That has nothing to do with the startup.
Seems like every character's health right now is at fixed increments if you look at the stats? Don't think any character is an inbetweener.
Birdie has the most health, long range grabs, high damage output, easy confirms, V-Skills that he can spam and get both defensive and offensive options (and one is a projectile), great normals, an install that makes him even more powerful ..lol
It has everything to do with the startup - the reason Guile's booms have such a lack of startup is the charge requirement. If you want that type of walk-behind fireball you need to increase the startup.
Haha, could she actually do anything?Maybe, I would like to try the WiiU version. Maybe by the time I get it there'll be a packin with the DLC! I want to play Ryu, lol. Baby's good, I gave her a try with Skullgirls but she's a slow learner (9 months old). Yours will probably come out a Dormammu master.
This is the most fireball-friendly Street Fighter since SFII.Which I'm with you normally, but the game seems to punish using projectiles pretty harshly. So you have a sonic boom that's worse than it's ever been in a system that doesn't seem to favor fireball play.
Nope. Nash's gameplan is different from Ryu's. It's why he also doesn't have an invincible DP. What's more they still have sonic boom-like recovery allowing Nash to different things off of it. I'm okay with how it looks to work right now.Then it should be on par with a ryu fireball don't you think?
Then it should be on par with a ryu fireball don't you think?
not necessarily
Charlie has really good rushdown, I don't think that means he should have godlike zoning. my two cents /arm chair balancer.
How many characters can we expect to be added into the beta?
Has this been discussed?
How so?This is the most fireball-friendly Street Fighter since SFII.
Well there's my issue, has anyone been able to zone effectively with projectiles at all?
I don't think any of the players were interested in playing a zoning game at this event.Well there's my issue, has anyone been able to zone effectively with projectiles at all?
This is the most fireball-friendly Street Fighter since SFII.
SF3 was incredibly fireball unfriendly, and this is a return to that in a lot of ways- it's definitely by design.
SF3 was incredibly fireball unfriendly, and this is a return to that in a lot of ways- it's definitely by design.Which I'm with you normally, but the game seems to punish using projectiles pretty harshly. So you have a sonic boom that's worse than it's ever been in a system that doesn't seem to favor fireball play.
What? SSF4 and USF4 are both very fireball/zoning friendly.This is the most fireball-friendly Street Fighter since SFII.
When is Evo?Probably a couple, revealed at EVO.
3S had parries, which made zoning far less effective and encouraged a footsie game.How so?
Dive kicks, focus attacks, ambiguous cross-ups, and EX moves that are projectile invincible make it really hard to play the zoning game. Zoners have to work extraordinarily hard to win. That's not to say they can't win (I haven't forgotten Evo 2014 GF), but the amount of work needed is pretty absurd compared to what a Fei Long or Yun player has to do.SF3 was incredibly fireball unfriendly, and this is a return to that in a lot of ways- it's definitely by design.
What? SSF4 and USF4 are both very fireball/zoning friendly.
3S had parries, which made zoning far less effective and encouraged a footsie game.
IV had focus, which could absorb projectiles with potentially no penalty while giving you ultra meter gain, and people could also FADC through projectiles and "get in" sometimes - it was a constant threat to zoning approaches, and it's part of why Dhalsim is so awful.
SFV doesn't have any kind of special mechanic like these, so I take it to automatically be kinder toward fireballs than those entries.
Uh, erm, V-Skills? Which are even more rewarding than Focus Attacks at rewarding you for subverting fireballs, in multiple ways at once at that.3S had parries, which made zoning far less effective and encouraged a footsie game.
IV had focus, which could absorb projectiles with potentially no penalty while giving you ultra meter gain, and people could also FADC through projectiles and "get in" sometimes - it was a constant threat to zoning approaches, and it's part of why Dhalsim is so awful.
SFV doesn't have any kind of special mechanic like these, so I take it to automatically be kinder toward fireballs than those entries.
Well there's my issue, has anyone been able to zone effectively with projectiles at all?
So, I missed a bunch of information about V, and I have a couple of small questions:
What are V Triggers?
FA/DC pretty much gone?
Everyone has a universal parry?
So, I missed a bunch of information about V, and I have a couple of small questions:
What are V Triggers?
FA/DC pretty much gone?
Everyone has a universal parry?
-Unique abilities using the V guage, character based.
-Yes
-No, only ryu it's his V-skill. It's also way more limited than it's SFIII predecessor.
So, I missed a bunch of information about V, and I have a couple of small questions:
What are V Triggers?
FA/DC pretty much gone?
Everyone has a universal parry?
I heard David saying that Ryu has to "parry twice?"
Sure, but it's still better than SFIII by a mile. (Especially in SSF4 -and Ultra's the best it's been since.) The V-Skills really are just parry replacements for so many characters - Sim would get eaten alive here.Dive kicks, focus attacks, ambiguous cross-ups, and EX moves that are projectile invincible make it really hard to play the zoning game. Zoners have to work extraordinarily hard to win. That's not to say they can't win (I haven't forgotten Evo 2014 GF), but the amount of work needed is pretty absurd compared to what a Fei Long or Yun player has to do.
Uh, erm, V-Skills? Which are even more rewarding than Focus Attacks at rewarding you for subverting fireballs, in multiple ways at once at that.
It's not at the system level, but everyone pretty much has it and at greater gain with mostly lower risk as well. Fireballs are not compensated for either.
That's true; we'll see how it pans out.it doesnt have any universal mechanics but there are a ton of character specific things to get through fireballs already
No, Ryu can't cancel the parry into anything but more parries. So, it seems to mostly be about negating chip, though you recover just a bit faster than normal blocking, apparently.I heard David saying that Ryu has to "parry twice?"
I can agree with that.Sure, but it's still better than SFIII by a mile. (Especially in SSF4 -and Ultra's the best it's been since.) The V-Skills really are just parry replacements for so many characters.
I heard David saying that Ryu has to "parry twice?"
You can't cancel a parry into a move like SFIII, so you get no advantage from it. So if you wanna parry you gotta make sure you parry all the hits coming.
No, Ryu can't cancel the parry into anything but more parries. So, it seems to mostly be about negating chip.
Right now you get advantage if you hit a slow normal like a fierce, but don't if it's something like a jab. I think it balances out well.I'm betting they change this.
No, Ryu can't cancel the parry into anything but more parries. So, it seems to mostly be about negating chip, though you recover just a bit faster than normal blocking, apparently.
Should go up on Youtube officially tonight or tomorrow because of the sub paywall.Is there a VOD of the stream?