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Captain Baal
Oct 23, 2010

I Failed At Anime 2022
Why wouldn't he

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lamentable dustman
Apr 13, 2007

🏆🏆🏆

So fire thing babies can eat fire

A.o.D.
Jan 15, 2006

The Suffering of the Succotash.

ZenVulgarity posted:

Why does he have fire nipples

he was born with nipples. His whole body got turned into fire. Including his nipples.

Look, just because a man gets turned into a lava monster doesn't mean random parts of his anatomy don't get converted too.

ZenVulgarity
Oct 9, 2012

I made the hat by transforming my zen

A.o.D. posted:

he was born with nipples. His whole body got turned into fire. Including his nipples.

Look, just because a man gets turned into a lava monster doesn't mean random parts of his anatomy don't get converted too.

Where's the firedong

A.o.D.
Jan 15, 2006

The Suffering of the Succotash.
In his firepants.

Dias
Feb 20, 2011

by sebmojo

ZenVulgarity posted:

Where's the firedong

It's a firehose!

Dr. Video Games 0112
Jan 7, 2004

serious business

ZenVulgarity posted:

Why does he have fire nipples

Why do men have nipples?

dangerdoom volvo
Nov 5, 2009

Dr. Video Games 0112 posted:

Why do men have nipples?

vestigial trait

Help Im Alive
Nov 8, 2009

These unused laura designs are really something





Help Im Alive fucked around with this message at 20:19 on May 1, 2016

Dias
Feb 20, 2011

by sebmojo
goddamnit that first design holy poo poo

Real hurthling!
Sep 11, 2001




https://www.youtube.com/watch?v=ODWzkDo85y4
783(+54)

burger time
Apr 17, 2005


Gigamaidens!

Spiritus Nox
Sep 2, 2011

So I got a new 1440p monitor and now SFV runs at half speed? Even when I set the resolution to 1080p like it was before?

Mega Comrade
Apr 22, 2004

Listen buddy, we all got problems!

Spiritus Nox posted:

So I got a new 1440p monitor and now SFV runs at half speed? Even when I set the resolution to 1080p like it was before?

You're not hitting 60FPS. The game is locked to 60fps, so it will enter slowmo mode if it dips. Steam has a built in FPS counter, use that and mess with settings. I suggest the waterfall stage as that's the most taxing on hardware. Make use of the inbuilt resolution scaler, it allows you to keep 1440p resolution but have the models ingame rendered at lower resolution and scaled up, it works really well and allows you to keep crisp menus and text.

Mega Comrade fucked around with this message at 21:03 on May 1, 2016

Spiritus Nox
Sep 2, 2011

Mega Comrade posted:

You're not hitting 60FPS. The game is locked to 60fps, so it will enter slowmo mode if it dips. Steam has a built in FPS counter, use that and mess with settings. I suggest the waterfall stage as that's the most taxing on hardware. Make use of the inbuilt resolution scaler, it allows you to keep 1440p resolution but have the models ingame rendered at lower resolution and scaled up, it works really well and allows you to keep crisp menus and text.

But why is it also broken at 1080p where it wasn't before?

Ah, whatever. Fixed it. Game looks real good at 1440p, even with some of the bells and whistles dialed back.

Spiritus Nox fucked around with this message at 21:40 on May 1, 2016

Renoistic
Jul 27, 2007

Everyone has a
guardian angel.

Dias posted:

goddamnit that first design holy poo poo

Loose the chaps and it's not a half-bad design.

FilthyImp
Sep 30, 2002

Anime Deviant
A more afro-carribbean default Laura would have been cool

Dias
Feb 20, 2011

by sebmojo

Renoistic posted:

Loose the chaps and it's not a half-bad design.

She'd still be a Favela Poor so nah.


FilthyImp posted:

A more afro-carribbean default Laura would have been cool

Sure, if she was Deejay's sister instead of Sean's.

Renoistic
Jul 27, 2007

Everyone has a
guardian angel.

Dias posted:

She'd still be a Favela Poor so nah.


Sure, if she was Deejay's sister instead of Sean's.

I looked up the design comments and they're something alright. "A sexy but careless gal who accidentally tears apart her own clothing while in the midst of battle. She fights while wielding mechanical tools as weapons."

So she's not poor or a wandering fighter like Ryu - she just clumsy and rips apart her own clothes! At least they're not saying she breathes through her rear end or something.

