like this is especially notable in street fighter because of how rewarding landing stray hits can be. A sweep or DP is something like 15% of a characters HP. In something like Mahvel I don't care if I get randomly hit by a single hit or get button mashed on because if they can't hit confirm into a 100 hit combo they can't kill my guy and I only need 1 good hit confirm to kill. In street fighter its like a rock paper scissor of who can hit the other guy with the better move

I get like that sometimes.
>"holy shit this guy blows, he beat me by pressing buttons all day what a scrub"
This one gets me because I will try to condition someone to block all game by punishing their wake up buttons over and over, then I'll think I should grab them this time because they got meatied 4 times in a row. And they're still mashing buttons.
>"fucking scrub just jumps in all day, I can't beat retarded players like these"
If I don't establish that jumping on me is bad then I don't get mad about people jumping. It's especially retarded when people play characters with command grabs and complain about people jumping.
>"Wow this noob just DPs, he just does it for no reason and it gets me every time but hes totally bad for hitting me with a move"
If you see someone mashing DP literally just change to true block strings or just bait it out.
>"I can only win against good players, this guy just sweeped me 4 times in a row on wake up I can't fight retards like these"
This can be true to an extent. It's hard to fight someone with no gameplan because SF is a series of educated guesses. If you're opponent is totally random then there's not much educated guessing you can do.

They practiced, but still haven't completely jumped to the next level, and are afraid to admit they are still too bad at spacing, aa's, or whatever for them to admit they lost to someone who overwhelmed them.

youtube.com/watch?v=LfEVcZ3anG0
Classic example.
Also SFV seems to be a lot more about preemptive blocking and anti-airing. You need to mentally queue an anti-air sometimes, reactionary play is not as good as it was in SF4.
Is it a flaw? Mostly.

8

FRAMES

Sounds like you have trouble with whittling opponents down/preventing whittling, which SF is very receptive towards.

It takes an egregious amount of focus and concentration to properly anticipate and counter someone's every stray punch, but exemplar displays of control like that, especially over a long period, tend to capture the zeitgeist of 'being good.'

I guess if I were to make a comparison, imagine if every exchange in SF were an entire match in marvel, that level of thought and counter-thought occurring, and with that much consequence behind every hit. That's what everyone likes so much about it, and also why so many people are bad at it.

>Gandhi is mashing so hard the facecam shakes
Classic.

cause shoryuken needs mad respect in this game but its so easy to punish that you dont expect that fucking ken to keep using it but he does and then you feel stupid as hell for losing to shoryuken spam because you know better. you really gotta play patiently which is bullshit because you just watch the other guy goin ham and clearly concentrating less but also succeeding more

This is the perfect example. The Rufus simply refused to take the game down to his level. He didn't even have to do anything other than anti-air, punish the DPs, sit on his life lead , and let the ryu kill himself.

He kept trying to do combos, dropping them and getting DP'd. Going for mix ups when Ryu's just mashing DP. He kept letting him jump in. All he had to do was down-back, anti-air, and punish but he insisted on playing "smartly" against a dumb player.

It's because you're trying to run some gameplan of how things are supposed to go in your head. If someone's going apeshit with the jumps and DP's just stop trying to do everything you're doing. Don't bother with pressure, frame traps, or setups. If someone is random you only need to do three things: block, punish, and anti air. That's it. Let them hang themselves and don't get caught up in the rope with them.

How's the online play on SFV if you live in a shithole country that's far from every other country? The game utilizes P2P for multiplayer right?

People that tend to wakeup DP as their go-to can be beaten with simple baits. This game rewards intelligent meaties on braindead players, so use them to your advantage.

I do agree that it is very, very offense heavy. It might just be me playing Necalli, but once I get someone on the backfoot they rarely come back unless they are exceedingly better than I am or I just make a stupid mistake.

