Street Fighter V Beta IV Thread: Jan 30-31

I feel like Bison is pretty strong against Karin.

But the character that gives me the most trouble with her, by far, is Ken.

It might not be a bad matchup, and just my fault, but I've played many Kens with very different styles, and I always either get bodied or I get lucky and win. I never outplay a Ken player.
 
Is Rashid this games Decapre? He's got so much mobility that it makes him extremely defensive in the end.
 
How can someone put R. Mika in C Tier? She has so many tools, and just destroys when she gets in.

I think Bison is really hard to judge right now. I've found that I do better when I don't use Scissor Kick. It's just not that good in this game. Instead, I've been playing footsies with Psycho Blast a lot. My main concern about him is just that he has no real offensive game plan. He's pure defense. Scissors put him in a bad position on block. His dash is really predictable. None of his pokes are great. He doesn't have good up-close pressure. He is the ONLY character in the game with no overhead or command grab. He's just pure spacing and footsies. Maybe that'll work out for him, but I'm really skeptical that it works. The only time we saw Bison at the Madcatz Cup was vs. Dhalsim, which is a matchup that I've thought was a clear counterpick since day 1. I think he benefits from early game play because people won't stop pushing buttons, which makes him seem stronger than he is (even ComboFiend couldn't keep himself from mashing on oki...).

Yea, I agree that Bison gives my Dhalsim a hard time. Out of all the character, I think I only Iost more than I won against Bisons. A lot of them do really beefy damage if they connect a hit, since they can combo into inferno, and since the recovery and startup of Dhalsim's limbs seem to be longer than other games, it makes it quite risky since it only takes 1 jump to get in, and a fireball means they can get 1 dash closer or so. Anti-airing him is a bit tricky since if they ex they can mix up the dives and the teleport devil reverse, since Dhalsim's AA normals aren't too hot around his head and his B+HP has quite the startup. Punishing a bad scissor kick also isn't too risky for Bison, because the most I can get is st.lp into ex yoga flame, and without meter, I guess it's just some jabs he's eating. Also watching out for air to air against Bison is important, since he gets that 2 hit into super juggle, or I think he can get an ex scissors after landing (unsure of latter if it was scissors or another move, but someone probably knows). Though I would like more time to play with the matchup specifically, the last Bison I fought was Canadian with me being in Texas and it was pretty scary with a jittering Bison since I just don't know what the hell he is going to do.

edit: Also Count Blackule reminded me of that knee. Yea that normal is crazy in pressure.
 
How can someone put R. Mika in C Tier? She has so many tools, and just destroys when she gets in.

I think Bison is really hard to judge right now. I've found that I do better when I don't use Scissor Kick. It's just not that good in this game. Instead, I've been playing footsies with Psycho Blast a lot. My main concern about him is just that he has no real offensive game plan. He's pure defense. Scissors put him in a bad position on block. His dash is really predictable. None of his pokes are great. He doesn't have good up-close pressure. He is the ONLY character in the game with no overhead or command grab. He's just pure spacing and footsies. Maybe that'll work out for him, but I'm really skeptical that it works. The only time we saw Bison at the Madcatz Cup was vs. Dhalsim, which is a matchup that I've thought was a clear counterpick since day 1. I think he benefits from early game play because people won't stop pushing buttons, which makes him seem stronger than he is (even ComboFiend couldn't keep himself from mashing on oki...).



I've seen it used for two things:
1) On oki, it is a good attack to create space if you got knockdown on a grappler and want a mixup, but don't want to stay in their face.

2) The EX version had full startup invincibility in Beta 2, making it an extremely good anti-air. I'm not sure if it still has that property.
How can you say he doesn't have good pressure up close? I understand you're mad that his chip damage game from specials got a bit worse, but he still gets chip from his great up close normals. St.HK on block is +3, you're in frame advantage if anyone presses buttons & you get chip damage from them blocking the normal. St.MP is another good button up close and is +2 on block. And he's easily got the best forward dash in the game. It goes through normals, you can basically teleport in their face and throw them, or teleport in their face and frame trap them.

Bison is a very solid character IMO outside of V-Trigger. When he does go V-Trigger he's a whole different breed of stupid
 
mann I have a 3 win streak after somebody here said not to jump that often and not going for big combos . Fighting games are quite fun :)
 
Has Capcom said anything about when if they will release patches? Im expecting a day 1 balancing patch at this point. The build for the final game has to be over a month old now.
 
