Fighting Games Weekly |8/10-16| Gods(Beard) Among Us

How do you do them? Only her 5B combos in 6B. Everything else doesn't connect.

Your blazblue notation confuses me!

She can link cr.mk into cr.jab which can link into st.mp for instance.

She can also link back HP into st.lk which can be canceled into MK legs (standing opponent required)

She's got a decent link game, especially in Vtrigger where st.mp links into sweep at most distances.
 
Your blazblue notation confuses me!

Just realized that won't work since there are 6 buttons in this.

THe only normal I can find that can combo into another is something like 5mp > 5c.mk or 6mp.

but that's too much to do in the heat of the moment. I'm just spamming the hell out of c.mk > any of the lightning legs.
 
Just realized that won't work since there are 6 buttons in this.

THe only normal I can find that can combo into another is something like 5mp > 5c.mk or 6mp.

but that's too much to do in the heat of the moment. I'm just spamming the hell out of c.mk > any of the lightning legs.

That's honestly not the best thing to do considering it's hard to confirm from just c.mk and lightning legs is unsafe on block.

Try confirming with 2LP, 5MP, 2MK because all of those link and 5MP doesn't go over crouching opponents.

You can even do 2 cr.LP attacks into 5MP but you are then out of range for the 2MK
 
give it up man

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I agree with Valle and other people who say SFV is barebones and needs more combo extenders. The game is going to get old real fast in it's current form if more goodies aren't added.
 
got the red Beta Test Fighter title woo
Ditto.

I agree with Valle and other people who say SFV is barebones and needs more combo extenders. The game is going to get old real fast in it's current form if more goodies aren't added.
I think V-Trigger just needs to be more interesting. The power ups are pretty lame. It would be better if they were permanent buffs, and you could stack them to get more and more new stuff.
 
I agree with Valle and other people who say SFV is barebones and needs more combo extenders. The game is going to get old real fast in it's current form if more goodies aren't added.
So like SF3? Mostly see stun combos in combo vids there. I personally found SF4 combo mechanics less appealing because of the high damage scaling. Kind of wish SF5 would haven't ripped it's scaling from SF4/SFxT...
Ditto.


I think V-Trigger just needs to be more interesting. The power ups are pretty lame. It would be better if they were permanent buffs, and you could stack them to get more and more new stuff.
I agree with this. Give more people unique skills like Nash's teleport, and less half the cast has powerup v-triggers.
 
and if only her super was fun and not another cutscene super.

What's wrong with cutscene supers? I feel like SFV is trying to make EX moves the supers of old and Critical Arts are the flashy, level 3 supers. Chun-Li's EX lightning legs is shy her super by one kick.
 
I agree with Valle and other people who say SFV is barebones and needs more combo extenders. The game is going to get old real fast in it's current form if more goodies aren't added.


Yeah I think they just need to open up the system a little bit to allow lots of creativity. now that we got chars with more unique designs I'd like the system to allow them to show that.

I think the foundation is good atm just still needs a little extra spice imo
 
What's wrong with cutscene supers? I feel like SFV is trying to make EX moves the supers of old and Critical Arts are the flashy, level 3 supers. Chun-Li's EX lightning legs is shy her super by one kick.

Well you don't actually get to see her kicks when you land it, it lowers her juggle potential when only the first hit matters, and it makes it harder to parry for someone like Ryu.
 
That's honestly not the best thing to do considering it's hard to confirm from just c.mk and lightning legs is unsafe on block.

Try confirming with 2LP, 5MP, 2MK because all of those link and 5MP doesn't go over crouching opponents.

You can even do 2 cr.LP attacks into 5MP but you are then out of range for the 2MK

On second thought I shouldn't even be bothering with combos right now.

I need to learn what all of these buttons actually do. :p
 
Ditto.


I think V-Trigger just needs to be more interesting. The power ups are pretty lame. It would be better if they were permanent buffs, and you could stack them to get more and more new stuff.

So does anyone see there being a big change despite there not going to be "editions", presumably, with SFV? A big complaint of vanilla IV was the big damage which was toned down in Super. I think combo extenders and increases to power ups would necessitate a damage reduction.
 
What's wrong with cutscene supers? I feel like SFV is trying to make EX moves the supers of old and Critical Arts are the flashy, level 3 supers. Chun-Li's EX lightning legs is shy her super by one kick.
EX moves are now exactly like SFxT EX moves. Even the super bar is the same 3 levels.. We SFxT now?
 
So does anyone see there being a big change despite there not going to be "editions", presumably, with SFV? A big complaint of vanilla IV was the big damage which was toned down in Super. I think combo extenders and increases to power ups would necessitate a damage reduction.

I can definitely see a Season approach ala LoL or KI in terms of big features being added a couple times a year. I would honestly prefer it because it would show that capcom is dedicated to the 1 disc fighting game.
 
I agree with Valle and other people who say SFV is barebones and needs more combo extenders. The game is going to get old real fast in it's current form if more goodies aren't added.

I spoke with Vulva in detail about this and yeah, SFV is pretty barebones at the moment. I can't feel a spark of creativity when playing the game. Feels almost like clear cookie cutter combos and those will be it. I'm kind of worried that they have a window already set for SFV's release which I hope doesn't pressure Combofiend to ship a product he is not content with in terms of depth and variety.
 
I agree with Valle and other people who say SFV is barebones and needs more combo extenders. The game is going to get old real fast in it's current form if more goodies aren't added.

Played a ton today. I honestly agree the combo system is way too restrictive and it does not offer much creativity.
 
Ditto.


I think V-Trigger just needs to be more interesting. The power ups are pretty lame. It would be better if they were permanent buffs, and you could stack them to get more and more new stuff.