>not playing third strike on fightcade

>you really gotta play patiently which is bullshit because you just watch the other guy goin ham and clearly concentrating less but also succeeding more
What you said could easily be applied to someone who has a good read on you

If someone consonantly falls for the same trick you don't stop doing it. It's like that phenom v fuudo match, there was no reason for him not to dp if dp kept working

once you realize this, the game really gets significantly easier

This, I had a great match one time where I just DPed a ken about twenty times. I stopped occasionally but he kept jumping so I went back to doing it

>People that tend to wakeup DP as their go-to can be beaten with simple baits.

What about the tricky ones that do a delayed wakeup into whatever. Lets say vs ken IF you get a KD and the ken does a delayed wakeup if I

-Just block and bait he will wakeup grab
-Neutral jump he just srks me
-backdash I eat a tatsu
-setup meaty and I eat a reversal srk
-crossup and I will fail and eat a wakeup grab

AA and opponents wakeup are my weakest points but there is so much options an opponent has when they can just take a breather on the floor for a second. Playing SFV just makes me angry as fuck.

the best players put smart play and an unpredictable pattern together to create a stronger game plan.

there's still a series of guesses after a knockdown in SFV so being able to stay elusive will always be an important piece of a winning strategy.

Play Birdie. When you get a knockdown just eat a donut and go back to neutral.

Sounds like DSP quotes, are you judging the entire community based on him?

This.

You can't have a complex gameplan if your opponent is just doing to do whatever. That's when you pull out basic fundamental play. Wait, block, do max punish, and anti air. It's adapting to your opponent, even if he is playing like a chicken who just got its head cut off.

take one fucking step back and block

Then they are actually decent and playing good mind games, which if they make you so angry it sounds like you lack

People really forget that from the start they said you need good reads in sfv, there are very few things that are completely safe in every situation so you really need to think about everything you do. If you get hit it's cause you didn't read the situation correctly

Nobody really clicked in this game for me but Karin for her strength and easy gameplan and buttons that can bully other characters to death and Juri her moveset is nice and while not that strong she has so many options and her confims lead to great stuff if she has stock. These are the only 2 characters I can reliably beat people with the rest are just hopeless.

I just have to get better but after playing this game for like 2 hours I'm so pissed I'm fighting a migraine.

i watched capcom pro talk and almost every single pro guest likes to blame his losses on his opponent being too dumb for them to play against

meant for

This, shimmies in SFV are a very strong option. Once you see what they're initial wakeup option is, you can take a guess that its what he's going to do again, or not.

git gud at ryu

two hours a day is plenty as long as its consistent.

You gotta take breaks man, I sometimes go for the long training sessions but mostly play in short bursts. You should watch your replays as well, that'll give you a lot of info on what you should be doing more/less, as well as the matchup.

watching replays showed me how much of a shitter i am

It's honestly a god damn shame that people eat up Street Fighter and not superior games with more dynamic systems like KI, Marvel 2 or GG.
And before you say Marvel is too old, eat shit, people still play Melee which is just as imbalanced and old.

You are describing a different situation. That is what a GOOD player does: They anticipate what their opponent will do and throw out the movement that counters them. If you're playing against someone that spazzes out and throws random SRKs everywhere, it can be annoying, but it's simple enough to counter. Just be careful, sit back, and block.

I do agree that people who have absolutely no plan and in just behave in a random fashion can be a pain to fight. But they're not at all difficult to respond to.

There is no way anyone is reacting perfectly those 5 scenarios all of the time and there's tons of ways you can bait out all of those options. You're probably telegraphing what you're going to do.

I watch replays often some matches I can learn a lot but the ones I have problems with was that I tried to AA on a jump happy opponent and missed 1 and ate a huge combo or falling for wakeup sweep. The more grounded matches was just me not knowing the MU and for that I just have to play more.

any tips on how to get started with guilty gear?
I have xrd sign but it's too complicated for my dumbass brain. I've played through the tutorial and challanges. Am I just too retarded for this game?

I would like to try other games but fuck long intricate combos. SF is like the only fighter to tone the combo game down. Lets me focus on the other things more.

But those are straight up DSP quotes, no one calls their opponents retarded or noobs when they lose besides LTG.

Holy fuck what a massive mongoloid.

That's because they're used to playing offline against good players.

