
Maybe fighting games are a lot more brutal than I thought.
In fact, it’s so difficult that there are hardly any masters who have reached the level of being able to properly control their character.
A person who can appropriately use three types of punches, three types of kicks, and even special and finishing moves while standing will surely be able to reach the master level.
When you try to push yourself or become stronger, it becomes harsh.
If you’re doing it casually, you don’t need to worry too much about it.
It’s fun because you can see the results clearly after learning just one thing.
I’m currently stuck in Silver 3, and to be honest, I’m starting to question what the fun in this is…
I was told to practice in training mode, so I’m doing it, but the anti-air and combo practice is just so boring that I feel like I’m going crazy… It’s also discouraging that I feel like there’s no result at all when I check the results of my anti-air practice in CPU matches…
>>4
If you don’t understand what’s fun about going that far, it’s better to stop without worrying about it.
If it looks interesting, we can just start again.
I don’t think beginners will have any trouble if it’s a relatively popular fighting game title.
Practicing anti-air in Tremor is pointless.
If it’s Tremolo, it’s better to practice fun things like combo training.
That raises my motivation more.
I don’t understand what is fun; does that mean there’s no feeling of joy in winning?
>>7
I don’t feel happy about it… it feels like it just ended in a messy way…
I think that training is just painful if the necessary purpose is not clear.
For example, if you think you can effectively engage in anti-air combat in actual battles, then I don’t think you need to practice it.
It’s a good idea to put long combos aside for now and learn some easy short combos!
I see… it’s a shame that I wasn’t suited for it.
It was quite expensive, so it’s tough.
If it’s not satisfying to finish things in a mess, then you should clearly set a specific combo as your focus and think about how you can execute that combo in your own way.
You can either go for a hit after a forward leap or rush in to make contact, and it’s also good to read when the opponent charges in and counterattack with a vertical jump.
I’m around Master 1500 or so, but starting a sub-character and dominating in the lower Platinum-Diamond ranks is the most fun.
To be honest, combos are the most interesting thing in training mode, so if practicing combos is a pain for you, I really think you’re not cut out for fighting games.
Practicing hit confirmation and researching what actions to take against troublesome techniques definitely doesn’t sound like fun, does it?
If you’re around Silver 3, honestly, you don’t need any training mode other than combo practice.
Practicing combos is overwhelmingly the most efficient and directly impacts the win rate.
If you start with M, you can just focus on playing assist characters for now, so you don’t need to practice combos.
In C, let’s focus on the difference in damage when you just vaguely press the attack button versus when you properly input a combo, and learn the pleasure of achieving significant damage with combos.
In games where you can win or lose, like fighting games, it’s certainly satisfying to win, but the premise is to practice using your favorite character and showcase the results of that practice.
Since it’s 1vs1, I can’t blame others; if I win, I’m strong! If I lose, I’m weak! That’s what makes it enjoyable.
At first, it’s better to enjoy being able to execute combos and move well rather than focusing on winning or losing.
>>19
I was really happy to finally be able to use the gauge fully and achieve a lethal after pulling off a cancellation rush twice!
>>32
I’ve been getting better at this, and I’ve come to appreciate the troublesome aspect of Zangief’s health even more…
I wanted to use the RAP V4 Hayabusa on the PS5, but it’s not responding and I’m having trouble.
I heard they’re responding, but hmm…
I think it’s not so much a harsh game, but rather that I’m making it that way myself.
Instead of just looking upwards all at once, it’s okay to enjoy gradually; there are countless people better than you.
It’s just a game, so if you’re annoyed or bored, you can stop whenever you want.
While trying to get stronger in Tremor, I think it’s better to go to the Battle Hub because you can enjoy it more as long as you feel like you don’t need to do it on your own.
I knew that the throwing is incredibly strong, so I just kept throwing everything I could, and somehow it ends with strong kicks.
Maybe I’m taking strong actions.
The number one improvement is having friends at a similar level to play around with.
It is even better if there are multiple.
When you delve deep into it, the joy of improvement and growth is what matters, and if you can’t feel that, it won’t really last, right?
It would be nice if I could get on a growth cycle, but I can’t remember how I did it in my case.
In general, whether it’s combos or anti-airs, it’s about setting small goals and steadily working on them.