Has Capcom said anything about when if they will release patches? Im expecting a day 1 balancing patch at this point. The build for the final game has to be over a month old now.
I dunno about day 1 stuff but they'll mostly refrain from big balance patches until Capcom Cup is done for the year.
 
NOOOOOOOOOOOO

SET ME FREE, CAPCOM

THIS SHIT IS RUINING MY SOUL
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How can someone put R. Mika in C Tier? She has so many tools, and just destroys when she gets in.


I've seen it used for two things:
1) On oki, it is a good attack to create space if you got knockdown on a grappler and want a mixup, but don't want to stay in their face.

2) The EX version had full startup invincibility in Beta 2, making it an extremely good anti-air. I'm not sure if it still has that property.

I've been using Mika since offline Beta 2. Ever since Beta 2 they've been nerfing her. Capcom have given her two buffs and they are: forward HP is +3 on block and EX Peach Bomb hits fully as an ender to a juggle. That's it. In every way they've been nerfing her. Her big problems are:

She cannot get in. If a guy wants to space and bait you to jump or walk in so they can SRK/Super/whatever they are absolutely free to do that. Her tools to get in are horrible. The Dropkick has a lot of startup, can be hit out, and if they neutral jump it that is a free jump in combo for them. The charged Dropkick is like a horrible version of Rashid's Eagle Spike.

Her crossup is the worst in the entire game. Bad hitbox where it's very easy to walk under to avoid. And don't forget, there's no tripguard. So it's not like she can jump over someone and she's fine. Also, her jump and down MP is also really bad. That move in particular serves no purpose as she can't combo into it or off of it, and it's unsafe on block. In addition; her crossup is unsafe on block, she can only combo into LK, MP, unlike everyone else who can do whatever combo they want after a crossup, and the combo she does (LK, MP) is also unsafe on block at point blank.

She has no reversal or wakeup option. EX Peach lost the invicibility on wakeup.

Plus they keep nerfing the damage from Passion Press combos.

And she has the worst V-Skill in the game. That V-Skill is a free invite to jump in and hit her.

This is a character who sincerely needs some buffs. If you're saying that Mika is fine then I'm sorry but you don't know what you're talking about. You've probably never used Mika against a good Shoto, or Cammy, or Chun, Nash, Rashid, Birdie, or Vega because it is very difficult to get in on any of those characters when they're playing a good defensive game.
 
Game is definitely more beginner friendly than 4, I can feel myself getting a little bit better each play session in a way I never did in the previous Street Fighter. That said, I fucking suck at whiff punishing.
 
Has Capcom said anything about when if they will release patches? Im expecting a day 1 balancing patch at this point. The build for the final game has to be over a month old now.

This is what they said during a 4gamer interview

4Gamer: This is also related to events and such, but you've said that all of SF5's system updates are going to be for free. So, for big balance patches and such, what kind of timing are you thinking of?

Nakayama: At the very least, we have no plans of making any huge balance changes until after Capcom Cup 2016 Finals are over. If we kept changing things in a large manner more often than yearly, it'd be a huge inconvenience to players.

Woshige: If we do update beyond that, I think it would mostly be for unintended things, bugs and such.

4Gamer: So, you will have to be very confident on your end in the balance changes that you put out, then?

Nakayama: I suppose. Yesterday, we played a lot of matches with members of Capcom USA, and made a diagram of how much characters lost and won, and it seemed pretty balanced... Well, that's not to say that there aren't characters that seem better than some others. There sure are, haha.

Woshige: Since it's a fighting game, it's difficult to make it completely even, but we're doing our best to make sure that all characters have their field of expertise. So please, be calm and wait and see.

http://www.eventhubs.com/news/2015/...tional-judgement-will-determine-player-skill/
 
How can you say he doesn't have good pressure up close? I understand you're mad that his chip damage game from specials got a bit worse, but he still gets chip from his great up close normals. St.HK on block is +3, you're in frame advantage if anyone presses buttons & you get chip damage from them blocking the normal. St.MP is another good button up close and is +2 on block. And he's easily got the best forward dash in the game. It goes through normals, you can basically teleport in their face and throw them, or teleport in their face and frame trap them.

Bison is a very solid character IMO outside of V-Trigger. When he does go V-Trigger he's a whole different breed of stupid

I definitely think that Bison's advantage in neutral is that he has two of the best CC buttons in the game. Both s.HK and df.HP are nasty buttons.

