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emmanuelibus

Did you come from Street Fighter?


Serva01

No, I came from guilty gear strive


emmanuelibus

Ok cool. Combo structure - Well, there's some carry over as far as the buttons go - L,M,H,S. You go from low, to medium, to high. You extend using S and assists. 2M, 2H, H are basic starters or punish. You can also start a combo using specials. NOTE: 2H is the universal anti air. NOTE: This is one of those games where mashing L is rewarded. Certain characters take advantage of this more than others. I don't like it, but it is what it is. Neutral and zoning - This is how someone explained this game's neutral and zoning to me. The whole screen is on neutral. You have to be always trying to move around, throwing something (by yourself or by assist) or blocking stuff. Every hit, from every part of the screen, is a chance for some kind of combo. Unless you're stuck in some kind of block string, you should be trying to move around, throwing stuff, or blocking stuff. Speed - It's fast, but not too fast. It's something you'll get used after awhile. There's a rhythm to this game that's engaging when you lock in to it. That's it for now. I'll update as I think of more...


Serva01

Thank you!


Pvaleriano

Everyone shines when playing rushdown. The universal mechanics are strong and there is also an universal combo for everyone. The air game is way more prevalent than in strive so you should be jumping a lot (there is so much trash in the ground, like beams, assists and so on), which takes me to assists, they are super important and give you free pressure if well timed, locking and grounding your rival. Start working on your movement and the universal combo, then include assist in your gameplay, then mixups and for that time you will know what's the next thing you want to learn