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Does anyone else hate dial up combo strings in neutral?

I can’t be the only one. How many times have you guys gotten hit by a cassie whiffing b24 from half the screen away because you couldn’t out space the second the hit and interrupting in between b2 and 4 takes stupidly precise timing.... I feel like having advancing strings that you plug in and watch happen on the screen makes for a lot less precise neutral... like so many nrs games I’ve played boil down to people whiffing parts of strings and being saved from getting whiff punished by the fact that it’s fast multi hitting and advances them half the screen... I’ve been playing SFV a lot where there aren’t dial up combo strings and the neutral in that game just feels so much deeper. I guess I’m just saying I hate how in NRS the dial up system doesn’t allow the same level of accuracy in neutral that the capcom single button system does. Has anyone else ever felt this???
 
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Cobainevermind87

Mid-match beer sipper
I don't personally think the gap you're trying to interrupt is big enough to do it consistently. I've never even attempted to interrupt cuz it always looked like suicide to me.

The gap I'd be going for is the one between the 4 and the 3 in the b243. When you see the b2, just do a little backdash. If they dial in the 4, it's going to whiff and you're going to punish, so long as you were spaced properly.
 
You don’t find it dumb that as long as you’re in b24 range she’s allowed to whiff b2? There’s my issue. if I’m anywhere within a quarter mile of that move and she decides to just do it, I have to sit there and let her whiff the b2 because she can’t really be whiff punished for it, and if I’m at a spacing where the 4 is gonna connect I just have to watch this sloppy Cassie whiff on up to me because there’s not a whole lot I can do to whiff punish it. I just think it’s sloppy to design moves that work like that...

This isn’t me ragging on cassie specifically btw, lots of characters have moves like that
 
Back. Dash.
active frames in this game seem hella weird though man, moves like lius f4 and errons b2222222222 I always thought it was weird that you have to wait until they completely finish the string to whiff punish it instead of being able to straight up interrupt it.
I’ve even caught people with johnnys f344 this way, the f3 44 whiffs and they try to punish and get clipped by like the last kick or something into full combo.
 
active frames in this game seem hella weird though man, moves like lius f4 and errons b2222222222 I always thought it was weird that you have to wait until they completely finish the string to whiff punish it instead of being able to straight up interrupt it.
I’ve even caught people with johnnys f344 this way, the f3 44 whiffs and they try to punish and get clipped by like the last kick or something into full combo.
That’s what I’m sayyyying and tbh your funeral if you try to backdash at not the perfect distance and just get clipped out of it. Backdash in 11 is ass unless you’re like cetrion

Like why is the neutral in this game such that erron can whiff a b2 right in your face and you have to pray to god you can walk back in time to make the entire 3 hitting string whiff or else you’re put into the pressure

Idk i think the neutral could’ve been better if they made it so combo extensions only came out on block or hit that way whiffing Would’ve meant a lot more. Like if a raiden whiffed a b1, that’s all that would come out and he would be whiff punished for misspacing his button. Same with jacquis who spam f31 and f12 even though they are nowhere near you. And Cassie’s with b2. And errons b2. I just think it would be a better game. Seems like dial up advancing combo strings just make it easier for the player to get into vaguely the right position and let the string correct them.

The active frames on strings after the first move whiffs is out of control... except on meaty of course
 
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Cobainevermind87

Mid-match beer sipper
active frames in this game seem hella weird though man, moves like lius f4 and errons b2222222222 I always thought it was weird that you have to wait until they completely finish the string to whiff punish it instead of being able to straight up interrupt it.
I’ve even caught people with johnnys f344 this way, the f3 44 whiffs and they try to punish and get clipped by like the last kick or something into full combo.
I agree with that. I think I got KB'd by joker's f212 15 times before I stopped trying to interrupt it and just started backing off and whiff punishing the last bit of the string.

I don't necessarily care for it, but that's the way the game is.
 

Cobainevermind87

Mid-match beer sipper
I don't understand dial in combo strings period? What is the point? WHYYY....to makes things harder?
Huh? :confused:

Man, you'd hate to play SF and actually have to link your stuff together manually. Imagine dial-a-combos like what's in mk11 (because in SF, only certain buttons link into other buttons), but each button press must be strictly timed, or else the button doesn't come out (cuz you input it too early) or the combo state is broken and the opponent can block again (cuz your input was too late.) I never played SFV, but in USFIV, some characters required you to master a 1-frame link if you wanted to use them viably. Rufus if I recall correctly.

