Usf4 T Hawk Frame Data

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  1. Usf4 Cody Frame Data
  2. Honda Frame Data Usf4

The problem with the game itself in its current form is way too straightforward and basic. It's very vanilla, like it's fun to play and it got gorgeous animations but this street fighter just feels so simple at times. I get bored of it sometimes and it makes me sad cause I love SF.and lord knows the hours I spent with 3sO and USF4.However, I still support the game cause I don't want to die it's in my top 3 franchises.

But it seems sfv will just be supported and I'm highly doubtful on a potential sequel if they follow this business model. Something Max mentions in this and a few others videos is his fear that capcom making the game have easy/accessible specials will threaten cross ups because simple DPs means simple auto correct anti airs.And as someone who's watched Max for years and has seen how he is a really jump happy Ken/flashy character user, I feel he is totally using his platform to push 'hype offense'.

Of course, frame data doesn't tell the whole story, especially since some attacks will push back enough to make them safe. This is why it is important to test these out for yourself in training mode. Some characters have unusually fast attacks that lets them punish moves that people don't realize are unsafe.

Which, to me, is a shame. It sounds like Max is just '.yeah, I don't want my derp offense to be contested. I want to just be able to steam roll noobs with endless hard to punish pressure.' I mean, I have a hard on for anti airs/defense like Max has for offense. Doesn't make him a bad person. BUT, I honestly feel making AA easy as fucking shit is needed to help newer players. Because having a dependable AA lets you grow and start branching out as a player.

And a smarter/stronger player base is good for the scene overall IMO. The problem with the game itself in its current form is way too straightforward and basic. It's very vanilla, like it's fun to play and it got gorgeous animations but this street fighter just feels so simple at times.

I get bored of it sometimes and it makes me sad cause I love SF.and lord knows the hours I spent with 3sO and USF4.However, I still support the game cause I don't want to die it's in my top 3 franchises. But it seems sfv will just be supported and I'm highly doubtful on a potential sequel if they follow this business model. The thing with SF5 is that it is very streamlined, and I would say to its benefit. It's the game where you don't have something hidden up your sleeve, all cards are laid bare, and that's a difficult thing to face for some.

SF4 was basically comprised on the very basic level of input bugs like plinking and option selects like OS sweeping and crouch teching that lacked commitment.So that's what I like about SF5 - even if you're brand new to it, it's very what you see is what you get. You can watch people play and there's no obfuscation, they're just doing exactly what you see. Whereas in SF4 you might be watching a pro match and you'll see someone sweep a backdash and someone might think that it was a read, when it was actually just something that covered multiple bases.With SF4 it took a while for someone to get into the real meat of the game because the game had horrible learning tools and being so chock-full of one frame links and had a skewed balance of defense versus offense, and it made for artificial barriers towards the real game. With SF5 you have people getting into it properly much faster, thinking about how they play more critically, and I think that's much better.Another thing I like about SF5? The changes to the returning cast.

I like the lengths they've gone to differentiate older characters from their past iterations and even from others in their template. To a layman, Ken was basically Ryu with flaming shoryukens. Akuma was Ryu with an air fireball. Now there's much more to set them apart on a very immediate level.But I do think the game needs to have damage way toned across the board so that rounds aren't as prevalent to steamrolls. You shouldn't so often be able to have 40-50% life melted away from single mistakes. The thing with SF5 is that it is very streamlined, and I would say to its benefit.

It's the game where you don't have something hidden up your sleeve, all cards are laid bare, and that's a difficult thing to face for some. SF4 was basically comprised on the very basic level of input bugs like plinking and option selects like OS sweeping and crouch teching that lacked commitment.So that's what I like about SF5 - even if you're brand new to it, it's very what you see is what you get. You can watch people play and there's no obfuscation, they're just doing exactly what you see. Whereas in SF4 you might be watching a pro match and you'll see someone sweep a backdash and someone might think that it was a read, when it was actually just something that covered multiple bases.With SF4 it took a while for someone to get into the real meat of the game because the game had horrible learning tools and being so chock-full of one frame links and had a skewed balance of defense versus offense, and it made for artificial barriers towards the real game. With SF5 you have people getting into it properly much faster, thinking about how they play more critically, and I think that's much better.Another thing I like about SF5?