Online + trying too hard causes them to for fall for random nonsense. They're also trying to put on a show so they over react to everything.

Revelator has a better in-game tutorial than you can find online. It's incredibly extensive in every area.

thats probably what they are thinking in their head though, gotta keep it PG for the sponsors.

I might try out revelator soon, do I need to memorize the long ass combos to git gud?

OH

MY

DAYS

LOGAN

>$25 on Amazon
Should I?

No, just learn to end every hit you land into a knockdown because Xrd is very heavily focused on setplay.

yes, still a lot of players at all levels online so best time to get in

I'll get it tomorrow then. Best Buy price matches with Amazon.

masters beat average players effortlessly
average players beat scrubs effortlessly

all other bets are off

scrubs can be so fucking bad that you just can't figure them out, you're playing chess and they're banging on the table knocking all the pieces down

how different is revelator from sign?

Except Killer Instinct has a universal combo system that not only makes combos easier to execute and more intuitive to build, it also provides more direct reward for on-the-fly intelligent decision making which I'm guessing is something you value based on what you just said. Can't hurt to try, shit's free if you have Windows 10.

You don't need to memorize long combos, just get a feel for how converting into combos off of stray hits works. It doesn't take rote memorisation, just a fundamental understanding of your characters moves and how they flow together. Anime games are much less about optimised combos then people think, outside of Marvel 3 in which setting up infinites is a core strategy for high level play.

Gameplay-wise, not very. There are some balance changes and 6 additional characters (though if you're planning to get it I'd say it's good to know that 3 of them are DLC), and 2 mechanics changes for Blitz and Dust follow-up respectively.

People like to blame 8 frames and weaker anti air for the jumping situation but the reality is that the stubby ass normals and lack of proper jab hitcomfirm on punishes is the real culprit

In SF4 not only did you have plenty of gigantic normals to protect the ideal jumping range on the ground but you could transform any far jab into a proper combo with 95% of the cast with a bit of resources

That's why in SF5 you see so many players doing -2/-1 shit and press jab right behind and getting a counter hit out of it, people don't want to press their jab/short into an unsafe special in case they fucked up the VERY SMALL punish so they rely on stronger slower moves or hesitate a bit and That's enough to get fucked even though your opponent is doing the same barely safe shit over and over baiting you once in a while

The only reason you think this is because fuck all people play these games so you are never exposed to long conversations on there mechanics and the faults in them. We have lots of threads where people will declare Ryu is broken, but fuck all for pre patch johnny

I was maining Balrog, but I got super butthurt over online, Im just switching to Birdie/Necalli till Urien comes out

I tried KI on my friends XB1 but its just not my type of fighter.

I miss the normals of SF4 but I hated everything else.

>people don't want to press their jab/short into an unsafe special in case they fucked up the VERY SMALL punish

This is so true. I usually go for EX on my jub punish since a lot of them or -2 so I'm not fucked if it gets blocked.

mahvel 3 is broken as fuck but its also one of the hypest and most fun fighting games in recent times.

That's why I enjoy characters like Karin Alex and Juri

They have actual normals on the ground,i used to main Ryu and I just can't deal with how terrible his horizontal game is
His farthest reaching normal outside of sweep puts you in the ideal range for an ambiguous cross up ,Fireballs are supposed to be used at the same range too because farther than that and everybody can use their anti fireball move on reaction for free

I haven't played much Xrd, but I'm familiar with the flaws in KI S3, MvC2 and #Reload. Even considering these things, I vastly prefer those systems to SFV, which is the most rigid, bland game I've ever tried to take seriously since Pocket Rumble (which is at least fun, has more diversity in play styles with its whopping 3 characters and actually innovated.) I'm not saying those games are perfect- but they're sure as shit more compelling and fun than SFV. And it isn't like SFV is balanced at the top levels anyways, so I'd rather play those more creative, more dynamic and more mentally engaging games. Along with a dash of Melty Blood sometimes.

>tried to take seriously since Pocket Rumble
Disregard this, I didn't try to be esports in PR even though I had literally every Naomi setup in the entire meta on motherfucking deck and also had an A+ tier Parker.

i can't fucking wait for June to come out.

