Street Fighter V Beta IV Thread: Jan 30-31

Not that it particularly matters, but I wonder how this game is going to review. It doesn't ship with a ton of content or characters, nor does it do anything explicitly new.

I imagine it'll be similar to other 'pure' games that prioritize mechanics and core game quality over amount of content.

Lots of 70s and 80s, a few 90s, probably a metascore around 81 or so. It'll be a minor scandal as another 'disappointing' PS4 exclusive, and then by next year when it's widely accepted that what really matters is the quality of raw materials and not the shiny veneer on top, the discussion will switch to how it's the most underrated game this gen and that middling review scores were deceptive and short-sighted.

The Drive Club of fighting games. Which reminds me I should play some more Drive Club. :D
 
Just fought Mike Ross's Necalli, took the first round easy, but then it started lagging and he won the next two rounds.

I did beat lowtiergod though lol
 
"Except the hundreds of time where I've known for certain that the player is gonna do something that I could punish if I had the option you mean ?"

But you're obviously not making the right read between grab/overhead, though. If you can't read between those options, having DP would just get you baited for 30-50%.
 
I feel your pain. Bipson has no invincible reversal. Try playing this game when in the previous game you had an excellent invincible reversal that only a few characters could punish :).

That being said, they are right. Just block and get used to throw range / pay attention to what their tendencies are. Learn frame data when the game comes out so you know what to punish with.
I'm glad I don't have an invincible reversal, because I become dependent on them.

That said, what compensates for that lack?
 
Except the hundreds of time where I've known for certain that the player is gonna do something that I could punish if I had the option you mean ?

But whatever, clearly I'm in the wrong judging by how people react to what I'm saying..

Yes. This is what it means to play defense. Being knocked down isn't supposed to be a situation where you are on equal footing with the opponent. It means you either defend properly or eat shit, and when you've defended properly more often than not you're still not out of the woods and have to win neutral yourself before you get a chance at making the opponent eat shit. This is how it usually works in games that aren't fucked.
 
I can do Dhalsim's BnB combo from SF4 just fine, but for some reason I cannot consistently do j.fierce db.fierce mp.flame combo 100%. I wonder if my muscle memory is fucking me up.
 
Man, having Ryu as a sub really helped me on the Karin vs Ryu matchup.

His range is his biggest weakness, I just stand there, hitting him with my st. MK and he can't hit me with shit.
 
Damn but nothing as good as Ryu, figures. Damn light combos.
Well he can link into TC1 (back s.mp -> s.HP) from c.Mp. So that does a good chunk of damage but TC1 has short range so you have to be close...

Main thing about doing damage with Ken is his crush counter punishes are good (s.HP -> run -> TC1 + srk), (s.HK -> run -> mk tatsu -> ex srk). And he can link his light tatsu in certain combos with fierce SRK, and mk tatsu with ex SRK in certain combos. So he can link specials into specials which Ryu can't do much?
 
But just keep blocking! then they'll surely stop pressure eventually!

Except they don't or they walk in throw which for some reason is so hard to react to in this game. Could be in part because of the rollback lag but I dunno. This game is giving me all sorts of feels right now. I may just be playing it too much too.
 
Yes. This is what it means to play defense. Being knocked down isn't supposed to be a situation where you are on equal footing with the opponent. It means you either defend properly or eat shit, and when you've defended properly more often than not you're still not out of the woods and have to win neutral yourself before you get a chance at making the opponent eat shit. This is how it usually works in games that aren't fucked.

My problem isn't that being knocked down puts me at a disadvantage.

It's that as Mika I'm put at a disadvantage where I have zero option other than turn into a punching bag.

Dunno what character you play, but I'm guessing you dont litterally block 100% of the time? Probably do the occassional dp or ex move when the opponent is getting a bit to predictable with stuff a dp could easily punish, no?
 
My problem isn't that being knocked down puts me at a disadvantage.

It's that as Mika I'm put at a disadvantage where I have zero option other than turn into a punching bag.

Yeah, the best way to avoid the hard knockdown is to quick rise or do the jump back variation. You can't do that when you get crush counter knocked down though right?
 
My local GameStop had the Hori Fight Commander 4 on clearance sale for $30. So i bought it when i went to preorder SFV yesterday.

Is there a GAF group for this game? I'll gladly be the punching bag for you guys to practice your combos on while i improve my game.

i'll probably only main a couple of fighters in SFV. i just don't have the time to invest in any more characters.
 
so having litterally no valid option on wakeup other than "block" is fine in your oppinion?

you are supposed to be at a disadvantage when you get knocked down

My problem isn't that being knocked down puts me at a disadvantage.

It's that as Mika I'm put at a disadvantage where I have zero option other than turn into a punching bag.

Dunno what character you play, but I'm guessing you dont litterally block 100% of the time? Probably do the occassional dp or ex move when the opponent is getting a bit to predictable with stuff a dp could easily punish, no?

mika isn't unique in having poor wakeup options, though. plenty of characters are designed/balanced that way.

like what do you actually want? a DP? you can practice blocking and teching, and if you're getting mixed up hard, practice against specific set-ups or try to learn your opponents tendencies so you can make reads on defense.
 
I'm just going to need to learn to play Nash when the game comes out, because I have no fucking clue what's safe or unsafe for him. Against good Nash's it seems like I can't touch a single button or I get counter hit and destroyed.
 
This game is a masterclass of situational awareness. If you lose, it's because you made a mistake. No comeback mechanics, if you are down, you have to work hard to bring it back. I love this shit....the beta process has been amazing and I can't wait for this bitch to drop this month....going to be the only disc in the PS4 for prolly 2 years straight.
 
My problem isn't that being knocked down puts me at a disadvantage. It's that as Mika I'm put at a disadvantage where I have zero option other than turn into a punching bag.

Block (+be ready to tech throw)
Quick Rise
EX forearm move (I forgot it's name)

If you do block you can v-reversal and boom you're out.

You have a bunch of options, all of them have risks associated with them because you are now at a disadvantage for being knocked down. You want a get out of jail free card? Just because you don't have a 3 frame ex shoryu with invincible frames or armor does not make you a punching bag homie.

I don't get what you want here, do you want every character to have the same movesets on wakeup? Shouldn't characters have variety of skillsets based on their offensive and defensive strengths & weaknesses? Do you want YOUR character to have the best wake up options?
 
Seems evenish to me too. They can fuck each other up on knockdown and have buttons that counter each others

Oh yeah, okay I'm still feeling Mika out so I wasn't sure. I had a two Gief matches that were mostly counters and crush counters.
 
This game is a masterclass of situational awareness. If you lose, it's because you made a mistake. No comeback mechanics, if you are down, you have to work hard to bring it back. I love this shit....the beta process has been amazing and I can't wait for this bitch to drop this month....going to be the only disc in the PS4 for prolly 2 years straight.

I dunno, even though there aren't Ultras in V I've still gotten bopped because someone landed a huge combo into Critical Art and my health was around half health. That seems pretty comeback mechanic like to me. The damage in this game makes comebacks pretty likely even if you could argue if it takes skill or not. Hard to say at the moment, it's just not as obvious as it was in SF IV.
 
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