The dash is good but I think you're rating it too highly. It's like 21 frames and only a handful are invulnerable. It's probably a combination of beta and online but offline it's not going to do as much work to punish any kind of normal buttons and is going to get called out. As time goes on it'll still be good when you read a special but it's a pretty risky option in that context.
 
I feel so bad. The teleporting was so bad that I just stopped the match at the beginning and restarted. Guess I just raged quit.
 
Maybe that's the point though? Make him the one character who relies on spacing over anything else.

Though I admit often times his buttons just don't feel as effective without an overhead. Even his Anti-air can feel lacking, despite having that Cr.Hp of his.

I personally found light scissor kick to be most effective against particular characters, not so much against others.
I don't think a character can win with just spacing in this game. Even Dhalsim gets his wins off of the teleport shenanigans. If you play an "honest" match with Sim and just space people, you're going to get rocked.

Also, Bison doesn't have any good buttons for spacing. His c.MP used to be godlike, but now it's a garbage move, and nothing else replaces it.

You're right that Bison has terrible anti-air options. Even EX Psycho Inferno isn't good now that they nerfed the flame's height (LOL).

When Vega spins before the slash does it have any sort of invincibility?
It was 100% invincible in Beta 2 (IIRC), but I don't know if it still it. I would try it vs. a training dummy.

Yea, I agree that Bison gives my Dhalsim a hard time. Out of all the character, I think I only Iost more than I won against Bisons. A lot of them do really beefy damage if they connect a hit, since they can combo into inferno, and since the recovery and startup of Dhalsim's limbs seem to be longer than other games, it makes it quite risky since it only takes 1 jump to get in, and a fireball means they can get 1 dash closer or so. Anti-airing him is a bit tricky since if they ex they can mix up the dives and the teleport devil reverse, since Dhalsim's AA normals aren't too hot around his head and his B+HP has quite the startup. Punishing a bad scissor kick also isn't too risky for Bison, because the most I can get is st.lp into ex yoga flame, and without meter, I guess it's just some jabs he's eating. Also watching out for air to air against Bison is important, since he gets that 2 hit into super juggle, or I think he can get an ex scissors after landing (unsure of latter if it was scissors or another move, but someone probably knows). Though I would like more time to play with the matchup specifically, the last Bison I fought was Canadian with me being in Texas and it was pretty scary with a jittering Bison since I just don't know what the hell he is going to do.

edit: Also Count Blackule reminded me of that knee. Yea that normal is crazy in pressure.
Totally agree.

How can you say he doesn't have good pressure up close? I understand you're mad that his chip damage game from specials got a bit worse, but he still gets chip from his great up close normals. St.HK on block is +3, you're in frame advantage if anyone presses buttons & you get chip damage from them blocking the normal. St.MP is another good button up close and is +2 on block. And he's easily got the best forward dash in the game. It goes through normals, you can basically teleport in their face and throw them, or teleport in their face and frame trap them.

Bison is a very solid character IMO outside of V-Trigger. When he does go V-Trigger he's a whole different breed of stupid
s.HK was an amazing addition in Beta 2, but I think they nerfed it. I've tried double s.HK frame traps a lot in my 30 or so matches I've played, and people can jab me out between them (or even grab me on the move's startup - WHAT?!).

s.MP is good, but I think most characters have better stuff. The main issue is his walk speed. Most characters can jab, jab, and they're slightly out of range, but they can microwalk and throw, or fake you out and jab again. Bison can't do that. When Bison pushes himself out of range with whatever button he chose, he's done. It's time for him to get back to zoning, because he has no way to close space aside from a risky dash. I know you think his dash is really good, and I think it's decent, but it's slower than every other dash in the game as of Beta 3, too, so it's a greater risk. People will learn to just jab him out of it. I've played against 5 Bisons, and all of them tried to dash in on me at some point - easy punish with a grab.

I could get past the loss of Psycho Inferno if Bison had other good offensive tools. And I don't think he has any. It's pure defense now.

I agree that he is much better in V-Trigger mode, but if they want him to be based around V-Trigger shenanigans, then it should be permanent like Necalli. This current vision for Bison is just not good. ANY character that depends on the opponent making mistakes is a failed design. No exceptions.

I definitely think that Bison's advantage in neutral is that he has two of the best CC buttons in the game. Both s.HK and df.HP are nasty buttons.