>>26
Games like 5v5 or battle royale can be enjoyed in a golf-like way, so even if you haven’t grown at all, it’s fine.
Well, there are parts that are fun with all the chaos and going back and forth between winning and losing.
Fighting games are a bit different in that regard, huh?
The default anti-air practice isn’t effective for training.
I think this tremolo setting is good.
>>27
It seems like you’ve never played a fighting game.
It seems that there are more people who prioritize winning or losing, but those who think that way probably get more passionate.
It’s fun just to check whether I was able to do what I practiced in Tremor as I intended in real situations.
>
This is not something for a complete beginner to do.
It’s after getting used to the competition and having the leeway to look at other things that you can do it under load.
Winning is definitely fun, after all.
I got hooked on fighting games from that point.
It has transitioned from MR1300 wandering around to MR1500 wandering around.
>>33
Are you too great?
I think it’s fine to try changing your character and just have some fun without overthinking the details.
The silver belt is
This guy can’t do anti-air! Let’s fly!
This guy can’t return the impact! Impact!
This guy can’t handle headbutts! Take that!
I’m going to try to get it back, even if it hurts!
If it’s about mental health, then you can enjoy it.
>>36
This can happen even at higher ranks.
Anti-air practice is for those who want to play classic, so I feel like it’s unnecessary for modern.
>>37
Discard the naive thought that modern means you can handle air threats.
I don’t feel like I’m getting better.
Even if I try a challenge, I won’t do it.
If someone rushes and their opponent is airborne, the one who can switch to an anti-air move is a genius, right?
I reached Master for now, but I wasn’t using the training room much until Platinum…
The challenge for Manemon and Rifen is content that systematizes that aspect.
I wonder if they did a copy.
It’s a disaster for beginners in games with no players, but this game is currently the safest in the world.
I was able to reach Platinum just by using Judo or Impact at the edge of the screen.
It was long from there, but…
I think the most modern and effective anti-air comes from around Bronze to Gold.
Usually, it goes through when you make an impact during judo, right?
My head is full of thoughts that just slip away.
>>49
And the impact is thrown back.
>>49
Cammy and Ken often come by.
First, I think it’s fine to just mess around based on the mood at that time and go with “I won!” or “I lost!”
Little by little, in these moments, I can tell which moves will hit and I somehow understand whether the opponent wants to press forward or pull back.
I know the joy of winning using Honda.
Practicing combos is fun, so I just keep doing it.
If you want to take the shortest route, it’s fine to practice thoroughly and then go into actual combat, but whether that suits your nature is another matter.
First, I think it’s perfectly fine to do things the way you like, and if you run into any problems, you can look them up, ask, or practice.
If it doesn’t come out for air defense.
“I’m seriously fighting on the ground, so stop playing pachinko, you weakling.”
Get through it with that spirit.
>>55
Ahh~ The Shoryuken isn’t coming out!
I’ll win by landing the Panikan Koman throw three times with modern Zangi and collect fan messages.
>>58
I sometimes think, “Don’t mess around like that, damn it,” when I see the damage.
>>63
Okay, I’ll take a look and then press the button.
>>92
Damn it~
I’ve been stuck at gold for about two weeks since I started, but it’s fun!
I’m completely ignoring Tremor and just focusing on ranked matches!
I want to give it a try, but should I really buy the so-called dedicated leverless controller for this?
I want to try using Guile in Modern, but is he usable for beginners?
>>60
If you’re going for modern, using a pad (regular controller) is perfectly fine, or rather, there’s even a theory that it’s the optimal choice.
Even professionals use leverless, lever, pads, or original controllers, so I think it’s fine to start with whichever controller you have on hand.
>>60
Yes! You can use it!
>>60
Any device is fine; you can even do it with a keyboard.
>>60
I was able to step on the high mass with a super cheap pad that cost around 1200 yen, so it’s all good.
It’s true that modern has its shortcomings, but you can reach the master rank with any character, so let’s choose a character that you like.
Ground combat that does not consider anti-air is not truly ground combat.
When you’re frustrated from losing streaks and do it, you keep losing more and it’s really bad.
I went to the master, but I can’t cancel the rush.
>>65
It’s impressive that you’re going to the master level with one weapon missing.