Dias
Feb 20, 2011

by sebmojo

Renoistic posted:

I looked up the design comments and they're something alright. "A sexy but careless gal who accidentally tears apart her own clothing while in the midst of battle. She fights while wielding mechanical tools as weapons."

So she's not poor or a wandering fighter like Ryu - she just clumsy and rips apart her own clothes! At least they're not saying she breathes through her rear end or something.

...I think we understand why Capcom didn't go with that design. A different kind of holy poo poo.

Anyway, apparently SFV has "infinite" protection by making the 100th hit on a combo juggle. Not the most important info ever but there you go.

A.o.D.
Jan 15, 2006

The Suffering of the Succotash.
I've been playing clawless Vega for a bit and yeah, Vega's a better character without the claw, and that's the only way he has any hope in the chun li or cammy matchup but...

Holy poo poo that is unfun. I don't like it one bit. It's not Vega at all, it's something else, and I don't know what.

Pomp
Apr 3, 2012

by Fluffdaddy

A.o.D. posted:

I've been playing clawless Vega for a bit and yeah, Vega's a better character without the claw, and that's the only way he has any hope in the chun li or cammy matchup but...

Holy poo poo that is unfun. I don't like it one bit. It's not Vega at all, it's something else, and I don't know what.

this is our war

Jack Trades
Nov 30, 2010

So is Vega vs Chun-Li a 0-10 match-up or do I just suck rear end?
Because that's the only match-up that I seem to never be able to win.

Altared State
Jan 14, 2006

I think I was born to burn
You get punished for leaving matches now, but what about when the person is lagging out or being tool assisted? Is there nothing to do about that?

Mega Comrade
Apr 22, 2004

Listen buddy, we all got problems!

Spiritus Nox posted:

But why is it also broken at 1080p where it wasn't before?

Ah, whatever. Fixed it. Game looks real good at 1440p, even with some of the bells and whistles dialed back.

Who knows, the game did have a bug where changing settings caused a slight performance degradation until you restarted the game. Maybe it's still not fixed.

But yes 1440p is glorious.

Biggz
Dec 27, 2005

Golem II posted:

You get punished for leaving matches now, but what about when the person is lagging out or being tool assisted? Is there nothing to do about that?

Isn't it something like 4 quits and you get a 2hour time out? Just quit out, you're not gonna hit tool assisted 4x in a row. If you're hitting 4 laggy people in a row fix your internet :v:

Pomp
Apr 3, 2012

by Fluffdaddy
i tried to boot up this game to give guile a real try but the game doesn't recognize my stick in 360 mode anymore even through a computer restart but y'know everything else sure is!!!

my girlfriend is Legos
Apr 24, 2013

Renoistic posted:

So she's not poor or a wandering fighter like Ryu - she just clumsy and rips apart her own clothes! At least they're not saying she breathes through her rear end or something.

As clearly illustrated by the picture, she does, however, talk from her butt.

I'm the dental instruments in her vest pocket

A.o.D.
Jan 15, 2006

The Suffering of the Succotash.

Jack Trades posted:

So is Vega vs Chun-Li a 0-10 match-up or do I just suck rear end?
Because that's the only match-up that I seem to never be able to win.

It sure feels like it.

I gave Guile a try last night. Surprise, I'm terrible! However, it seems like Guile is a serious problem for Cammy. Flash kick blows up a lot of her gimmicky approaches, and cr. MP shuts down much of her grounded approach. It doesn't seem like she has a lot of options if you have the patience to be infinitely lame. I also beat another Guile by time over. Felt Good, Man.

I have the patience to be infinitely lame.

Jack Trades
Nov 30, 2010

Pomp posted:

i tried to boot up this game to give guile a real try but the game doesn't recognize my stick in 360 mode anymore even through a computer restart but y'know everything else sure is!!!

SFV isn't even supposed to recognize XInput controllers. Either use Direct Input mode or use something like x360ce.

Pomp
Apr 3, 2012

by Fluffdaddy

Jack Trades posted:

SFV isn't even supposed to recognize XInput controllers. Either use Direct Input mode or use something like x360ce.

you've got it backwards

Intel&Sebastian
Oct 20, 2002

colonel...
i'm trying to sneak around
but i'm dummy thicc
and the clap of my ass cheeks
keeps alerting the guards!
Finally picked this up on that flash sale.

