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xkkzz

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xkkzz

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xkkzz

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#2  Edited By xkkzz
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xkkzz

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Got standard, see I need club, no upgrade path, will end up spending $40.

Attention duders: buy Club Tier

What could you not do that you need Club tier for?

I'm still waiting to get access to the game since EGS hasn't updated it to available

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xkkzz

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xkkzz

70

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I just started playing the game in earnest this month (after several months of just playing mahjong on the free trial), so I will probably transfer over to Ultros now that it's open!

I'm in the middle of the 2.x ARR story now. I'm glad I haven't skipped it because the story is getting interesting and there has been some dope stuff like the kickass Shiva fight. But yeah, boy, the pacing of it is really rough, they could have cut half of it.

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xkkzz

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Did you get PS Plus? Yakuza Kiwami is free on there as long as you add it to your library by tomorrow. Yakuza is maybe my favorite playstation series, though I guess they aren't exclusive anymore because 0 & Kiwami are on PC.

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xkkzz

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#7  Edited By xkkzz

ROUND 1: Marvel's Spider-Man

1. Tetris Effect

2. Celeste

3. Return of the Obra Dinn

4. Dead Cells

5. Red Dead Redemption 2

6. Hitman 2

7. Marvel's Spider-Man

8. Into The Breach

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xkkzz

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I'm sure people experience it differently, but when I heard anxiety described more clinically as a 'fight or flight' response, it made more sense to me. I see it as an instinctual fight or flight response that gets triggered by things that aren't actually a danger. Everyone has felt that in response to danger: adrenaline rush, fast heartbeat, tunnel vision, etc. It's just that not everyone gets that response when they, say, get into an elevator with a friendly person they met last week.

I guess the part that can be frustrating is that a lot of people experience that reaction as kids but then don't as adults. So I think some people see it as an immature reaction from someone who just didn't get enough life experience or something. But unfortunately you can't just turn off or ignore an "I might die" release of hormones, our species wouldn't have survived if we could.

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I didn't think you were being hyperbolic actually, I've definitely practiced hard combos in FGs for dozens of hours (and without much progress a lot of the time, my execution is not good) but I didn't realize that was kind of a waste of my time for the low level of my play. I think the 20 hours thing is pretty arbitrary, I guess I just wanted to point out A. there's a lot of easier stuff to learn before the hard execution stuff and B. if you address things one at a time in short cycles between online and training mode then it doesn't have to be a boring grind. I mean, if it's boring to you you shouldn't do it of course, but I think the problem solving aspect is fun and it fits in with your (very good) mindset of trying for small victories.

You won't avoid meaty attacks in any other 2D fighting games - it's a fundamental tactic to the genre. In most games it's common for people to want to go for knockdowns even at the expense of damage because of the chance of setting someone up for a mixup. You're supposed to be at a disadvantage when you're getting up, and you gotta accept getting mixed up sometimes, so your main goal is just to minimize your risk and get back into a neutral situation. I haven't played SFV in a long time but I guess my suggestions would be to mix up utilizing your quickrise and roll, block low by default, put all your attention towards looking for a jumpin/overhead to switch to high block, and continue blocking until they get pushed out or do something unsafe. You'll still get hit by some mixups (or they will realize you're being too respectful and throw you), but that's natural, focus on blocking correctly at least half of the time. Sprinkle in DPs and look for throw techs once you're more confident in your blocking. That's kind of general advice that can apply to any 2d fighting game, maybe someone who plays more SFV has more specific suggestions (or check out the fighting games general thread for a discord link to the friendly and helpful GB FGC!)

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Kinda... Average player skill definitely goes up over the life of a game as the pool of players dwindles, and the average FG player has probably improved a lot since 2008. But also I think ranking/matchmaking is not terribly meaningful at a lower level since your knowledge of the game mechanics and your opponent's character is probably more important than your opponent's skill. You shouldn't get stressed about winning/losing to someone of a particular rank, etc. It's better to focus on improving yourself whether you win or lose. That should be fun too.

Moreso than worrying about combos, getting started in an FG is a lot about identifying and solving problems. You've already identified one problem well - you keep getting hit by meaties. You've also basically identified the solutions to the problem in SF - either block, wakeup reversal, or mixup your ground techs (quickrise/roll back/nothing). Now you gotta figure out why that's not working - maybe you're getting crossed up when blocking, maybe your uppercut doesn't have the invulnerability you thought it did (I think some SFV characters don't have full invuln on their meterless DPs), maybe you're timing the DP wrong (it will say "reversal" if you're doing it right. I think SFV has a lot of input leniency so you can do the input before you are actually standing), maybe you don't know the different wakeup timing options. So that's kind of the cycle of improving in fighting games, play, identify problems, research/practice a solution, play again - it shouldn't be grinding a 1F link combo for hours in training mode, but rather spending 5 minutes making the dummy do the move giving you trouble and experimenting with options. It's still hard to improve and every FG has a ton of stuff to learn, but not so time consuming or grindy if you play/practice in short cycles or split up your time.

I liked this video relevant to that, you might be interested:

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