There’s room for growth.
Fighting games are not inherently something that appeals to everyone, so if it doesn’t suit you, it’s okay to let it go.
Recent games are expensive, so one option is to wait for a sale for titles that are unknown to you.
Fighting games frequently go on sale, so I think it’s better to wait for a sale unless you’re really interested in a particular one.
In the first place, in ranked matches, there’s hardly ever a situation where we get to reading each other in three games, so it’s fine to just play pachinko.
I was thrown twice by Jamie and I felt like killing, killing, killing.
Game start! I managed to pull out the Shoryuken about three times in training mode! Alright, let’s go for ranked matches with that vibe and keep doing ranked matches endlessly.
With 700 hours of playtime, I have become a sad creature with one Master and one Diamond.
It’s super fun!
I’m a beginner using a character with a crouching anti-air move, and I can’t drop anyone at all.
Fighting against an opponent who keeps using one-button Shoryuken makes me feel like I’m going insane.
At first, the controller can just be a regular controller.
If you get really into it and want to try other devices, then just go ahead and buy them.
There’s nothing particularly wrong with a regular controller being unsuitable for games.
I also reached Master without really using the cancel rush, so it’s just like that.
I am a dancer.
>>77
The diamond rank dance gives the impression that it often leads to a reversal on the OD dragon, but is there something to it?
If you get eliminated in one match, you’ll get scolded.
I decided that if I win one match, I’ll play another, but if I lose, I’ll quit there.
I heard that this will get me in trouble too, and it’s really frustrating.
>>78
To be clear, there’s no problem at all with leaving after one game, and there’s no such thing as manners in the first place.
>>82
Most of the people who get angry just want to be angry, regardless of whether it’s right or wrong.
>>78
It’s better not to worry about it.
It’s not a crime since it can be circumvented as a system, whether you get angry or not.
>>78
There are no such rules, so just let them get angry on their own.
I researched various combo techniques for Ed, but in the end, I’m only using standing medium kick and standing strong punch.
I played Blanka for the first time in a while and was reminded of my hatred for Akuma and Ken.
I will become an anti-uniform.
At first, it’s really enough to just practice combos.
It’s frustrating to have your combo interrupted and get countered, and simply put, the success rate of combos directly correlates with the win rate.
When it comes to anti-air, I should try to focus on it during this match since I have started looking beyond just combos… I can do it little by little.
There are many factors that cannot be understood in the game for why someone might exit a match early, so it’s the people who get angry and call it a violation of manners who are the abnormal ones, so you don’t need to worry about it.
>>85
I’m really annoyed that I lost 99% and can’t get revenge.
Sometimes I encounter opponents with a delay of 1 frame, but I wonder how much it actually affects the game.
Isn’t Ed’s poke reach long, but the actual poke reach short?
I quickly escape to strong POD flicker.
“If you think about things like ‘with one button’ or ‘even though it’s just one button,’ it can make you depressed, so it’s better not to think about it.”
If you say it’s unfair, then you can just modernize yourself too.
I understand that it’s a local rule and I should just play without worrying about it, but I can’t help feeling like, whether I win or lose, don’t just run away, you piece of trash!!!!
>>89
It’s okay to think that way.
It’s just strange to impose on others or to snap at them.
I have a sub-character in Master rank, but I’m not winning in the Gold rank.
If you don’t practice at all, you won’t improve at all.
It’s not about reading each other, anti-air, or impact; it’s just that the combos are cheap, making it weak.
In the end, practice is just practice.
I want to keep playing ranked matches for an hour instead of just practicing for an hour.
>>93
It’s nice that perfect combos in training mode don’t come out at all in real matches.
Even when I win, I don’t understand why I won, so I can’t carry it over to the next time.
Was it because I was lucky…?
>>96
You will gradually understand it as you go along.
Fighting games are just like that.
>>96
It’s common to win all three matches in Rank Match just by luck.
>>96
I’m going to rewatch the match.
I think it mostly comes down to the difference in damage from a single combo that tends to win out.
I don’t think much of a single battle elimination.
I think the ones who escape from 0-1 to 1-1 against their opponent are the ones who ran away.
I’m not angry or anything.