That's how Ryu worked initially. They probably removed it as it was too fireball focused and they want the game to be more close range?
 
I don't understand the above complaints at all. What are these specific things that are lacking in variety/depth?

You effectively have SFIV with one mechanic split into now 3 adding more complex meter management and utility. Plus crush counters. What is missing exactly?

EDIT: at that, the outgoing mechanic is so clearly more problematic than the one coming in.
 
I liked it when Street Fighter wasn't about combos, so I find no faults with the current system. I like more how the V-trigger system effects the neutral game than any combo effects they have.

edit: yo HipHopGamer in my match
 
Combo extenders don't extend the life of games that much. In the end combos will always get boring because it's always the same ones.

Did FADC really make SF4 combos more interesting, or just longer one year out?

I think the lack of in-close and straight jump normals will hurt the game more in the long run.
 
Combo extenders don't extend the life of games that much. In the end combos will always get boring because it's always the same ones.

Did FADC really make SF4 combos more interesting, or just longer one year out?

I think the lack of in-close and straight jump normals will hurt the game more in the long run.

Can you give me an example of that? I don't really understand what that means.

Team USA beat their first team at Arc Revo, is this the first team USA that hasn't gone 0-2?

I thought it was one and done cause Japan
 
That's how Ryu worked initially. They probably removed it as it was too fireball focused and they want the game to be more close range?
They could give different permanent upgrades instead.

V-Trigger 1: Electric fireball does more damage, faster, DP causes hard knockdown, Tatsu faster.

Trigger 2: Chargeable fireball, DP has more invincibility, gain donkey kick.

Trigger 3: Fake fireball, shinkuu hadoken is a beam now.

Not even thinking about balance, just giving an example of how I think the system should work.

I spoke with Vulva in detail about this and yeah, SFV is pretty barebones at the moment. I can't feel a spark of creativity when playing the game. Feels almost like clear cookie cutter combos and those will be it. I'm kind of worried that they have a window already set for SFV's release which I hope doesn't pressure Combofiend to ship a product he is not content with in terms of depth and variety.
Uh, what spark of creativity did 4 have, exactly?
 
It is one and done. This is the first time in a few years America has not instantly gone out.

Apparently the GG team they played was beyond free. Like barely knew how to play the game levels of free. This year's qualification system was pretty fucked lol
 
Oh I thought he meant that they took away close air attacks which never existed.

Yeah lack of neutral normals is kinda lame, although they kept the only one that matters for chun (nj.hk).

It is one and done. This is the first time in a few years America has not instantly gone out.

Apparently the GG team they played was beyond free. Like barely knew how to play the game levels of free. This year's qualification system was pretty fucked lol

I have to assume they probably did the "Americans Only" EVO rule at the other prefectures otherwise you'd have mikado players taking all the qualifiers.
 
For normals in SF5- it works like SFA2. There's no close/far normals.

Also in older SF games, when you jump straight up you get a different jump normal than if you jump forwards or backwards. Chun/Juri jump RH is a great example of that.

In SF2 Chun nj short was very useful in some matchups, like vs Honda or Bison.
 
Can you give me an example of that? I don't really understand what that means.



I thought it was one and done cause Japan

proximity normals and neutral jump normals I think.

I think combos are fine Many other games have deep combos. Combos length doesn't determine depth. I think its ridiculous that people are saying "the game isn't deep/its barebones" based off the sole fact that it doesn't have long combos. Not only that but the game is in beta.

Like shit. I guess there are a ton of 3s/cvs2/KOF characters that lacked depth because they didn't have any fancy combos =(.

edit
I also dislike Karst's idea on vtriggers completely. Maybe on some characters but not on all. This isn't a fucking anime fighter. Ryu doesn't need a charge-able fake cancel hadouken shinku beam upgrade. I mean some upgrades are totally lame like birdie. I think Ryu's is completely fine. It adds onto his gameplay. Vtrigger is this game's comeback mechanic and I feel like having stacking upgrades doesn't fit in a SF game. Its stupid that "o hey i get all these stacking upgrades, round 2 o wait I lost them all".
 
They could give different permanent upgrades instead.

V-Trigger 1: Electric fireball does more damage, faster, DP causes hard knockdown, Tatsu faster.

Trigger 2: Chargeable fireball, DP has more invincibility, gain donkey kick.

Trigger 3: Fake fireball, shinkuu hadoken is a beam now.

Not even thinking about balance, just giving an example of how I think the system should work.
I feel like this would have the X-Factor effect of making the entirety of the combat system too reliant on these upgrades, and especially in the context of a single game this sounds like it's a bit much in general.

proximity normals and neutral jump normals I think.

I think combos are fine Many other games have deep combos. Combos length doesn't determine depth. I think its ridiculous that people are saying "the game isn't deep/its barebones" based off the sole fact that it doesn't have long combos. Not only that but the game is in beta.

Like shit. I guess there are a ton of 3s/cvs2/KOF characters that lacked depth because they didn't have any fancy combos =(.
I'm kind of surprised people aren't asking for the opposite. We have Day -### combos doing 30%, and we need more extenders? Huh?
 
Bison's max meter VEX combo does 60%.

I feel like this would have the X-Factor effect of making the entirety of the combat system too reliant on these upgrades, and especially in the context of a single game this sounds like it's a bit much in general.
It would be good for spectators, and would keep the game interesting for in-depth study. What else could be added?
 
I have to assume they probably did the "Americans Only" EVO rule at the other prefectures otherwise you'd have mikado players taking all the qualifiers.

There was some weird type of raffle system. It was really strange. I don't want to be rude though, maybe I don't know something and all. Anyways it's nice after the BB disappointment. It's a really rough environment and people are already causing enough problems about it.
 
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