The dash is good but I think you're rating it too highly. It's like 21 frames and only a handful are invulnerable. It's probably a combination of beta and online but offline it's not going to do as much work to punish any kind of normal buttons and is going to get called out. As time goes on it'll still be good when you read a special but it's a pretty risky option in that context.
df.HP has huge startup. You're not using that in the neutral. :-P Also, it needs to be positive on block to be really effetctive.

Yeah, the dash is less invincible than it seems. I've gotten hit out of it a lot of times.
 
Please show me where I said anything was fundamentally wrong with the game.

If this was not a fundamental criticism of the game, then it sure sounded like one:

It's just constantly people hitting buttons and doing whatever they want. It feels incredibly hard to punish anything in this game, and it seems it always boils down to whoever can apply pressure/go nuts first.

It's stupid. I'm not even having fun when I win anymore.

Lots of stuff is punishable, and there are several defensive measures in place that don't allow "going nuts" to be as overpowering as you make it sound.
 
If this was not a criticism of the game, then it sure sounded like one:

There's a different between "I don't have fun with this game" and "This game needs to be changed so I can have fun with it", I guess that's his point. I might make him not play the game anymore, but that doesn't mean he's whining for nerfs.
 
If this was not a fundamental criticism of the game, then it sure sounded like one:



Lots of stuff is punishable, and there are several defensive measures in place that don't allow "going nuts" to be as overpowering as you make it sound.

people missing the safe jumps, safe crouch techs, safe setups, and safe option selects from SF4 already. So delicious.

You aint never safe in this game. You chose to act, you dedicate to that action.

I remember at the start of SF4 i had been playing Super Turbo HD remix for a few months prior and hated how it felt like I would lose to so many kens and ryus who just did dumb shit or jumped in all the time. Now i'm eating those players up. People who hit a lot of buttons are so easy to destroy. The patient players who play smart will win in this game.
 
people missing the safe jumps, safe crouch techs, safe setups, and safe option selects from SF4 already. So delicious.

You aint never safe in this game. You chose to act, you dedicate to that action.

I love that crouch techs are gone. You getting grabbed son.

I love when people try to do flow chart Ryu and Ken. hahaha
 
I played this morning and faces 7 giefs / birdies in a row.

Whoever said these players sit around 1000 lp, wasn't wrong. It's full of them.

I'm begging to start having a harder time with Rashid though. I don't know how to apply significant pressure safely? I feel that many of my options leave me close to my opponent but at a frame disadvantage, and from there it's easy for them to pressure me, grab me, or something else. I lose control of the flow of the game, and end up taking damage, basically.

I really would like to see some frame data, to get a handle on what moves I should be using to pressure.
 
Oh wow thats interesting considering the DLC characters could potentially be overpowered. At least they are gonna take care of bugs and broken characters.

I believe that it was Combofiend that said that if something is completely broken they'll fix that. But they're going to actively avoid the temptation of major balance changes aside from situations like that.

When does Capcom Cup 2016 conclude?

Unless things change it should be December.
 
Down to 1400 LP already. Time to stop fucking around with different characters. Helps with the salt, but hurts my points.

I really don't think I'll be playing this game much at launch. Maybe you guys are right and it's just a matter of figuring it out, but if that's the case, then I'll gladly spare myself of the pain and wait until the game is figured out.

If it's not the case, then I'll wait for a patch.

I'll still play, but I don't think I'll be playing nearly as much as I played IV. And that game sucked.
 
I played this morning and faces 7 giefs / birdies in a row.

Whoever said these players sit around 1000 lp, wasn't wrong. It's full of them.

I'm begging to start having a harder time with Rashid though. I don't know how to apply significant pressure safely? I feel that many of my options leave me close to my opponent but at a frame disadvantage, and from there it's easy for them to pressure me, grab me, or something else. I lose control of the flow of the game, and end up taking damage, basically.

I really would like to see some frame data, to get a handle on what moves I should be using to pressure.

You have to walk in and maybe preemptively block expecting him to do that kick. If he does his fireball he can cancel into his rolling move. On the plus side, his flying kick and the move are unsafe on block. Rashid is a character who can go nuts so you have to be ready to punish the randomness. If he's pressuring you, Guard Cancel dude, push him away.
 
Yup.

BTW, R.Mika has 2 Command Throws but the Punch Throw does more Damage and Stun than the Kick Throw... so is there
any advantage for using the Kick Throw ?

I think kick comes out faster. And throws them to the opposite side.
 