Am I crazy or is it way harder to hit wingless airplane on someone who was just popped up by Nadesico now? In the beta my go to was the lariat/forced run thing - > Nadesico from their side -> wingless airplane. The thing where it works with no Nadesico when you're real close to the corner still seems to be in there but doing it that old way is hosed. I'm also really loving the Hugo throwback with the anti-air move who's arc likes to miss whenever it's really important.

Trykt
Jul 30, 2000

Still training..
Hey I haven't been keeping up with the thread at all so maybe some or all of this is super old hat/outdated info for Ryu but someone asked me to infodump a bunch of stuff about how to play him so here it is!





Fireballs 101:
  • Your most used fireball strength for general zoning should be LP, it has the least recovery/total execution frames, meaning you can DP reaction jumps that might have punished an HP fireball. Its slower speed also means it controls more space for more time and gives you more advantage if the opponent blocks it.
    • If the opponent jumps in after a fireball and you block it, you hosed up. If you have time to block, you had time to DP. Take your DP opportunities!
  • HP fireball is best out of canceled normals (st.MP, cr.MP, cr.MK) since it can combo from slightly further ranges.
    • HP still has uses in zoning, basically when the opponent is "used" to LP fireball speed using an HP can catch them off guard, especially if they're trying to time a V-Skill
    • Sometimes it's good to lean on HP fireball momentarily and then switch to LP fireball, like a baseball pitcher throwing a change-up
  • Statistically speaking the most common situation a fireball gets thrown is directly after another fireball. Everyone knows this whether they realize it or not, including your scrubby ranked opponent, and is extremely likely to jump after your first fireball to punish the second.
    • Short version: It's generally very bad to throw 2 fireballs in a row
  • EX Fireballs should be used VERY sparingly, Ryu's meter is best used on super.
    • Only use EX Fireball when you KNOW it's going to touch (doesn't have to hit, but should at least be a block) or you KNOW you can punish what the opponent can do to avoid the fireball (jump, teleport, etc.)
    • Using EX Fireballs to win a fireball war is acceptable but it must be used intelligently, don't just chuck it cause you feel like you're getting overwhelmed. Use it when you think it will push through a 1 hit projectile and at least touch the opponent, this will give you enough advantage to take control briefly.
    • Exception to some above rules, but HP fireball directly after EX fireball is generally pretty good as long as you're not too close (you get more frame advantage from being further away), can catch them trying to jump. Especially good if Ryu is in V-Trigger.
  • Special discussion about corners. In general, Ryu needs to calm his fireball game way down near the corner, whether he's the one in the corner or the one pressuring outside the corner.
    • If the opponent is in the corner then their best way out is generally to jump. Good players will make this guess much less often and less predictably than bad ones but they will definitely still tend to jump.
    • If Ryu is the one in the corner then the opponent will want to jump at some point to get in and abuse how powerful the corner is in sf4/sf5, since you can cross up or not, and do so coming down in an angle that's hard to consistently anti-air
    • Essentially, both sides are more likely to jump, which is the natural counter to a fireball. Solution: don't fireball, at least not without some serious consideration first. If you must fireball here I'd recommend actually using EX to maximize the chances of it working and minimizing the time they have to punish you (EX has the lowest total frames of all fireballs)

Footsies:
  • Ryu has a good sweep, good walk speed, and a good dash; try to put him in range to whiff punish with cr.HK as often as you can. Try not to be afraid of how punishable his sweep is, it's worth the risk since it starts a LOT of Ryu's offense, especially on crush counter. Don't be afraid to spend V-Trigger activate on a sweep either if you need that knockdown and you're trying to stay safe.
    • After crush counter sweep you can dash forward 3 or 4 times (depending on what you want for setup after) to push their body for really good corner carry.
  • Ryu can sweep fireballs out of their startup if you're fast enough, even Guile (you can also sweep him out of his V-Skill pretty easily). Sometimes you'll trade, which is in Ryu's favor, so still good!
  • If you think you've convinced your opponent to crouch block and not push any buttons for fear of getting whiff punished try going in:
    • walk up or dash up throw
    • dash up hit confirms, starting with st.LP (3 frames), st.MP (5 frames), or b.HK (8 frames); common wisdom is to lean on the fastest normal (st.LP) and pepper in st.MP and b.HK to mix-up the delay timings to possibly catch them pressing a button
    • walk up cr.MK xx fireball; make sure you practice this so you can do it without accidentally DP'ing instead. Also make sure you can hit confirm this into super. You'll want to vary exactly how long you walk up before the cr.MK comes out, you're trying to give them enough time to try pressing a button but catching them with cr.MK first. This is what cr.MK is for in this game, it's not a very good poke anymore but it's a great combination frame trap/low hitting normal to catch people trying to press buttons or walk away from you in a mix-up situation.
    • do a normal into V-Trigger activation (cr.MK, st.MK, st.HP recommended). If you pop VT activation, these buttons give an easy hit-confirm on hit and frame advantage on block so you can continue pressure with:
      • walk up throw
      • walk up st.MP
      • immediate cr.MK xx charge fireball (good time to use EX here)

