That means you have to bait in neutral far more than any other SF game before this one. You will be actively punished for trying to pressure the opponent too much as they can use drive impact to immediately stop any kind of sustained pressure game. I have the same type of feelings about the pressure and knockdown game being not very important in SF6. Gets the competitive spirit going yknow :P Maybe it's a little psycho to get a feel for those things in actual games, but I feel that challenging encounters force me to grow faster than a non stressful environment. I feel like if I was focused on trying to get a certain combo off the whole time it would've made it more difficult to concentrate on those things. In the process I learned her cancellable moves, I figured out one pretty high damaging combo using Drush in the middle of it, and I learned how fundamentals like meaties and shimmies work, amongst many other things. In the beta, it wasn't until the end that I started to figure out how my gameplan as juri was supposed to go. It's how I learned to play Tekken, and I felt like I built my foundations to be quite solid in that game before I learned any big combos for big damage. Every fighting game is unique in its flow and I won't be good at them until I can learn to follow it. Well it's more that I've never had a proper feel for how SF is supposed to flow.
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