Street Fighter V Roster Discussion: P-P-P-P-PATTERN BREAKER

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Hmm so this beta round is only pc?

It is right there in the link:

We'll be back in the future with the exact dates of our second beta, which will allow for PS4 and PC cross play. In the meantime, make sure your PC at least matches the specs provided so that you’ll be able to properly participate!

That said it may be time for a cpu upgrade
 
Button command makes it stronger because its quicker to master the input and be safe as opposed to taking a risk by stepping forward/embracing a hit. Yes there are some openings through mistiming and a whiff animation, but in reality, it's much easier to master as a button command.



Baiting is a reasonable strategy to beat this so I'll give you that. Perhaps depending on the timing, that is. Haven't touched it yet, so I'll need a opinion on the timing from someone who's a bit more familiar. But most cases of button parrying usually are easier to master as opposed to a directional parry.

Button command makes it far weaker because there's a whiff animation, no option select, it has recovery even when successful. This is nothing like a 3s parry. Also opens you up to crush counters.
 
Button command makes it far weaker because there's a whiff animation, no option select, it has recovery even when successful. This is nothing like a 3s parry. Also opens you up to crush counters.
These two things don't necessarily have to go together.

But yeah, the animation is pretty long, even if you parry correctly, you often can't do anything after, not even his fastest DP.
 
These reasons are why I find it extremely problematic, I don't think the whiff animation alone justifies it enough.

It isn't problematic. Those two strengths it has are really only good for newer players. It's not going to be any where near as strong as SFIII parries in the pro levels.
 
Is there a crush counter detailed list or video, still dont undeestand it.
Like the mechanic itself or what?

If you get a counter hit with a specific button, like Chun's f HK for example, it triggers a crush counter instead of just a regular counter hit. If you react to it in time, you can follow up with a combo. Chun can just super if she gets a crush counter and it will combo.
 
Like the mechanic itself or what?

If you get a counter hit with a specific button, like Chun's f HK for example, it triggers a crush counter instead of just a regular counter hit. If you react to it in time, you can follow up with a combo. Chun can just super if she gets a crush counter and it will combo.
Its different with everyone
 
Its different with everyone
The button that triggers it is different with everyone, although it appears to always be a Heavy button. They were also talking about giving everyone one HP and one HK crush counter normal.

Edit: I might be confusing the last part with V-Reversal.
 
It isn't problematic. Those two strengths it has are really only good for newer players. It's not going to be any where near as strong as SFIII parries in the pro levels.
I dunno. Is that with the recent build? I was looking over the video and noticed things like blocking after the first parry of multi hit, and counter attacks after parrying. I might have to take some time to fully re-examine (Gotta head to this class.)


It happens on whiff.

Ah, I gotchu

Please stop. You have no idea the power with which you deal.

https://youtu.be/7xb2AeqKjmg?t=2m45s

I don't have a problem with parrying in general. I have a problem when it's an exclusive mechanic that may be more accessible.
 
I dunno. Is that with the recent build? I was looking over the video and noticed things like blocking after the first parry of multi hit, and counter attacks after parrying. I might have to take some time to fully re-examine (Gotta head to this class.)

Well right now you're saying that someone that does an unsafe move shouldn't be punished? All the SFV parry does is give you a block with less blockstun and no chip. That's weak compared to a SFIII.
 
I love SFIII, I'm asking you to elaborate on what you're saying so I can understand your view better.

So SFIII parries can instantly be cancelled into something, they have no whiff animation, they can't be counter hit, they can be done in the air, they can be option selected. All things that make them way stronger than the SFV parry. The issues that you bring up about the SFV parry is that they're 2 buttons and you don't have to worry about lows. The only time that is ever a bonus is if it's amateur using Ryu. Even then with the miss animation then're going to get punished way harder for misusing a parry compared to SFIII.

The potential of abuse of the SFV parry is waaaaay lower than SF3. All you get is a fancy block that charges your v-trigger that you can get punished for using incorrectly.
 
The button that triggers it is different with everyone, although it appears to always be a Heavy button. They were also talking about giving everyone one HP and one HK crush counter normal.

Edit: I might be confusing the last part with V-Reversal.
Last i heard that was reversal youre right.

Thanks
 
So SFIII parries can instantly be cancelled into something, they have no whiff animation, they can't be counter hit, they can be done in the air, they can be option selected. All things that make them way stronger than the SFV parry. The issues that you bring up about the SFV parry is that they're 2 buttons and you don't have to worry about lows. The only time that is ever a bonus is if it's amateur using Ryu. Even then with the miss animation then're going to get punished way harder for misusing a parry compared to SFIII.

The potential of abuse of the SFV parry is waaaaay lower than SF3. All you get is a fancy block that charges your v-trigger that you can get punished for using incorrectly.

Alright, I get what you're saying while I agree that no whiff, air parries and OS's are all advantages of the SFIII parry, I think it's justified due to the execution. Yes, even the OS's to an extent. The lack of accessibility and risk taking makes it reasonable imo.

But the way I feel is that while the button input is a bonus for amateurs, experienced players can easily grow to manipulate that tool. In the video I was looking at outside of no air parry and whiff animation, it's still a powerful defense mechanism that's accessible and exclusive to Ryu.

Basically my problem is I see it as a powerful defense mechanism that's exclusive. Since the purpose of the parry is to nullify an attack. Meaning those with good reads will be rewarded.

Like I'm not comparing the two styles, just find it as a bad decision to make that kind of mechanic exclusive.
 