What the fuck can I do against a nash that is mixing up dash and grab and dash and normals.

If i try to stuff the dash I eat a CC and if I try to react the dash is too fast.

It doesn't help that you get shitty damage off any jab punish that doesn't end into CA

Also the fact that most character can barely do 2 jabs when starting in kissing distance makes the comfirm even more shaky
Like sure Vega is minus 4 on his gay roll but the fucker is so far depending on when the move ends you gotta make the decision so fast of wether or not you'll be in reach for anything to connect that sometime it's best to default to cr.mk>hadoken and miss the opportunity to whiff yet another St. Lk>shoryuken by a litteral hair

Which is exactly the type of shit that gets you jabbed

Never react to it when you notice it it's too late

Who do you play ? If your standing jab is good put yourself in dash distance and jab a few time with irregular timing be VERY aware when he gets caught with it and follow through with pressure, don't fall asleep and let him pressure after getting jabbed out of surprise because most nash at low/medium level will press a button there

>people don't want to press their jab/short into an unsafe special in case they fucked up the VERY SMALL punish
People are scared they will fuck up a combo in sfv? no

>so they rely on stronger slower moves
People are scared they will get caught out with the quick thing, so use the slower more likely to get punished thing?

Would I enjoy Chun if I main Balrog?

I play juri. Its honestly a painful matchup.

Anyone else getting a lot of "failed to send match results to server" errors right now?

I'm a scrub and I don't want people to think I'm doing some shit to not lose lp

If you can get instant air legs consistently, sure.

I'm pretty sure the points still are added up when that happens nowadays.

Birdie costume when!?

Yes people are scared to fuck up because of the pushback is so huge you have to press jab into wathever unsafe special without hitcomfirm or worse ,the guy is -1 and you have no idea if your jab is going to hit him or get blocked and since you can't hitcomfirm off non kissing distance jab people default you their slower but comfirmable shit

Seriously even at high level players slip up all the time on shitty Lspinning mixer followed by a jab because it goes so fast you barely have time to think about it

lmao at the 5 whiffed jabs in a row

Juri has St. Hk to control the dashing space as well, St.mk if you want to walk back

>half a grame link

A frame is a frame. You can't say its only half.

How should I use the st.HK? I seem to get jumped in a lot using it.

>Yes people are scared to fuck up because of the pushback is so huge
>Seriously even at high level players slip up all the time
Again bullshit, combos in sfv are easy especially jab ones which are always short unless you are chun. If you really want to make that argument then no one would try anything in any game cause you are much more likely to drop than in sfv and yes would be punished as a dropped combo should.

>you have to press jab into wathever unsafe special without hitcomfirm or worse
Don't throw out an unsafe special if you do not get a hit confirm, that is basic logic for any game

>,the guy is -1 and you have no idea if your jab is going to hit him or get blocked and since you can't hitcomfirm off non kissing distance jab people default you their slower but comfirmable shit
No this logic makes zero sense. If you think a jab is not going to connect in time the last thing you want is a slower move that certainly won't.If you don't think the jab will connect it still is not a good idea unless you are sure of the frame data. Also learn your bloody ranges, that is one of the most basic aspects of a character you need to understand

It seems like your whole point is based off scrubs, while also comparing it to people who know what they are doing in sf4

Do it when you are in jump/cross up distance, it's a place where they could dash or press something AND the Hk will push you forward to either avoid the jump or at least limit the damage

Still jabbing irregularely is more effective if getting dashed on is your problem, keep your anti air in mind though either St. Hp or medium DP

How do you guys play fighting games?
Whenever I play them I just get so pissed the fuck off I usually just quit games for the day.

No other genre does this to me.

That's cause fighting games require good decision making, while having good execution which causes pressure on the former

Basically you lack both and don't have anyone to blame for the failures but yourself

I think I'm just shit at the latter, I dont think I'm fast enough you know?