Teleporting matches are like the only times I'm tempted to rage quit

If I get my ass handed to me on a good connection, fair enough

If I get my ass handed to me because someone from Mars is playing on a 56k line then it gets me a little bit riled
 
There's a different between "I don't have fun with this game" and "This game needs to be changed so I can have fun with it", I guess that's his point. I might make him not play the game anymore, but that doesn't mean he's whining for nerfs.

There's no planet on earth where calling something "stupid" would not be considered a criticism in need of change.

You guys are trying to backtrack, but the initial comment and connotation are very clear, and that's what I responded to.
 
I'll still play, but I don't think I'll be playing nearly as much as I played IV. And that game sucked.

Man it makes me sad seeing SFIV getting such a bad rap these days...

It's definitely easier to see it's faults when compared to 5 (although there's always going to be some people that prefer IV), but I had ao many good times with IV over so many years.
 
Your points will all be gone when the Beta to Release anyways so it doesn't matter.

Of course it matters. It's all for the points.

There's no planet on earth where calling something "stupid" would not be considered a criticism.

It is criticism, but not every criticism means something is "fundamentally wrong", or that it absolutely needs to be changed. I think MK is complete garbage, every aspect of it is shit. I don't think they need to change it, because people clearly like it as it is.

Man it makes me sad seeing SFIV getting such a bad rap these days...

It's definitely easier to see it's faults when compared to 5 (although there's always going to be some people that prefer IV), but I had ao many good times with IV over so many years.

It's a great game, but it sucked.

You know what I mean?

I think Ultra might be my favorite Street Fighter game. But fuck Elena so much.

Teleporting matches are like the only times I'm tempted to rage quit

If I get my ass handed to me on a good connection, fair enough

If I get my ass handed to me because someone from Mars is playing on a 56k line then it gets me a little bit riled

I just alt f4 when shit's teleporting, fuck that shit. Doesn't matter who's winning, I'm not playing like this.
 
I feel like Bison is pretty strong against Karin.

But the character that gives me the most trouble with her, by far, is Ken.

It might not be a bad matchup, and just my fault, but I've played many Kens with very different styles, and I always either get bodied or I get lucky and win. I never outplay a Ken player.

The hardest match ups I've had for Karin so far are Bison, Necalli, and Dhalsim.

Bison and Necalli have frame traps that are super hard to deal with. Karin is lacking in good anti airs and reversals. Bison specifically can dash in and grab you or st.HP. It's a complete guess each time. You either block and get grabbed, or try to tech and get crush countered. Necalli has similar stuff with his stomps and cr.HP.

Dhalsim just keeps me out all day. It's so hard to get in with Karin lol. Her dash and qcb.p will get beat by any normal he throws out. Just gotta slowly walk in and hope he doesn't teleport out.
 
s.HK was an amazing addition in Beta 2, but I think they nerfed it. I've tried double s.HK frame traps a lot in my 30 or so matches I've played, and people can jab me out between them (or even grab me on the move's startup - WHAT?!).

s.MP is good, but I think most characters have better stuff. The main issue is his walk speed. Most characters can jab, jab, and they're slightly out of range, but they can microwalk and throw, or fake you out and jab again. Bison can't do that. When Bison pushes himself out of range with whatever button he chose, he's done. It's time for him to get back to zoning, because he has no way to close space aside from a risky dash. I know you think his dash is really good, and I think it's decent, but it's slower than every other dash in the game as of Beta 3, too, so it's a greater risk. People will learn to just jab him out of it. I've played against 5 Bisons, and all of them tried to dash in on me at some point - easy punish with a grab.

I could get past the loss of Psycho Inferno if Bison had other good offensive tools. And I don't think he has any. It's pure defense now.

I agree that he is much better in V-Trigger mode, but if they want him to be based around V-Trigger shenanigans, then it should be permanent like Necalli. This current vision for Bison is just not good. ANY character that depends on the opponent making mistakes is a failed design. No exceptions.
You can get jabbed out of it because it's +3 on block and starts up in 8f, a jab will beat you if you choose to do it again. Do a quicker normal after st.HK like cr.MP or st.MP if in range to solve that issue. His df.HP is only -1 as well. His buttons up close are solid, they're clearly trying to shy away from the scissor kick/specials on block all day game that he had in SF4 and as long as Bison keeps whiff punishing my normals with a grab because he can dash through them, I'm going to think it's a good dash.
 
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