Regarding modern command throws, it is unavoidable to use both one-button and commands.
Characters with strong modern assists are fun because you can read your opponent and hit them with a big assist!
If you get angry just by pressing a button or turning it, then you just dislike modern things!
Well, there are some things that can’t be helped…
>>101
Being able to differentiate usage when things get chaotic is undoubtedly a strength at a lower level.
Well, the main deterrents might get confiscated…
I really don’t know what to do against Vega.
I’m guarding, you know!!!!!!! 11!!!!!!! 1, and then I get trapped against the wall and it’s over.
>>103
The knees are guaranteed to be D-river, so if you just practice this, it will change.
I’m currently fighting in the gold rank using only assist combos, but should I start practicing my combos soon? I feel like my weak defense is more of a losing point, though.
>>108
If you think it’s necessary, you can do it.
>>108
It depends on the character.
>>112
I’m Moga.
>>117
A back fist (command) from a big assist middle seems easy to learn and effective.
>>127
I was grateful because I didn’t know where to start practicing.
>>108
It’s better to practice combos.
>>108
If we’re only talking theory, then it’s better to have combos, anti-airs, fuzzy techniques, and everything else, so it becomes “practice more.”
It’s better to think about what you want to do rather than asking others.
>>108
It’s something I’ll do eventually, so I can do it now or later.
Since this is an important time to learn where to take action, the lack of firepower can be seen as an opportunity to increase the number of attempts and treat it as practical training.
If it’s up to diamond rank, it’s better to impose your strengths to win.
Rashid’s technique that resembles a take-copter is kind of high on the discomfort index.
If you think practice is necessary, then just do it!
If you are asked, “Should I practice my combos?”
I can only say that it’s better to start from the beginning.
I don’t really understand combos without an ACI, so no cancel rush either.
Still, it’s great that M Honda can make it to Master.
I have a win rate of about 45% in Gold, but it’s fun.
I’m fighting using only assist combos, a three-hit string punch that can down opponents, and throws in Modern Ed.
Rather than aiming for combos that have the potential to miss after a successful impact, wouldn’t it be better to go for a single SA3? That’s how I ended up reaching Master.
There are two types of assistants.
Ed doesn’t know where to use the midfoot when using it himself… It’s too short because he’s hitting with his forefoot.
Isn’t it the case that a character with things like mid K and flicker shouldn’t be one that attacks from the lower range?
If you want to increase your combo damage, just practice a bit.
At some point, you start to think, “Isn’t the opponent’s firepower unreasonable compared to mine!?”
I got halfway through Mogadiah, but I can’t even do weak hammers or fists from the big approach.
I’m using Jamie and I’m Diamond 4, but I can’t get the third level of Rekkaken to come out, so I’m sealing it.
As long as we can win, anything is fine, so come with me!!!
>>130
The additional attack for Raging Fire is 6+P, so it seems wrong that it doesn’t come out.
>>130
What do you mean by not being on the third level? Just pressing the button isn’t enough?
>>135
That’s true, but if it doesn’t come out, the weak rotation gets blocked, leading to a counter hit and resulting in death…
>>145
It’s strange to think that it doesn’t come out when you repeatedly press it.
What is rotation…?
>>153
Although they are saying it’s the third stage of fierce fire, it would be better to consider the possibility that it might be different.
>>157
I wonder if it’s a weak PTC.
>>145
I’m sorry, but I don’t understand anything you’re saying.
M Luke will definitely be tough because of the OD problem.
You want to do 2 medium punches to 2 heavy punches to a knuckle from platinum rank.
After pulling off a long combo, it’s common to see that the damage hasn’t decreased at all.
>>134
Even if it hasn’t decreased, the gauge is increasing.
I feel that a considerable number of people who say they’re bad at defense tend to button mash or have a habit of being reckless.
Just knowing that there’s an option to do nothing without pressing a button might change things for you.
>>136
When I miss an attack, I have a habit of pressing parry in preparation for a counterattack, which leads to being thrown and dying.
I know it, but…
As long as you guard at the edge, bad things won’t happen, right? (While being reduced by 60% in judo)
It may be hard to notice because of the throwing, but crouching guard is really strong.
I can’t press the buttons for anti-air, parry, or impact! Ahhh!!