Parry:
  • Ryu's parry works best on reaction to things like Cammy divekicks, Bison devil's reverse, Laura overhead, Mika charge kick, etc.
  • If you're going to guess parry keep in mind it works best in situations where he is at frame advantage situations of +0 (wins vs. 3 frame moves and slower, e.g. a few specials, some light attacks), -1 (4 frames and slower, e.g. most light attacks), or -2 (5 frames and slower, e.g. medium attacks, worth noting they are typically the most common buttons pressed, especially in minor advantage situations)
    • Moves that put Ryu in these situations, you can use these to bait mashing:
      • b.HK (+0)
      • st.HP (-1)
      • f.HP (-2)
  • Learn what commonly used moves (if any) each character will use that put Ryu at these frame advantages, for example in the mirror the opponent Ryu is going to press st.MP a lot (just like you should) which is +2 so a parry immediately after can often work!
  • Parry is inherently weaker as a guess vs. grapplers, they will often scoop you with command grabs without even trying specifically to beat the parry. Highly recommend keeping parry usage to reactions only vs. all grapplers.

Forward throw:
  • After forward throw you if you do f.HP immediately it will hit meaty if the opponent quickrises. If they don't then Ryu is safe and still has time to do another meaty on their wake up.

Jump normals:
  • Literally all of Ryu's jump normals have a use:
    • j.LP is good air-to-air, jump back fadeaway is good anti-cross-up
      • Can be used as a fuzzy overhead after a blocked medium or hard jump normal vs. tall characters including Zangief, Birdie, Bison, Fang, maybe others
    • j.MP is potentially his hardest hitting anti-air (technically air-to-air) since you get follow-ups after, including super, but it must be done very early vs. the opponent's air moves
      • Can also function as a double overhead vs. tall characters including Zangief, Birdie, Bison, Fang, maybe others
    • j.HP hits pretty far below Ryu, is good for stuffing or trading with marginal anti-air normals (including a lot of those annoying stand jabs)
    • j.LK crosses-up, is probably his most useful cross-up, has a good hitbox/hurtbox combo making it awkward to anti-air in a lot of situations, leads to light hit confirm combo
      • Can be used as a fuzzy overhead after a blocked medium or hard jump normal vs. tall characters including Zangief, Birdie, Bison, Fang, maybe others
    • j.MK crosses-up, is a lot easier to see and block correctly than j.LK but has a much bigger and reliable hitbox, is good for touching people trying to walk under your jump. Always gives you the beefy combo of st.MP - cr.HP xx HP Shoryu (into super if you've got it) if it hits even remotely deep, cross-up or not.
    • j.HK farthest reaching jump normal, if you can space it so your jump just scrapes them with the toes from j.HK it's pretty hard for them to deal with, they tend to have to block it which is free gray life

Blockstrings and Gray Health:
  • Ryu's offense is good but he isn't exactly a mix-up monster in SF5 so a lot of his damage actually comes from applying gray life and then converting it to permanent damage.
    • Ryu's st.MP is an insanely good button if you're close enough to use it, and usually forces enough respect that after the opponent blocks one or two of them they will remain on defense long enough for you to walk forward and keep pressing st.MP
      • Even if you never open them up into an actual combo after repeated touches like this, getting a whiff punish sweep or surprise cr.mk low or throw, or even a max range f.MP overhead from Ryu can convert that gray life into significant damage
      • Ryu's st.MK is an excellent "shimmy" button that will often convert gray life into real damage for you after a blockstring. Even better if you have V-Trigger to cancel it into further damage!
    • It's a risk that sometimes worth taking to end your blockstring with a parry-bait move (listed above) and going for the parry if it's blocked, this usually nets you the gray life and a combo's worth of damage if you guessed right.



