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

Bison's max meter VEX combo does 60%.


It would be good for spectators, and would keep the game interesting for in-depth study. What else could be added?

it would only be good for spectators that play the game. I already don't know what the fuck is going on sometimes in anime fighters even when I played the game.

SF4 and SF5 in its current form is good for spectators. Flesh out the cast some more. Add more variety in vtrigger/vmove and you're good to go.

I'm kind of surprised people aren't asking for the opposite. We have Day -### combos doing 30%, and we need more extenders? Huh?

Exactly. People want a game different from SF4 but they want lower damage off simple combos and combo extenders.
Like really? Is this SF4 but without FADC its just a roman cancel as well? lol?

edit

O fuck I can't even imagine if they added karst suggestion in sf5 and james chen or ski were commentating. "O okay but he just activated his 2nd vtrigger buff. Now let me remind everybody what this does because its not obvious what this buff does but o wait he just activated his 3rd stacking buff. So let me break it down to you...o games over."
 
Maybe you should tell everyone what the fuck you are talking about then.

lmao karst, i will

The combo system feels restrictive. we can even use sf4 as an example, it has a variety of combos possible from 2 hits to god knows how many hits. playing with sfv, it doesnt feel the same and moves don't link too often so its restrictive in that sense. the game is in beta so who knows what can happen and its day -something on the game. im just saying my 2 cents on my take for the game. im still excited as fuck to buy and play it though.
 
lmao karst, i will

The combo system feels restrictive. we can even use sf4 as an example, it has a variety of combos possible from 2 hits to god knows how many hits. playing with sfv, it doesnt feel the same and moves don't link too often so its restrictive in that sense. the game is in beta so who knows what can happen and its day -something on the game. im just saying my 2 cents on my take for the game. im still excited as fuck to buy and play it though.
You only use the same handful of optimal SFIV combos over and over anyway. Who gives a shit?
 
lmao karst, i will

The combo system feels restrictive. we can even use sf4 as an example, it has a variety of combos possible from 2 hits to god knows how many hits. playing with sfv, it doesnt feel the same and moves don't link too often so its restrictive in that sense. the game is in beta so who knows what can happen and its day -something on the game. im just saying my 2 cents on my take for the game. im still excited as fuck to buy and play it though.

uhh you know most SF games are restrictive right. Its about fundamentals. Like who buys a SF game expecting to do marvel combos? I know you can do some stupid shit in 3s but its only with some of the cast under specific situations.

"O man when I hit him with this cr. LK expect a 20 second combo video of me doing 30% damage with all my resources huehuehue". Like remember when richard n did all those dante combos. Yeah they were cool for a bit. Until you realize he did like no damage in comparison to most of the cast and then they were the same combo over and over again.

SF5 so far is back to basic with a slight unique flare to the characters.
 
You only use the same handful of optimal SFIV combos over and over anyway. Who gives a shit?

I give a shit... lol

uhh you know most SF games are restrictive right. Its about fundamentals. Like who buys a SF game expecting to do marvel combos?

"O man when I hit him with this cr. LK expect a 20 second combo video of me doing 30% damage with all my resources huehuehue".

SF5 so far is back to basic with a slight unique flare to the characters.

When I play SF, I'm not expecting Marvel lol. I'm not saying I want crazy extended combos, I just want different links.
 
Sf5 combo system is somewhere between 3s where very few things linked and 1 or 2 hits confirmed into super were king and sf4 where it seemed like everything linked into everything and there were tons of possibilities.

I kinda prefer the 3s style button confirm super thing but being in the middle is kinda whack because you don't have the creativity of an open system or the tension of the 3s did he miss that confirm thing.


But the combo system isn't really my worry I just think the game lacks nifty shit happening atm. Like oh that was interesting as opposed to that was exactly what I was expecting. Maybe its just cuz we ain't seen it explored yet and maybe the footsies will be incredible or something. Slow ass walkspeeds make me worry that the neutral will play like 4 without any gimmicks tho.
 
I give a shit... lol


When I play SF, I'm not expecting Marvel lol. I'm not saying I want crazy extended combos, I just want different links.

What kind of links...
You know they purposely got rid of shorts linking to everything right? I mean you do get some very basic and scaled combo off shorts (even less off cr. shorts thank god).