Being good at defense means understanding various aspects of the game as a whole, including the opponent’s patterns, subtle differences in their recoveries, and system mechanics; otherwise, you won’t improve.
It’s not cost-effective because it requires knowledge and you need to do many of them to get used to it.
Beginners should polish their own hinoki stick, no matter what.
The middle assist of Moga has hit confirmation, so it seems unnecessary to think about the times it is guarded.
Well, if I throw a backfist while being guarded, I’ll obviously get killed…
>>144
I’ve been killed too many times after being guarded and letting out an OD back fist, so I’ve sealed away my mid kick combos.
The weak and the strong are powerful.
>>151
That was a huge assist mistake, but at least I have hit confirmation.
When I think I can get out with a front jump, I usually end up getting hit while getting up.
With gold rank players, there are many who have weak crouch guards, so low attacks connect easily.
I recently learned that Ed does not have a middle section.
The guard is strong, but in this game, the wake-up throw is extraordinarily strong, so even if you stand firm, you can still die immediately.
Train your combos and set plays relentlessly until you reach diamond rank.
From Diamond to Master, focus on adding anti-air to drop the jumps there.
Anyway, if I want to go to the master, I’ve concluded that this is the quickest way.
If you’re not sure how to get up, it’s better to keep pressing the button repeatedly than to continuously jump forward; there’s still a chance for something good to happen.
I’ve already hit rock bottom relying on parries for anti-air.
>>156
Ah! You’re parrying just because this isn’t C anti-air! Just throw!
On the contrary, I’m not using parry at all.
It feels the best when I throw a hand gesture parry.
Before playing, a 10% increase or decrease in stamina didn’t seem like a big difference, but I really felt it when facing Zangief or Akuma, so I was surprised.
It feels too good to finally land a Jasper and feel like I’ve improved.
I can’t stop pressing parry.
When I press parry, it says PUNISH COUNTER.
I feel the overall level rising, especially with the recent rush of gold belt cancellations.
>>166
The other day, when I saw the Iron Belt, there was a rush of cancellations.
If you just blindly believe the information that says it’s better to guard without doing anything, in the end, you still have to move somewhere, or the opponent’s attack won’t end.
If you don’t go to the top, the opponent will also be loose, and randomly pressing buttons will result in far more successful experiences.
A player who will rampage for a lifetime is complete.
I want to do the stylish move of doing a parry and then throwing a panic can to fake it during a live rush, but I can’t even get the parry out in the first place.
>>168
There’s no way it won’t come out…
Set it up with the simultaneous press button as well.
For now, it’s a mimic! Fight against the mimic!
The harsh part is that all the responsibility weighs on oneself.
Combos can be done at any rank as long as the person has the motivation, which is why they are recommended.
If you’re in trouble, just use OD Shoryu!!!!!!!
If you don’t learn the middle punch rush for characters like Manon, it’s no joke that you won’t be able to compete, so whether you’re in Iron or not, you’ll have to use the cancel rush.
Getting continuously shot down by aerial Jasper makes you think… and then landing a jump panic throw feels really good, right?
>>176
Winning after changing the flow by taking this one point has happened before.
Changing behavior is important.
There is a notion that escaping throws is bad, but I believe that until one understands offense and defense, defense can just be a choice between guarding and escaping throws.
At least escaping throws is recommended over small skill spamming.
>>177
The reason that escaping throws becomes a big sin is that you are forced into an escape and then hit with something extremely painful… It’s something that should be done against opponents who can’t/won’t do that.
It’s about Moranka, and when the opponent is crouching and waiting, you can break through.
>>179
Walk and throw
>>179
Walk and throw
Walking normal technique
Pretending to throw while walking, I take a step back.
>>179
I don’t know about Moranka, but is there no Weihan?
>>183
It might be a technique to use on someone who is waiting.
I don’t know what to do in a mirror match.
>>182
It’s a big chance to impose something unpleasant that you personally dislike on someone else.
Always think that the other person’s character is crap to diffuse your stress.
The main classic has 1200 units, but the sub-modern can keep 1500…
That’s quite something, modern systems.
Air parries can really become a habit if you’re not careful…
This leads to a clear distinction between those who do aerial parries and those who do not, so it’s important to be able to discern.