*UPDATED*

Hit Confirm:
  • st.LP, cr.LP xx HP SRK xx Super (fastest start up)
  • b.HK, st.LK xx HP SRK xx Super (strongest "normal" hit confirm)
  • b.HK, st.LK xx LK Tatsu, Super (max range)
  • cr.LK~cr.LP xx HP SRK xx Super (starts low, fast)
  • cr.MK xx HP Hadoken xx Super (longest range "low" hit confirm)
  • st.MP, cr.MP xx HP Hadoken xx Super
  • st.MP, Super (max range, this is a hit confirm because you have time to link the Super after st.MP completely recovers, works even at the edge of st.MP range, practice this!)
  • f.HP, cr.HP xx HP SRK xx Super
  • f.HP xx HP SRK xx Super (medium range)
  • f.HP, cr.MP xx LK Tatsu, Super (max range)
  • j.MK, st.MP, cr.HP xx HP SRK xx Super (guaranteed after deep or cross-up j.MK hits, big damage)

V-Trigger Hit Confirm:
  • cr.MK xx V-Trigger, Super (low, works at max range of cr.MK)
  • st.MK xx V-Trigger, HP SRK xx Super (st.HP instead vs longer range opponent)
  • st.MK xx V-Trigger, Super (max range)
  • st.HP~st.HK xx V-Trigger, LK Tatsu, Super (vs. standing only, unless st.HP hits as CC)
  • st.HP~st.HK xx V-Trigger, HP SRK xx Super (STRICT TIMING, corner only, vs. standing only, unless st.HP hits as CC)

Full Punish:
  • CC st.HK, ~microwalk~, st.MP, cr.HP xx V-Trigger, st.HK, st.LK xx HP SRK xx Super (close range)
  • CC st.HK, ~microwalk~, st.MP, cr.HP xx HP SRK xx Super (close range)
  • CC st.HK, st.HK, st.LK xx HP SRK xx Super (vs. standing only)
  • f.HP, cr.HP xx HP SRK xx Super (close range)
  • st.MP, cr.HP xx HP SRK xx Super (short range, great damage)
  • b.HK, st.LK xx HP SRK xx Super (medium range, medium damage)
  • b.HK, st.LK xx LK Tatsu, Super (max range, least damage)
  • HP SRK xx Super (fastest punish, medium range)

Reversal:
  • MP SRK xx Super

Anti-Air:
  • j.MP, Super

Other Good poo poo:
  • Charged V-Trigger Hadoken Guard Break, dash forward, st.HK, st.LK xx HP SRK
  • j.MP(2) xx air HK Tatsu
  • j.MP, EX SRK
  • f.HP, cr.HP xx EX Tatsu, EX SRK (corner only)
  • st.HP~st.HK xx V-Trigger, LP SRK, EX SRK (corner only, vs. standing only, unless st.HP hits as CC)

Trykt fucked around with this message at 06:28 on May 3, 2016

Agoat
Dec 4, 2012

I AM BAD AT GAMES
Lipstick Apathy
wait this is the thread i made

Agoat fucked around with this message at 21:30 on May 2, 2016

guts and bolts
May 16, 2015

Have you heard the Good News?
now that i don't get constantly D/C'd this game is super fun and good and i like it a lot

been playing Nash and Ken the most since I just can't make Alex work, which sucks because I loved him in NG/2I/3S, and was super bummed he never made it into 4

anyone have any general-use Nash tips? i mostly just stick out cr.MK and f+HK here and there, use moonsaults or jump-ins if i don't think they have the nuts/ability to AA me, and do the LP>MP target combo into various forms of Sonic Scythe. it gets wins at my lovely ranked tier but it also feels incredibly lazy and bad, i'm just not sure what to do otherwise. on stun i've been doing nj.HP,cr.MP,st.MPxxHK Scythe, and i tend to use my trigger activation when i have it for combos that are maybe stylish but not optimized (HK moonsault into the LP>MP target combo into HK scythe, VTC, nj.HK, and EX Scythe looks hella cool and does like 300 damage so i'm pretty sure it sucks).