Honestly I would like it if shorts were used more as a close fast stuffing normal that is used to reset things to a more neutral situation. Mediums used more for combos starters and Heavies as space controlling normals.

Obviously this isn't across the board but I would like there to be some thought process when it comes to picking normals in neutral and less cr. lk lk into whatever button I want to link.
 
It would be good for spectators, and would keep the game interesting for in-depth study. What else could be added?
In general I don't really understand these complaints of what is making it boring right now, or gives the feeling that it will become stale. And every time this criticism is brought up, it's either not supported at all or by another feeling, leading me to assume it's kind of a stockholm syndrome thing for SFIV-specific nuances in gameplay, like the FADC or the less-neutral, vortex-ier flow of combat (I look at this as a preference as opposed to being better/worse).

I sound like a broken record at this point but on paper it adds more meaningfully complex mechanics (in better ways) and is flashier, isn't that more than enough to sustain interest? I don't watch SFIV and ever think the far/near normals are a big part of why this is complex or interesting; they're problematic and for the most part excess in terms of tangible contributions to the combat.

You also have a powered up state for each character guaranteed to occur at least once in a round that significantly changes the dynamics of the match up. Commentator fodder for days and adds activation mindgames as well.

If the game did need another layer of complexity, I'd want several different V-Triggers per character because it doesn't fuck with the combat system itself and instead what you bring into it. Next up would be greater variety in V-Skills, but that's only because we have 3 parry-esque ones right now; for the most part I think they're trying different things. If they have this coming still it would be a huge surprise but it's unlikely considering the balancing work that'd be involved.
 
Enzo da gawd, I completely agree with what you just said. Great insight.

What kind of links...
You know they purposely got rid of shorts linking to everything right? I mean you do get some very basic and scaled combo off shorts (even less off cr. shorts thank god).

Honestly I would like it if shorts were used more as a close fast stuffing normal that is used to reset things to a more neutral situation. Mediums used more for combos starters and Heavies as space controlling normals.

Obviously this isn't across the board but I would like there to be some thought process when it comes to picking normals in neutral and less cr. lk lk into whatever button I want to link.

I need mah short links ;_;

People would abuse shorts if that was the case, I know I hated it in 3rd Strike. I would like it if I can successfully land a cr. long to then combo it into a cr. fierce to then dp afterwards for a good combo. If I whiff the cr. long though, I can get punished, yadda yadda and all that jazz.

Play Nash then. Tons of different combo options.

Sounds like a plan to me then, I just don't like his damage output. I might try out ******** when the time comes.
 
I need mah short links ;_;

People would abuse shorts if that was the case, I know I hated it in 3rd Strike. I would like it if I can successfully land a cr. long to then combo it into a cr. fierce to then dp afterwards for a good combo. If I whiff the cr. long though, I can get punished, yadda yadda and all that jazz.



Sounds like a plan to me then, I just don't like his damage output. I might try out ******** when the time comes.
His damage seems pretty good to me. Bison seems to have the low damage. :/
 
I'll say that some proximity normals were more important than others.

The vertical jump normals were huge for certain characters such as Adon. Perhaps they could have kept them for heavy attacks and dumped them for lighter ones, I think that would have been fine.
 
Nash is my character of choice right now because you can do some serious and braindead hurt from jump ins and he's got quite a few pressure tools. He's fast and has a lot of easy to execute options, fits like a glove.

I was super psyched to play Bison but I reach the same wall I reach with every other charge character I want to pick up. Charge times aren't that much shorter than they were initially reported, and I think I miss psycho crusher more than I find myself using the psycho ball thing or even psycho inferno (the latter I think I'm playing him way too much like SFIV still to effectively utilize yet).

EDIT: Also Nash kind of has Bison's HK too, which is.. useful
 
I need mah short links ;_;

People would abuse shorts if that was the case, I know I hated it in 3rd Strike. I would like it if I can successfully land a cr. long to then combo it into a cr. fierce to then dp afterwards for a good combo. If I whiff the cr. long though, I can get punished, yadda yadda and all that jazz.

Not really. Shorts are still used like that. I use shorts all the time to to stuff longer startup normals just to get space.

shorts linking/cancelling into each other then leading to bigger buttons was something I never liked.
 
