New to SC, not to FG's

S_O_F-TYM

[05] Battler
Greetings.

I picked up SC5 while buying Injustice and I must say this game is hella fun with great mechanics. MK9 was the first fighting game I decided to learn properly, I got that game because I liked to play MK2/MK3 as a kid and as a teenager at my friends' on some emulators. I switched to Tekken when TTT2 came out and haven't touched MK9 since. A PSN buddy of mine convinced me that SCV is very accessible and doesn't have as much bullshit as Tekken does, at first I was skeptical, but I decided to give this game a try on a casual level, but now I find myself doing what I do with Tekken which is looking at frame data and using the record function to test optimal punishes and counterpoke setups and what not hahaa, good thing for now I have the time to explore and worry less about real life stuff.

I generally like to play whiff/block punishing/CH fishing/Keep-out/zoning/baiting style of play and pick characters that have the most appropriate tools for this sort of playstyle (MK9: Smoke/Kano/Sektor and others, Tekken: Heihachi/Kazuya/Bruce/Bryan). I try to play safe/solid and look to condition my opponent into pressing buttons and watch their habits and blow them up with whiff punishes and CH's when I make a read and commit to something. I do take calculated risks with characters who have poor safe options (high risk/high reward) and play offensively when I need to, but my default gameplan is to start on the defensive. The way I see it, if my opponent is willing to hand me the match by pressing buttons and constantly moving forward and constantly going for YOLO 50/50's then all I need to do is evade/block and punish. Nightmare's character design instantly caught my eye when starting to play the game and I picked him as my first character to play and I have also picked up Mitsurugi to cover a different approach to the game.

I am looking to add some European PS3 players as friends on PSN. This game has great netcode like TTT2 and while I whole-heartedly enjoy both games I feel it keeps things fresh when switching between these 2 awesome Namco titles.
 
Well, hello there! Mitsu and Nightmare are both great characters to learn the game, though given the way you play you may also like Patroklos, Aeon, and Ezio.

Enjoy your stay!
 
I haven't gone through the entire casts movelists yet, or even played vs all the cast yet. I haven't even unlocked Algol lol. I can accept the fact that Nightmare requires precision and patience and handles 0 range poorly, given his other tools suit my playstyle. Mitsurugi was a "pick up and start winning" for me. I have been able to pick up this game fairly painlessly, nothing seems overwhelming or stupid/OP.

Something that rustled my jimmies about the rest of the cast however was Alpha Pat's 99_33B or whatever the notation was and him having access to that move without resorting to 8WR by just pressing 236 into 3B. A lightning fast mid launcher with hella range that is only -11 on block with push back, that move is about as stupid as Lars' uf4 in Tekken. If someone isn't sidestepping he can just repeatedly throw it out to condition opponents to step and then just come in with a horizontal. No risk with all that reward. This is just my initial glance though, so I hope people won't starting flaming me how I am a scrub and how A. Pat requires "mad skillz" to play.
 
If you're leaning more toward NM i suggest getting his spacing tools down and whiff punishing. For spacing master aGa, other spacing tools would be 22a, 3a, 66a, and even 66b. For whiff punishing you generally want to use 3b and aGa. NM can be surprisingly annoying up close (depending on the MU). 3k (i15), 1k (i15), 6k (i14), 66k (i15), k (i13), and ofcourse grabs. His grabs are on the weaker side but his "grab game" is pretty good. He has probably the 2nd biggest grab range of the cast and he also has low grabs (can be blocked tho). Mix up his throws and low throws with WR b for your 50/50. He's pretty unsafe and on the slower side but he's great at spacing and has top tier damage. Oh and learn his wall combos...

Enjoy your stay :)
 
Something that rustled my jimmies about the rest of the cast however was Alpha Pat's 99_33B or whatever the notation was and him having access to that move without resorting to 8WR by just pressing 236 into 3B. A lightning fast mid launcher with hella range that is only -11 on block with push back, that move is about as stupid as Lars' uf4 in Tekken. If someone isn't sidestepping he can just repeatedly throw it out to condition opponents to step and then just come in with a horizontal. No risk with all that reward. This is just my initial glance though, so I hope people won't starting flaming me how I am a scrub and how A. Pat requires "mad skillz" to play.

Nah, we all agree that 33B is strong. You seem to have the right ideas. Game is balanced really well aside from a few odd ball moves. Which are not all that difficult to deal with since the mechanics and damage give everyone a fair chance to win.

Hope you continue to enjoy the game, and find 8way helpful.
 
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