>fighting a bronze or silver Ken
>"okay, remember the flowchart, every Ken will random DP"
>knock him down
>try to bait his wakeup DP
>get wake up thrown every time

It isn't about how quick you can do it. It is about proper timing

The quick part is actually the decision making

Know how you have all those "It takes about XX hours before it gets good" statements for all sorts of games?
Fighting games are "it takes about XX hours before you get good".

You can wing it in a multiplayer shooter or an RPG, picking it up as you go along because the core is simple to grasp and gradually improve upon. You can fall back on allies or whatever mechanics that ease you into the RPG.
Can't do that with a fighter. It's all on you and it's technical as fuck down to the simplest punch.

Either you adopt the mindset to accept nonstop losses while figuring out what you've done wrong or you're just going to get pissed off and learn nothing, stuck in an endless cycle of loss.

If you can't perform on reaction, then learn on technique. Learn what every character does and how a player is like to act with those characters. Once you figure out their habit, you can anticipate what they're going to do and act as they're about to do it rather than reacting after they've done it.

Anybody wanna lobby up?

Doesn't really matter if AA is weak. If your AA game is on point then their endless jump ins will just lead you to an easy win. If your AA game is weak, you'd have lost to constant jump ins anyway even if AAs were powerful.

The hell is your point exactly?

>>It seems like your whole point is based off scrubs, while also comparing it to people who know what they are doing in sf4

Who do you think we're talking about here? Justin Wong who autistically repeat certain punishes all day long or the average gold player?

>Don't throw out an unsafe special if you do not get a hit confirm, that is basic logic for any game

Most characters don't have that luxury sure Ryu can opt with medium tatsu instead of St. Lk into shoryuken but Juri has to commit, Nash has to commit, Mika has to commit and so on

Almost every character has to take risk on a far light move

No this logic makes zero sense. If you think a jab is not going to connect in time the last thing you want is a slower move that certainly won't.If you don't think the jab will connect it still is not a good idea unless you are sure of the frame data. Also learn your bloody ranges, that is one of the most basic aspects of a character you need to understand

Again even top player get played on that front because this isn't about sitting on your chair thinking slowly about your punish ,this is about split second decision on a blocked L spinning mixer or a Juri fireball, these things have wildly fluctuating frame advantages and that small hesitation earns a jab in your face , nobody in 4 would press buttons after being negative unless they did a lot of conditioning

To illustrate that better think about your reaction when you block Ryu's solar plexus strike and Rashid's L spinning mixer or Ken's light tatsu

Nobody will press a medium after Ryu's attack, but people legit consider it for Rashid and Ken even for a split second

>Play Birdie
>Crouching MP is the easiest and best anti air in the game
>Have to dedicated 0% of my brain power to thinking about "What if he jumps?" because it's just so easy to anti-air
>Decimate scrubs all the way up to gold rank by just walking forward, blocking and anti-airing whilst barely trying
>Because I'm not jumping I've improved my footsie game tenfold
>I'm now on my way to platinum

I seriously recommend Birdie to any struggling bronzes and silvers out there

Plus it is as much an act of discouragement. If they keep trying it they either have nothing else going for them or at just betting super hard on the read

It's only an act of discouragement if you push the offense after it. Jab AA can lead into a mixup after you air reset them, but if you just jab and it resets to neutral they won't be discouraged to jump again.

That's because you're not baiting correctly , notice how top players never "just" stop and block ?

They delay, either they take a walk back and shimmy on reaction or press RIIIIIGHT after the reversal window so that if you shoryuken it blocks but if you aren't mashing jab you get hit

I remember this for Rog in SF4. c.HP was fucking ridiculous.

eh i think fighting games are harsher online but it does have that element where you gradually get better as long as you can play against people your level and slowly work your way up.

back in marvel 3 I was completely lost when I played online and got to like 7th lord spamming sentinel drones and shit. Then I started learning optimized combos and hit confirming on dr.doom's dive kick and air dashing M. Then at some point spamming foot dive doesn't work anymore and I had to learn mix ups and set ups to actually beat the defense of these slightly better players.

this is where having a big player base is important because you simply want to work your way up instead of hopping online and instantly fighting some try hards where you need hundreds of hours of practice to reach their level