- Joined
- Sep 3, 2013
- Messages
- 2,563
- Reaction score
- 764
- Points
- 113
- Age
- 47
This is a place for me to put all my random thoughts such as tier lists as I see them currently (and to laugh at myself in the coming months when I figure out that I was wrong wrong wrong) I'll also be posting certain matchups here primarily for parasoul and painwheel, though I won't rule out any other characters being added.
Newer strategies that I find and either snipe from some other players games or find in mine and think bare mentioning will be found here... In short, this will be a chronicle of my successes and failures, strategies and gimmicks, resets, combos, teams, counters, meta, fundamentals etc... Anything I think relevant to sg as it pertains to me.
This probably won't be the best organized thing ever... But oh well, as long as I, myself, can navigate it, it'll be useful for my purposes.
Random/misc stuff:
1. Dhc and tag as reversals are better than i first thought. If the tag is done when the point character has a lot of red health, and that point character takes no more damage till they heal back all their red health, then even if the tagged in character gets hurt, it can still be a not so bad idea since the damage done to the tagged character is offset by the damage healed to the character that was tagged out.
The counter to this is to hit the tagged in character with the fattest combo that you can and then snap in the tagged character and force them to lose all that red health... This is a huge swing in overall team damage and makes tagging versus someone that knows what to do, much more suspect. But against those that dont...
Also, tagging via dhc is better than i at first thought:
Think about it like this... I used to think that when using my battery that it was best to save all my meter for the next two characters coming in unless my meter useage would kill. Or if my point character was on very low life. BUT... i wasnt thinking about red health. Now, if i see my point character on half life with around 25% red health or more! it is a very good idea to dhc on hit even if the character that I'm hitting will be left with like half life. In the end, fighting games are about damage. Dhc ing to do high damage to the point character and heal your own point character is a way of simultaneously upping your damage, while lowering your opponents damage. And that is VERY GOOD. Anyone that has played any sfxt at a semi high level when the game first came out, knows how good healing a character on the sidelines is.
Also note that in sde, or like marvel games, this couldnt be a serious strategy since sde health mattered less cause of hugely damaging combos... Generally speaking it was always a tod or a 1 reset to kill thing... And healing a character wouldnt really change that, that much. But in this new game, especially with undizzy forcing smaller and smaller combos... Meter dump dhc ing a high red health character out is one of the highest amounts of overall team damage without a reset, in the game.
Newer strategies that I find and either snipe from some other players games or find in mine and think bare mentioning will be found here... In short, this will be a chronicle of my successes and failures, strategies and gimmicks, resets, combos, teams, counters, meta, fundamentals etc... Anything I think relevant to sg as it pertains to me.
This probably won't be the best organized thing ever... But oh well, as long as I, myself, can navigate it, it'll be useful for my purposes.
Random/misc stuff:
1. Dhc and tag as reversals are better than i first thought. If the tag is done when the point character has a lot of red health, and that point character takes no more damage till they heal back all their red health, then even if the tagged in character gets hurt, it can still be a not so bad idea since the damage done to the tagged character is offset by the damage healed to the character that was tagged out.
The counter to this is to hit the tagged in character with the fattest combo that you can and then snap in the tagged character and force them to lose all that red health... This is a huge swing in overall team damage and makes tagging versus someone that knows what to do, much more suspect. But against those that dont...
Also, tagging via dhc is better than i at first thought:
Think about it like this... I used to think that when using my battery that it was best to save all my meter for the next two characters coming in unless my meter useage would kill. Or if my point character was on very low life. BUT... i wasnt thinking about red health. Now, if i see my point character on half life with around 25% red health or more! it is a very good idea to dhc on hit even if the character that I'm hitting will be left with like half life. In the end, fighting games are about damage. Dhc ing to do high damage to the point character and heal your own point character is a way of simultaneously upping your damage, while lowering your opponents damage. And that is VERY GOOD. Anyone that has played any sfxt at a semi high level when the game first came out, knows how good healing a character on the sidelines is.
Also note that in sde, or like marvel games, this couldnt be a serious strategy since sde health mattered less cause of hugely damaging combos... Generally speaking it was always a tod or a 1 reset to kill thing... And healing a character wouldnt really change that, that much. But in this new game, especially with undizzy forcing smaller and smaller combos... Meter dump dhc ing a high red health character out is one of the highest amounts of overall team damage without a reset, in the game.
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