So is there any other reason to parry other than to build v-guage and avoid chip? (other than just using it because it feels cool to do).

I feel like it's pretty well balanced if even not all that worth it due to the risk and is totally fine being Ruy-exclusive as a result.
 
So is there any other reason to parry other than to build v-guage and avoid chip? (other than just using it because it feels cool to do).

I feel like it's pretty well balanced if even not all that worth it due to the risk.
You recover from blockstun sooner in some situations. For example, if you parry Bison's Knee Press, you can punish.

Button command makes it far weaker because there's a whiff animation, no option select, it has recovery even when successful. This is nothing like a 3s parry. Also opens you up to crush counters.
On the other hand, button command means better defense against cross-ups...right?

As far as I could tell in the Beta, Bison's counter doesn't work against cross-ups.
 
Alright, I get what you're saying while I agree that no whiff, air parries and OS's are all advantages of the SFIII parry, I think it's justified due to the execution. Yes, even the OS's to an extent. The lack of accessibility and risk taking makes it reasonable imo.

But the way I feel is that while the button input is a bonus for amateurs, experienced players can easily grow to manipulate that tool. In the video I was looking at outside of no air parry and whiff animation, it's still a powerful defense mechanism that's accessible and exclusive to Ryu.

Basically my problem is I see it as a powerful defense mechanism that's exclusive. Since the purpose of the parry is to nullify an attack. Meaning those with good reads will be rewarded.

Like I'm not comparing the two styles, just find it as a bad decision to make that kind of mechanic exclusive.

That video is stupid because all the punishes he does could probably of been done by just blocking too.

The SFV parry doesn't guarantee a punish by Ryu. It certainly will make some of the characters options less safe, but it isn't like SFIII where a parry instantly made anything unsafe. If you can punish after a SFV ryu parry there's a good chance you could of after a regular block too.
 
I saw in the latest build that Chun gets V-Meter for hitting an opponent with an air normal after her V-Skill. I was busy during the last beta so I didn't get to play much, but I feel like in that build she only built V-Meter if she hit with the actual V-Skill itself. Did anyone play her enough to confirm/deny?
 
I saw in the latest build that Chun gets V-Meter for hitting an opponent with an air normal after her V-Skill. I was busy during the last beta so I didn't get to play much, but I feel like in that build she only built V-Meter if she hit with the actual V-Skill itself. Did anyone play her enough to confirm/deny?
Vulva swears up and down that she doesn't get V-Meter from her V-Skill landing.
 
I swear that she didn't build any vmeter with her vskill, I was trying my best to get it to happen but no luck. It's possible that she did but it was a negligible amount but I'm pretty confident I only ever gained vmeter from being hit/blocking

edit: well video proves me wrong, I guess I just didn't notice it much since it connected so rarely and even when it did it didn't give a huge amount
 
OK, so I'm pretty sure in the latest build, whatever air normal you follow up with after her V-Skill gives you V-Meter. I'd have to hunt down the footage, but I'm like 80% sure I saw it. I think that's a nice addition to her V-Skill.
 
OK, so I'm pretty sure in the latest build, whatever air normal you follow up with after her V-Skill gives you V-Meter. I'd have to hunt down the footage, but I'm like 80% sure I saw it. I think that's a nice addition to her V-Skill.

Thats a nice incentive to go for her vskill instead of other, more damaging combos. Not sure if its worth it though.
 
Risk a v-skill that can fill a lot of your v trigger isn't good. If you fail, you are open to a punish combo
Yeah, that move seems to be the worst V-Skill by far. It loses hard to fireballs in almost every situation, and it is punishable (it seems) on block. There's very little reason to throw the move out instead of a poke. Unless your opponent is in the corner, and then I think the V-Skill has some neat setups.

Compare that to Ryu's which can be used in almost every situation, and Bison's, which is useful in a variety of situations (Bison's V-Skill even counters an opposing Bison's Knee Press - Bison mirrors will be hype).
 
OK, so I'm pretty sure in the latest build, whatever air normal you follow up with after her V-Skill gives you V-Meter. I'd have to hunt down the footage, but I'm like 80% sure I saw it. I think that's a nice addition to her V-Skill.
Maybe not latest build, but from PAX, at 1:00 :
https://www.youtube.com/watch?v=3C7yCB0-32o

Chun Vskill seems to give a little bit of meter on startup, but moves done during the VSkill jump doesnt give anything.
Has it changed since?
 
Maybe not latest build, but from PAX, at 1:00 :
https://www.youtube.com/watch?v=3C7yCB0-32o

Chun Vskill seems to give a little bit of meter on startup, but moves done during the VSkill jump doesnt give anything.
Has it changed since?
I found a clip and this is correct. It now gives meter regardless of whether it hits. So even if you complete whiff the V-Skill, it still builds meter. I don't believe this was the case in the beta build.
 
Maybe not latest build, but from PAX, at 1:00 :
https://www.youtube.com/watch?v=3C7yCB0-32o

Chun Vskill seems to give a little bit of meter on startup, but moves done during the VSkill jump doesnt give anything.
Has it changed since?
Just checked and in the beta build it did not build V-Meter on whiff, but in the newer builds it does.

https://www.youtube.com/watch?v=Nt1szwDfQZI#t=11m E3 2015 Build

https://www.youtube.com/watch?v=3C7yCB0-32o#t=1m PAX 2015 Build from the clip Captainbob posted + timestamp
 
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