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

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It's just a conceptually funky v-skill. Same with Ken's run. I can't say I'm really liking or 'getting' them. I'm sure they'll find a way to make them useful but meh
 
To me the issue is that it doesn't play to her strengths at all, and does nothing to cover up any weaknesses.

If it was a special, at least then they could do something to vary it up by strength like lk has a faster start up or mk has projectile invincibility to counter the fireball game and hk does more damage.

Right now the only real reason to use it is off a jump in for a style combo or to gain some negligible amount of vmeter
 
They could change the arc and/or speed of that V-Skill and it could become very powerful. It's a tricky balance.
 
They can easily just make it so you can control the angle and speed if you add a direction when you press mk+mp, like how Birdie throws out different items with the directions. If the startup of Chun's v-skill was faster it can be so much better. If it is used as an approach it's pretty easy to see coming and she also takes a while to land. If it was like a kof hyper hop speed that would be pretty sick, since she has decent air normals.
 
It kinda does tho, the idea is that her VSkill is a kind of short-jump to make up for her floaty standart jump.
The problem with it is it's equally floaty and doesn't really go over fireballs well, which is allegedly what it's supposed to do. The only thing I can think of it being good for is moving her forward while she keeps a charge for a fireball.

Honestly, if we're keeping the same concept, I'd like to see the jump change angles based on which direction you're holding. A higher angle jump that didn't go quite as far would help her with mixups when she gets close and would accomplish the task of getting her over fireballs.

Edit: And two people already said what I said before I posted it lol.
 
It kinda does tho, the idea is that her VSkill is a kind of short-jump to make up for her floaty standart jump.

To do what exactly though? You don't really wanna be in their face, and even for that purpose it's still damn slow. It's kinda crappy to use to go over projectiles and she already has a c.mp to kinda deal with that anyways.
 
Does her V-Skill hit on the way up? If that's the case you can just use it to beat throw techs for a full combo and build your v-gauge. How punishable is it on block?
 
Does her V-Skill hit on the way up? If that's the case you can just use it to beat throw techs for a full combo and build your v-gauge. How punishable is it on block?
It does have a hitbox on the way up. f HK can also be used to blow up throw tech and is probably a better option in that scenario.
 
To do what exactly though? You don't really wanna be in their face, and even for that purpose it's still damn slow. It's kinda crappy to use to go over projectiles and she already has a c.mp to kinda deal with that anyways.

I mean, she also has her own fireball to counter fireballs too
 
It has some weird combo potential, but think you can only combo into it from a jumping HK or something. Also you can combo into her super from it at certain distances if you're in V-trigger mode. But nothing that makes it any better than any other combo option as far as I can see.
 
What trailer is that?

I cant find the exact one with , since when i google it a bunch of them show up. But its basically this one. But almost all of them had the dislikes more than likes.
There was a lot of disappointment when Capcom was teasing Cammy of all character that needed a "reveal".
https://www.youtube.com/watch?v=oRCydPqK6uY

And, if you think Vega is anywhere near Cammy in terms of popularity you're out of touch. Cammy got nearly twice as many votes as he did.
And yea I know Cammy is more popular , but how does that affect me? If I am not a fan of either character. I dont care about the tons of fans she has. Birdie,Mika,Karin and Nash are less popular but their Reveals were 10x more hype than Cammy ever was.


If you objectively look at both characters , Vega got a new design and drastic changes to his moveset and playstyle.
Now If Vega was just brought over like SF 4 Vega .
THEN I would say Vega was the most boring reveal ever.



And again , that popularity poll isn't the be all end all of anything. It changes a lot very frequently depending on the character revealed , based on the various polls already posted here.

I mean does it really matter if Bison has a few hundred votes over Vega? Or even Cammys thousands votes. Vega was in the original SF 2. That means Vega was in a game that sold close to 6 million copies more than all the games Cammy was in. ( And this isnt even counting arcade )

Vega is mainstream,very unique moveset, , fairly popular ( Though not as much as Cammy) and has enough changes to justify a good reveal trailer.

All Cammy has going for her is popular and fairly mainstream. She barely had any changes , so people who didn't really like her in previous games arent going to be excited for her reaveal.
 
To do what exactly though? You don't really wanna be in their face, and even for that purpose it's still damn slow. She already has a low profile c.mp, so using it to go over projectiles isn't really needed.
I never said the current version of the move was perfect, or even good, but the basic idea behind it makes sense, and is indeed supposed to cover up one of her weaknesses.
The point is/was obviously to give her an alternative way to perform jump attacks besides her floaty jump.
But yes the move needs more work.
 
Whiffeless parries were super broken; people complain all the time about single button grabs without whiffs, but those are nothing compared to sf3 parries.

A shame about the recovery even during a successful parry in sfv, but that does not make a sf3 like parry a good idea in v.
 
How can Capcom make it useful then?

They had some good ideas for it when the game was first released, but either Chun was too strong or they didn't worked at all.

I guess Chun game was to combo an opponent into the air and then continue the combo from there. In this scenario, you could use the v-skill as a follow up to certain attacks that could launch your opponent into the air.

Other idea was to be projectile invencible to punish spammers.

