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Posted

Hello everyone, I don't consider myself a beginner but I've had this problem ever since I started playing fighting games 4 years ago.

Rushdown characters always give me a hard time, once I get under pressure it's really hard for me to get out of it.

Specially corner pressure which pretty much seals the round everytime.

My playstile has turned into "never be countered" so I pick up characters that I think have good escape tools.

So, any advice for this? I play almost every dustloop game, currently playing Under Night in-birth

Posted

There are a couple of things you can do here.  This is all from a BB perspective because that is what I play.

 

#1: You can lean heavily on system tools - barrier gauge and counter assault in BB.  These can get you out of pressure when used judiciously.

#2: You can record strings from different characters and use the random playback tool to help learn to block them.  (Record Ragna doing 5B > 2B > 6B, 5B > 2B > 2D, 5B > Gauntlet Hades and 5B > 2B > Run up throw, set playback on random, and just try to defend.)  The problem with this method is it's really REALLY HARD (at least for me) to program the dummy to do all this stuff with the exact same timing, so I find myself reacting to the tiny pauses at different points in the string rather than the moves themselves.

#3: You can practice this by setting the CPU on 100% and just blocking.  The problem with this approach is that the CPU will still sometimes do some really dumb stuff - repeatedly - and often won't use the patterns real players would.  On the upside, you really will learn what most of your opponent's moves look like here, so you'll be able to block better.

#4: You can just play a lot and try to be more patient. 

Posted

Generally, when you're looking at your opponent's blockstring, you don't need to "see" all of it -- rather, you need to be on the lookout for a couple of key points. Many characters can only go into overheads off certain moves, and knowing those moves gives you an idea of when you need to look out for said overhead; likewise, no character can pressure you forever for free, meaning that at a certain point, your opponent will need to "reset" his pressure string by doing something risky -- and knowing when your opponent will need to do something like that is very useful for knowing when you can jump out/run out/backdash out/dp out/mash out of pressure.

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