He will be the king of turtles in SFV, a wall that cannot be breached!
I don't know how to counter cross-up jump-ins with him. :/

I don't understand Bison normals. They seem like Elena bullshit hitboxes in Ultra.
I don't think his normals are even that remarkable.

Nash is my character of choice right now because you can do some serious and braindead hurt from jump ins and he's got quite a few pressure tools. He's fast and has a lot of easy to execute options, fits like a glove.

I was super psyched to play Bison but I reach the same wall I reach with every other charge character I want to pick up. Charge times aren't that much shorter than they were initially reported, and I think I miss psycho crusher more than I find myself using the psycho ball thing or even psycho inferno (the latter I think I'm playing him way too much like SFIV still to effectively utilize yet).
I use Inferno after a successful Knee Press for lots of chip.
 
The only thing I don't like about Nash is his damage and his walk speed. Nacalli has my attention as a character I would try out, but sf5 has been a blast to play. With some of the combos to come up there is a lot to explore with the system, but still keeping back to the basics. I keep on getting so close to taking off games against xsk samurai, but he keeps on getting me lol
 
The chip in SF5 is insane.. Hoping for a couple more combo heavy characters and I'm good. Nash is pretty fun so far.. Give me Yun with V-trigger genei-jin pls...
 
Enzo what level is your Destiny character.
28.

Carry me through Vault of Glass sometime, I want to play the raid but have no one to play with
RpSE8Ks.png
 
Honestly starting to think I prefer delay netcode to whatever the hell this is.

Playing at high ping is like playing with a piece of glass lodged in my eye.

Capcom's current attempt at rollback netcode is just plain awful compared to my experience with Rising Thunder.
 
Honestly starting to think I prefer delay netcode to whatever the hell this is.

Playing at high ping is like playing with a piece of glass lodged in my eye.
I go back and forth on it. It's just really odd since at random times it seems like it's stabilizing and then it goes nuts again.

Also, I am now a Beta Test Grandmaster. I have done something in my life.
 
Chunning my way through the beta right now. How do you play bison? Character feels weird as hell.
Watch JWong's E3 run.

Short version:
Chill in down-back most of the time.
Knee Press when it is clear.
Inferno if Knee Press hits.
Jump in HP or HK on a read.
Play batshit crazy in V-Trigger.

Play him defensively, like you are trying for a chip kill via Knee Press.
 
Honestly starting to think I prefer delay netcode to whatever the hell this is.

Playing at high ping is like playing with a piece of glass lodged in my eye.

Capcom's current attempt at rollback netcode is just plain awful compared to my experience with Rising Thunder.

The problem isn't the "netcode" it's the fact that you're playing a beta without any kind of logical matchmaking and no clue what kind of conditions your opponent is playing in.

The game's fine when the connection is solid, all fighting games are garbage online with high ping and/or dropped packets.
 
You'll have to get the expansions then Enzo. VOG requires an actual team compared to CE where people like me can solo it.
 
The problem isn't the "netcode" it's the fact that you're playing a beta without any kind of logical matchmaking and no clue what kind of conditions your opponent is playing in.

The game's fine when the connection is solid, all fighting games are garbage online with high ping and/or dropped packets.

A high ping match in rising thunder feels way better than most matches I'd even consider good in SFV.

Unless you're implying that 95% of Rising Thunder players play on good connections, then the implementation of this netcode is not optimal in any way.

Especially with how they try and sync up the players at the start of rounds by having input lag.
 
A high ping match in rising thunder feels way better than most matches I'd even consider good in SFV.

Unless you're implying that 95% of Rising Thunder players play on good connections, then the implementation of this netcode is not optimal in any way.

Especially with how they try and sync up the players at the start of rounds by having input lag.

Nah, I'm saying that my experience doesn't match yours at all and bad connections in Rising Thunder are just as awful as bad connections in SFV. People teleporting around, things showing as hits when they were actually blocked or vice versa, getting the stun screen shake on a blocked move, it's all standard stuff with rollback netcode and it's been happening since the dawn of GGPO.

Rising Thunder even starts tweening animations in weird ways when the lag gets real bad. People doing cr.Ls before their character's even fully crouched, random stuff like that. It's bizarre. I guess you've been lucky!
 
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