Because it's almost the end of the season and all MR will be reset after August 1st, I never give up on Marisa. I'll continue with the videos of Marisa. Thank you for your support.
I have been watching yur Modern Marisa videos. I only use Modern Marisa without any motion due to my disability. Your videos helped me a lot. Thank you. Keep em' coming. Cheers!
First of all, the auto combo is easy to use to punish an opponent's wrong moves. It deals 20% less damage compared to just throwing your opponent, but it's a much better punishment. Secondly, you can react to an opponent doing the same movements repeatedly. E.g., as you see in the video, when Cammy uses her EX Fatal Leg Twister (air throw), with modern controls, you can simply press two buttons without moving the stick. Additionally, you can execute the super when you see your opponent drive rush cancel. Just give it a go , you've got nothing to lose!
@@CyberGoonsYes, it's definitely a good way to learn new characters. Plus, no one says you can only play a character in one way. Many pro players play in modern mode online and switch to classic in a tournament.
This Akuma is much more skilled than I am. I was lucky because he focused on zoning me until he won the second match. Now, we are tied 1:1, but I don't think my Zangief can beat him in the 3rd match. Sorry, I didn't play the third match with you. I just didn't want to ruin my happiness.
Hi, thanks for your comment. Honda is well-suited for modern play because he has retained many of his important moves, unlike some characters who lost theirs. So, if a character fits well in modern gameplay, why not ?
Hey there, just threw out the L Hundred Hands move, y'know, -4 on block. Followed it up with a quick Light Punch jab (L.P), only 4 frames startup. Think Ryu was going for a crouching medium kick (c.mk) 8 frames startup, but maybe hit the button a tad late. So, I landed a counter with a Sumo Headbutt.
What I like about this game is that all of these combos have their own propper situation to be used depending on how much Drive gauge you have and how much life the oponent has left.
Headbutt > driverush cancel > headbutt > light standing kick (or medium crouching punch) > DB Lariat > cancel into level 2 super > forward dash > level 1 super or borscht dynamite. My favorite combo :) Keep up the grind!
@@dobiqwolf I can land this combo often, its easy to pull off with some practice, and does good damage, especially for finishing off an opponent. The reality is that Giefs combos scale alot, so everything is situational anyways.
Just so you know, you can actually link a hellstab after the punish counter HK and then do a super for more damage, but you can’t do EX borscht off hellstab after that because they’ll be too low. You can also do the same combo with forward HK which does even more, and on both you can cancel the hellstab into either Super 1 or 2. If you do super 2 though then you can only do a lvl 1 or EX borscht because the juggle limit is reached. Another thing to consider is the knockdown advantage you get as well as the distance between you and your victim. SA1 gives you a good enough knockdown to hit them the instant they get up with either light SPD or stand MP if you use a drive rush. EX borscht does not let you do this as effectively, which gives you another thing to think about when you bait a reversal. In my opinion, it’s difficult to spend Zangief’s super meter effectively, so I spend it whenever I get the chance and save the drive meter for things like EX moves and drive rush. It’s all up to you though, spend your resources however you see fit. TL;DR If you want to get more damage, forward HK is better as a punish counter if you’re willing to use a super. However if you don’t want to or you don’t have the resources you can’t route into EX borscht with forward HK outside the corner, so stand HK is better in that case. Some combos are in a reply if you’d like to see some examples.
This is in numpad notation, the arrows mean to link stuff and xx means to special or super cancel. The numbers indicate which direction to press and they’re aligned like a numpad on a calculator. 6 is forward, 2 is down, 9 is up-forward, etc. PC 5HK > 3MP > EX BD (2 drive cost, 4100 damage) PC 5HK > 3MP xx SA1 (1 super cost, 4100 damage) PC 6HK > 3MP xx SA1 (1 super cost, 4460 damage) PC 6HK > 3MP xx SA2 > EX BD (2 super cost, 2 drive cost, 5040 damage) PC 6HK > 3MP xx SA2 > SA1 (3 Super cost, 4990 damage) (Corner only) PC 6HK > 3MP xx EX lariat > EX BD (4 drive cost, 5360 damage)
@@ex-specter3213I want to quickly mention, corner only you can do pc 3 hk> spd/ex spd. (4600 dmg with ex spd) this is a good corner only low meter spend option and still does 4100ish dmg when done meter less. You can also end it in lvl3 which is about 5500 dmg. Probably better than the 4-5 bar combos if you are nowhere near killing your opponent off of the punish. Also for dp punishes, raw drive rush 6hp pc is +14 on hit which links into another 6hp, so you can do like 4 headbutt combos lol.
Hi angrykof, you played like a super gold player, but you are currently in super platinum. That's not the point. The point is, if you choose to t-bag your opponent, you should make sure you win the match. If not, rage quitting would be considered cowardly behavior. He rage quit in our second match.
I love sfv but between all the smurfs hiding in the platinum/diamond ranks and players like him really make the game hard to enjoy at times especially when u r a tru competitor
This was generate from the chatGPT. how do Sagat anti air with dp every time in street fighter 5 Anti-airing with a Dragon Punch (DP) in Street Fighter 5 is a common way for Sagat players to defend against opponents who are jumping at them. However, landing a DP anti-air every time is challenging and requires quick reaction time, good spacing, and precise execution. Here are some tips to help you anti-air with Sagat's DP in Street Fighter 5: Pay attention to your opponent's movements: Observe your opponent's movements and look for any tells or patterns that may indicate when they are about to jump. Position yourself appropriately: Stand at a distance from your opponent that allows you to react quickly and execute the DP in time. Predict your opponent's jump: Try to predict when your opponent is about to jump and use your DP as a pre-emptive counter. Timing is key: The timing of your DP is crucial to landing the anti-air. Practice in training mode to refine your execution and develop a feel for the optimal timing. Mix it up: Don't rely on Sagat's DP exclusively for anti-airing. Mix in other anti-air options such as crouching heavy kick (c.HK) or jumping heavy kick (j.HK) to keep your opponent guessing. It's important to keep in mind that anti-airing with a DP is a high-risk, high-reward option, and landing it consistently takes practice and experience. Don't get discouraged if you don't land it every time, and instead use misses as opportunities to learn and improve.
I don't think Sagat can win Nash because he can absorb Sagat's fireball and increase his v bar. First of all if Sagat hesitates to thorw fireball. How can you fight if your hands are tied? Secondly, Nash's forward midium kick is -3 and Sagat has no way to punish his move. He has nothing to worry to just keep using this move.
This Ryu was strong. I didn't even know how to fight him , good anti air, mashing buttons. I came across him again , even now, I have no idea to deal with him.
I don't know why, sometimes when I lost the first match and I didn't think I could win this man but then I won the other 2 games. Nevertheless , I won the first game easily and I though I could get 110 points without hassle😁 , I turned out lost the other 2 matches.🥲