Next video will probably be about how Nash can absolutely ruin someones meter. So far, nobody has super explored it, but I'm trying to figure out a playstyle around this.
You make very very good strategy breakdowns. The pacing of your points and follow-up examples are excellent. I believe stuff like this will a) make the high-level game accessible to many more players, which b) will create a much stronger fan-base, both for players and for spectators (like me) who will be allowed to understand the game's potential and enjoy it while watching high-level players perform it. Thanks.
+Pan (ScDrPain) no problem and awesome. If it was possible for me I would try to do the same. We all will leave it in your hands and so far no disappointments and I dont think we will even see any. Keep up the good post bro
People should worry less about this game possibly not lasting at a high level. I think this shows it will be a great high level game. We just need to let the tech be found.
OMG. I'm a SF noob and this is easily the most useful and easy to understand vid I've come across yet. Going to check the rest of your tutorials out now.
Thanks dude, this helps a lot. I was having trouble keeping pressure and also dealing with pressure. I'd always keep my distance because I was afraid of getting counter hit. This really helps explain block strings and how to use them. Jab to interrupt, meaty strong to initiate followed by jab if blocked :D
Hey, for Necalli, you can link crush counter LP/LKs into his target combo for pretty substantial damage, especially if they keep the cancelling v-skill into v-trigger from Beta 4. This can open up some pretty good reset stuff, or cross-unders. Thanks for the videos
I came to this video and the next to look up new strategy and underutilized moves. I walk away from these looking for Pizuya's Cell and Touhou stuff. :p
+Pan (ScDrPain) very true, its interesting to see how the tech in this game will grow! I really feel like this tech will be huge, I think a strong mix up to dash throw (very strong in this game imo) is a dash in CH jab combo.
Not only does Nash have 0 reversal, 0 options for relieving pressure outside of the universal v-reversal mechanic, but also has no good button for disrespecting blockstrings. The life of Nash is fucking rough against any type of pressure.
+Hatson I was actually wrong about nash in the video, a b.hk after his cr.mp is perfectly safe and jabs will get countered. But he really does have to keep people out, he kinda gets stuck when people are on top of him
Pan (ScDrPain) I don't understand why so many people were calling him top-tier. He has ZERO defensive options and he loses incredibly fast to pressure. The Laura MU is a freaking nigthmare for Nash. He can't do anything on wakeups and he has to guess every time she dashes.
Correct me if I'm wrong, but I believe if Necalli is in V-Trigger than you could combo CH jab -> cr. mp xx mp. disc's guidance (instead of the lp version).
Are you seriously telling people to look for counterhit jab confirms into committed negative frames knowing full well that they can eat frame traps? Nice video editing though.
+IchinShek Yes, if the other person has been using bad strings. Maybe I should have made a section in the video explaining that you shouldn't mash jab every time your blocking and explained when to use it.
ok this is really useful but wouldn't this ch jab tech be negated by the button priority system that was adapted from 3S? Since mediums are stronger than jabs, they have priority and should counterhit the jab? Idk....
+bartdude82 It does, if the both the next part of the string and the jab come out at the same time, jab loses every time. Whats happening here is that the jab comes out 1 frame before the other persons move becomes active and scores the counterhit.
I respect the find but this shouldn't be encouraged. it's basically mashing short. if someone to take notice of it they can just do a super move (not critical art)
+Nox Your not supposed to mash jab every time on defense. This is to exploit your opponent if they use bad strings. For example, both of ryus st.mp and cr.mp can be interupted if they go into another medium.
+Pan (ScDrPain) because st MP st MP is a not a frame trap. It is a day 1 mistake good player are not going to do. Frame trapping is not only a technic to avoid jab mashing.
Nox then what else can ryu do after a st.mp? Nothing other than jab. So ryu's won't use starting st.mp to frametrap, they will do lightpunch and frame trap from there. But if they do start with st.mp, they are leaving themselves out there and thats what this is here to exploit.