The SF community laughs at us for having dial-in combos.

That being said, there are some goofy ones. Erron's 21212 for example. I feel like I'm going to damage my controller by sliding across those buttons so often.
 

Cobainevermind87

Mid-match beer sipper
I was curious about the same thing tbh. He mentioned trying to punish ranged advancing strings with stand jabs, and at that point I just didn't care anymore.
 
i hate when people do full strings as i jump over them for a punish and they end up full screen from me but not really
 

Zer0_h0ur

XBL tag: South of Zero
active frames in this game seem hella weird though man, moves like lius f4 and errons b2222222222 I always thought it was weird that you have to wait until they completely finish the string to whiff punish it instead of being able to straight up interrupt it.
I’ve even caught people with johnnys f344 this way, the f3 44 whiffs and they try to punish and get clipped by like the last kick or something into full combo.
Erron's B222222 string is like a vacuum that sucks in anything near it and punishes it
 
This is actually something I find really annoying about the game. Like if I'm playing Noob and I hit a slightly airborne opponent with F221 the F2 will hit them out the air and 21 will whiff and get me full combo punished. This in itself is fine I guess since I was blindly committing to the string, I didn't hit confirm anything, therefore it whiffed and I deserve to be punished.

But now lets look at almost any of Joker's strings, is your opponent airborne? Doesn't matter! They float like a balloon no matter what part of the string hits into easy hit confirmable combo. Did the first hit or two of Joker's long reaching, safe, advancing string miss? Doesn't matter! Last hit kb's for huge damage if the timing of their opponent's interrupt isn't perfect. Same for Erron's B222 as others have mentioned. Trying to whiff punish it is practically not worth it.
 
I think the whole string should only come out if the first hit of the string hits or is blocked. If the first hit whiffs you should be easily punishable for bad spacing.
Yeah, I’m starting to think this would be a good thing. I spent about 2.5 hours playing a friend in 3S today and I just love whiff punishing in that game, and I realized how much harder it is to do here because of these strings.
 

Baconlord

Proud follower of the church of Cetrion
I think it gives nrs games their own unique brand of neutral. The strings combined with no proximity blocking is pretty engaging. It can be annoying when I get clipped by a second hit in a string but that's pretty much always my fault for messing up my punish so there's no reason for me to complain about it
 
I think it's alright. I mean whatever between WIFI in ranked, breakaways not resulting in hard knockdowns and stupid jump kicks, having to be on point with whiff punishes is the least of my problems with this game.
 

thlityoursloat

kick kick
Erron's B222222 string is like a vacuum that sucks in anything near it and punishes it
I love when Erron is doing his b222222222222222222222222222222222222222222222222222222222222222 and I'm jumped it over to the other side and I get clipped by him holstering his gun, which recaptures me and puts me in a situation where b222222222222222222222222222222222222222222222222222222 checks most of my options.
 

zerosebaz

What's the point of a random Krypt?
I wouldn't want the full string to not come out on wiff, but I do think there is a problem with the amount of advancing strings in NRS games. A character like Jade, wno is supposed to be about space control, having a few strings that are near impossible to wiff punish is alright, but they should be reduced to a only a small handful of characters.

I think it gives nrs games their own unique brand of neutral. The strings combined with no proximity blocking is pretty engaging. It can be annoying when I get clipped by a second hit in a string but that's pretty much always my fault for messing up my punish so there's no reason for me to complain about it
Oh, god, I hate proximity blocking so much.
 

grandabx

The Flameater
I feel like it waters down the whiff punishing meta a lot though. Because you really have to make your opponent whiff the whole kitchen sink to get a consistent punish on it, and that kind of omits a lot of the nuance to spacing ect
100% agree.
 

Dankster Morgan

It is better this way
It can be annoying when I get clipped by a second hit in a string but that's pretty much always my fault for messing up my punish
Yes absolutely, it's frustrating but in the same way that getting hit is always a little frustrating.

It's not like Catwoman just low profiled my overhead type of annoying.