EDIT: okay so you can do cr.MP,st.MPxxHK Scythe,VTC,nj.HK,super for respectable damage at the cost of both full bars, seems maybe wasteful - I feel like Nash should be spending maybe one bar on any VTC combo and save super for punishes or guaranteed kills? or maybe i just have lovely VTC into super technology, I haven't really looked at any resources online

f+HK's hitbox seems weird because my foot just kinda phases through people sometimes and doesn't hit, i don't love it

dash up throw and cr.MP>f+MP are nice to break up the monotony of Ryu turtling but overall i still feel like i'm really, really bad with Nash

also on my 360 gamepad i basically cannot b+MKxxLP Tragedy Assault (wtf at that name???) reliably, which sucks.

tl;dr help me become infiltration

guts and bolts fucked around with this message at 06:35 on May 3, 2016

Al-Saqr
Nov 11, 2007

One Day I Will Return To Your Side.
I've developed a fairly serious blood feud with someone who plays exclusively Alex, I mainly play either Karin or R. Mika, I have to defeat him and and shove his poo poo in. Please help.

His tricks include very aggressive dash wind slice right at the outset of the match, hes very aggressive and always corners me and traps me in the corner, and his special grab is much faster than mine. I have to beat this guy.

interrodactyl
Nov 8, 2011

you have no dignity

Al-Saqr posted:

I've developed a fairly serious blood feud with someone who plays exclusively Alex, I mainly play either Karin or R. Mika, I have to defeat him and and shove his poo poo in. Please help.

His tricks include very aggressive dash wind slice right at the outset of the match, hes very aggressive and always corners me and traps me in the corner, and his special grab is much faster than mine. I have to beat this guy.

post a replay it will help

Real hurthling!
Sep 11, 2001




anybody still using rashid? i think i want to try him out. seems like he has tools and mobility which is cool. anything to know or avoid with him?

guts and bolts
May 16, 2015

Have you heard the Good News?

Al-Saqr posted:

I've developed a fairly serious blood feud with someone who plays exclusively Alex, I mainly play either Karin or R. Mika, I have to defeat him and and shove his poo poo in. Please help.

His tricks include very aggressive dash wind slice right at the outset of the match, hes very aggressive and always corners me and traps me in the corner, and his special grab is much faster than mine. I have to beat this guy.

i don't play karin or r.mika but alex really only has like three buttons that worry me from the neutral game - he has his standing medium kick, where he puts his foot parallel to the ground and kinda makes a T shape with his body; he has his standing hard kick, where he throws his hands in the air and gives you the big boot; and he has his standing hard punch, which he swings down in an overhand motion. The latter two crush counter you if I remember right so be wary of that? otherwise my gameplan as alex revolved around landing as many stungun headbutts and command grabs as i could. dash in command grab is scary because Alex's dash seems good. his anti-airs seem suspect - basically just f+HP (a little spinning lariat maneuver) and cr.HP (shoulder tackle) which are both less than stellar? unless you can land the air knee smash i guess, my AAs with Alex were really bad.

the problem i have with Alex is that other than those three buttons in the neutral game, he seems basically just bad. like his damage output is very high, i can dig that, but so is everyone's in this game, so Alex doesn't scare me especially much. dash command grab is worrisome but you can gameplan for that. elbow seems subpar in this game. i usually jump in on Alex with impunity, or just press better buttons than he has (Ryu's st.MP comes to mind, Nash's anything, no idea about Mika or Karin but I'm sure they have buttons to push, too)

once you've knocked him down he has basically zero reversal options that i can think of off-hand, most of his specials are punishable on block IIRC, etc. etc.

in the general sense, just don't let Alex dictate the pace of the match and put pressure on him, if you must you can stack up that gray health and then just outpoke him to convert. or you can just sonic boom him to death if he's really bad

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Jmcrofts
Jan 7, 2008

just chillin' in the club
Lipstick Apathy

Real hurthling! posted:

anybody still using rashid? i think i want to try him out. seems like he has tools and mobility which is cool. anything to know or avoid with him?

I'm not a big Rashid fan because he has a hard time opening people up without taking a risk. Like all his good moves are -2 so using them basically gives up your momentum, and your only way to punish people for jabbing when you're -2 is Ex pinwheel which not only requires a meter but also gets you crush counter murdered if they block it.

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