In the way it is now, the vskill is useless. It doesn't act as a good cross up or punish tool and it's too risky and low damage for the vtrigger gain to compensate. We risk getting a full punish combo if we miss it.
 
I'm going to refrain from making too many judgments about Chun in the game at this point since it's so early, but to me she feels like a character that initially had too many great tools and they are figuring out how they want to adjust her. They may have found what they feel like the sweet spot is, but they changed her fireball from motion to charge because it was too strong and they changed her V-Trigger because it was too strong. Additionally, it looks like her BnBs have changed quite a bit as well since no one is really going for those aerial combos anymore like she was doing in the first reveals.
 
Don't really see much of a point in Hazanshu for SFV Chun. She has her V-Skill to hop fireballs and still has Senenshu on top

To hop over fireballs with vskill you need to have a great reaction and be far away from it.
In this case, you cannot punish since the vskill is too slow.

The only situation I managed to punish was when I activated the vskill before the fireball animation even started.
 
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.

I think you are overestimating the strength of the parry when looking at the whole character. From what I have played Ryu had arguably the shortest normals in the beta, except maybe Dictator but he has scissor kicks and st.mk. Not to forget, that about every character now has an anti-projectile move, which reduces the effectiveness of his fireball game. While he has an invincible reversal with mp DP, it is now counter hit on recovery making it even more risky.

Ryu SFV parry in a nutshell:

  • Can only be done on the ground.
  • Parries everything without having to specify direction.
  • Has whiff animation and recovery on successful parry.
  • Has no "red" parry or at least I haven't seen anyone confirm that it is available.
  • Can only be cancelled into itself and not into other moves.
  • Is counter hit on recovery, hence in danger of crush counter when mistiming.
  • Is susceptible to throws.
  • A parried jump in does not guarantee a punish due to recovery and possibly even negative when parrying a deep jump in attack.
  • Due to recovery animation parrying quick attack like lights do not guarantee a punish.
  • Currently no OS opportunities like 3s.


SFV parry is useful when you are outside of Ryus normals. The advantage over 3s parry is you can keep walking forward and react to attacks. But there is a thin line between reaction and reads when you are at your opponents range of normals and this is were the risk spikes due to counter hit state. Also according to WSO his V-Skill meter gain has been heavily reduced.

Considering his stubby normals and "weakened" moveset, the parry was probably given to him so he can actually get in to put on pressure. While it can look fancy and strong there is also the catch is that you have to take the risk and make reads.

To hop over fireballs with vskill you need to have a great reaction and be far away from it.
In this case, you cannot punish since the vskill is too slow.

The only situation I managed to punish was when I activated the vskill before the fireball animation even started.

Yes, it is rather read based than reaction due to the narrow angle of the v-skill. Do it too late and you just get shot down. Not to forget it has fixed range making it even harder to use.
 
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I have no idea where Juli and Juni are either.
 
Sabin last night on his stream "I want to play either Dhalsim or Karin"

FChamp today "I have a good feeling that Dhalsim will be in the game"

hmm.

There is definitely something going on. Art used to always say he didn't want Sim in the game because he would have to pick him and suffer. I noticed he said in the chat he wanted Sim in the game during TGS as well out of no where. I asked him why the sudden change of opinion, but he didn't answer me back. ;_;

I believe in the conspiracy sons.
 
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.


I'm pretty sure that you you actually DO have to press down + parry buttons in order to parry low attacks, as there's an actual animation to doing it and just the same, the parry still works as its always been intended to with allowing you to strike back immediately after the parry. The whiff animation part is a good thing overall, just as there's been throw whiff animations in most fighters in modern fighting games.
 
I'm pretty sure that you you actually DO have to press down + parry buttons in order to parry low attacks, as there's an actual animation to doing it and just the same, the parry still works as its always been intended to with allowing you to strike back immediately after the parry. The whiff animation part is a good thing overall, just as there's been throw whiff animations in most fighters in modern fighting games.

I haven't heard a single person say you have to press down to parry low, even after the Beta. Has there been a change in a recent build?
 
Sabin last night on his stream "I want to play either Dhalsim or Karin"

FChamp today "I have a good feeling that Dhalsim will be in the game"

hmm.

You sure he wasn't talking about Alpha 3? Because he said exactly that before he began playing matches.

That said I wouldn't be surprised if certainly players are in the know.
 
I'm pretty sure that you you actually DO have to press down + parry buttons in order to parry low attacks, as there's an actual animation to doing it and just the same, the parry still works as its always been intended to with allowing you to strike back immediately after the parry. The whiff animation part is a good thing overall, just as there's been throw whiff animations in most fighters in modern fighting games.

The animation is automatic. There's no input needed. One parry parried everything.
 
I haven't heard a single person say you have to press down to parry low, even after the Beta. Has there been a change in a recent build?

I know when I was in the better pressing down along with the buttons is what produced the low parry animation, versus just pressing it by itself doing the normal one.
 
I don't really have a horse in this race right now or whatever but it irks me that people don't seem to understand the difference between iconic (well known) and popular (well liked). There is a correlation but they aren't one and the same.
 
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