Usf4 t hawk frame data chart

The changes to the returning cast. I like the lengths they've gone to differentiate older characters from their past iterations and even from others in their template.

To a layman, Ken was basically Ryu with flaming shoryukens. Akuma was Ryu with an air fireball. Now there's much more to set them apart on a very immediate level.But I do think the game needs to have damage way toned across the board so that rounds aren't as prevalent to steamrolls. You shouldn't so often be able to have 40-50% life melted away from single mistakes. I hope I can eventually say the same about Ibuki, Ryu and Alex. Her V-Trigger is dope, but outside of it she's still a lesser version compared to her SF4 and SFV incarnations moveset-wise (obviously not tier wise lol). Alex is a little better between the stun gun special, his v-trigger and greatly improved f.HP (compared to 3S), but he needs some sort of oki or midrange buff that isn't middling at the very least.

Ryu could use some time extension on his v-trigger (and less v-gauge usage during his CA) and he is obviously missing donkey kick. Urien, Ken, Akuma, Cammy and Gief have made the jump to SFV far better while being kept intact or evolved in big ways.

Usf4 Cody Frame Data

Remember this always. Proximity negates skill.

Honda Frame Data Usf4

Don't feel bad about not being able to react to derp. And you beat Laura and Mika in the neutral. Watch Smug fight a mika in this vid.Poke and move back to a spot where you can punish her Slide/cr hp shoulder/jumps. You can beat charged st roundhouse on reaction with pretty much anything, so don't fear that. Also, think of her jump flop as the same range as slide. I actually think Mika is under powered right now.

She needs her old cr hp back.Laura.stay outside of her forward hp range and punish. That's really all I got.

Never let her wake up with her 3 frame lp because its st lp st mk into vtrigger. Meaty the shit out of her or be ready to punish forward hp when she gets up. Remember this always. Proximity negates skill. Don't feel bad about not being able to react to derp.

And you beat Laura and Mika in the neutral. Watch Smug fight a mika in this vid.Poke and move back to a spot where you can punish her Slide/cr hp shoulder/jumps. You can beat charged st roundhouse on reaction with pretty much anything, so don't fear that. Also, think of her jump flop as the same range as slide. I actually think Mika is under powered right now. She needs her old cr hp back.Laura.stay outside of her forward hp range and punish.

That's really all I got. Never let her wake up with her 3 frame lp because its st lp st mk into vtrigger. Meaty the shit out of her or be ready to punish forward hp when she gets up. There were definitely insanely bad match ups. V is far more balanced for sure. I bounced around a lot of characters in 4.

Ibuki, Ryu, Guile, Dudley, Rog, Oni, E Ryu, Guy, Cody.I'm prolly forgetting a few. It is something I miss in V.

I don't have much use for a lot of the characters in the way they work in V. It's a real bummer. I bounce between Akuma, Nash, Ibuki, Rog and Ryu. And occasionally Bison.

Nash and Ryu in beta 1 were so much more fun than what they are now to me. And I know ibuki was a pain in the assnin 4 for people, but what she is in V is absolutely neutered in comparison, so I hardly touch her now. Thanks, I'll try and incorporate this stuff.There were definitely insanely bad match ups. V is far more balanced for sure. I bounced around a lot of characters in 4.

Ibuki, Ryu, Guile, Dudley, Rog, Oni, E Ryu, Guy, Cody.I'm prolly forgetting a few. It is something I miss in V. I don't have much use for a lot of the characters in the way they work in V. It's a real bummer. I bounce between Akuma, Nash, Ibuki, Rog and Ryu. And occasionally Bison. Nash and Ryu in beta 1 were so much more fun than what they are now to me.

And I know ibuki was a pain in the assnin 4 for people, but what she is in V is absolutely neutered in comparison, so I hardly touch her now.

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