It did no damage.I REALLY hope that whiffed DP = counter stays. Really liked that change.
What damage did V-Reversals do before?
It did no damage.I REALLY hope that whiffed DP = counter stays. Really liked that change.
What damage did V-Reversals do before?
Yeah, it isn't perfect, but I actually like playing this game. That's a big step up in my book.
Just out of curiosity: what changed from IV to V that made you like the game?
UltraDavid pointed out a while ago that people were apparently saying almost the same exact things about SFIV pre-release. So maybe it's just part of the new SF Game Release Cycle?What's up with people saying that sf5 won't have a long life based a beta version of a game and also drawing that conclusion because combos are straight forward in said beta version?
Thanks for always keeping the calendar up to date, Malice, it's a p. awesome resource.Also spent my morning making a bunch of updates. It's easy to put things on a calendar, but the real work comes in cross checking everything to make sure it's correct, which it usually isn't until the last minute. Should be a fun weekend.
tinyurl.com/fgccalendar
UltraDavid pointed out a while ago that people were apparently saying almost the same exact things about SFIV pre-release. So maybe it's just part of the new SF Game Release Cycle?
I think it's mostly the lack of focus attacks combined with no invincible backdashes. You get in someone's face, and you're just in there. You have to work that confrontation out - no running away. There also aren't any situations where one character wants to 100% turtle and run the clock with a life lead while the other struggles to get in. There is a strong advantage to being offensive over defensive in this game.Just out of curiosity: what changed from IV to V that made you like the game?
I think it's mostly the lack of focus attacks combined with no invincible backdashes. You get in someone's face, and you're just in there. You have to work that confrontation out - no running away. There also aren't any situations where one character wants to 100% turtle and run the clock with a life lead while the other struggles to get in. There is a strong advantage to being offensive over defensive in this game.
Dhalsim worked in SF2, so I don't see why he can't work here.Altho I like this "need" to be offensive style SFV has, I think the game misses a "dhalsim" character. No idea how it would be implemented, since this is an extremelly offensive game, but there's shotos, grapples, now we need a zoner
Altho I like this "need" to be offensive style SFV has, I think the game misses a "dhalsim" character. No idea how it would be implemented, since this is an extremelly offensive game, but there's shotos, grapples, now we need a zoner
Good points, but why focus being gone helps Sim? It's another defensive tool he had. I'm not a Sim player so I might be wrong
Maybe if they make his teleport good this time he would be ok
and btw Necalli also has a divekick
His focus was ass but lots of characters could use focus to blow up his long range pokes.
Oh yeah, right....his focus is terrible
Anyway, I'm sure they'll add some kind of sim along the way, really curious to see how he would fit
Focus Attack might as well not exist for Dhalsim with how rarely he gets to utilize it. Slow, barely beneficial when he's pushed into the corner, his forwards / backwards dash animations have a relatively long animation and only a few combo opportunities compared to other characters.Good points, but why focus being gone helps Sim? It's another defensive tool he had. I'm not a Sim player so I might be wrong
Maybe if they make his teleport good this time he would be ok
and btw Necalli also has a divekick
Inescapable long-range Yoga Noogies would make me feel nostalgic.Maybe he'll be like ST Dhalsim and let you just RTSD
I bet Sim would be nothing alike his SFIV iteration
I think it's mostly the lack of focus attacks combined with no invincible backdashes. You get in someone's face, and you're just in there. You have to work that confrontation out - no running away. There also aren't any situations where one character wants to 100% turtle and run the clock with a life lead while the other struggles to get in. There is a strong advantage to being offensive over defensive in this game.
I bet Sim would be nothing alike his SFIV iteration
I don't know if this game will be that offensive, like you and many other expect it to be. I was watching Max's stream last week and he predicted that it would end up being quite defensive at the highest level of play. It make sense, when you look at the potential damage and stun output which make it a scary game which usually end up being defensive. For lower level of play, it will be an offensive game since people have a lot of flaws so they will easily open up one another. The same won't apply to the pros who will be able to block / anticipate most setup given the pace of the game. Super turbo also had a very high damage output and restricted combo possibilities, but it was also a much faster paced game when you compare the walking speed. Max and one of his friend predict that a lot of matches will run the clock down until there's 30 seconds or less time left (although I don't expect to see a lot of timeout like we saw in SF X T).
I bet Sim would be nothing alike his SFIV iteration
Just play Omega mode Dhalsim #Kappa
Max doesn't understand what makes a game defensive, then. A game being high-risk doesn't make a game defensive. Marvel is extremely high-risk, and it's probably the most aggressive game in existence next to Guilty Gear. What makes a game aggressive is how rewarding offense is. As long as it's better to be aggressive than it is to play defensively, a game's meta will become aggressive in the long run. Smash has problems with being too defensive because defense is so strong compared to many characters' offensive abilities.I don't know if this game will be that offensive, like you and many other expect it to be. I was watching Max's stream last week and he predicted that it would end up being quite defensive at the highest level of play. It make sense, when you look at the potential damage and stun output which make it a scary game which usually end up being defensive. For lower level of play, it will be an offensive game since people have a lot of flaws so they will easily open up one another. The same won't apply to the pros who will be able to block / anticipate most setup given the pace of the game. Super turbo also had a very high damage output and restricted combo possibilities, but it was also a much faster paced game when you compare the walking speed. Max and one of his friend predict that a lot of matches will run the clock down until there's 30 seconds or less time left (although I don't expect to see a lot of timeout like we saw in SF X T).
The moments of both players waiting for the other to fuck up then the other player going ham.
Yeah I meant that. Thanks for the lookout.I guess focus attack
How exactly are they confirmed tho
Eight characters "you would expect in a SF game", there are already six world warriors....well, there's Balrog, so it'll be two out of those three
I think
I think the line of reasoning for limiting the range on throws is to prevent tick throws from happening from such a long distance. It was certainly infuriating to get caught by them in SF4 imo and this limits the viability of that tactic, making it a more footsie based game. If the range was increased and kara grabs were in, people would mindlessly relay on that to get the upper edge (plus the grabs are very quick) instead of focusing on the footsie/neutral game.
Dhalsim worked in SF2, so I don't see why he can't work here.
I agree we need more zoners, but if we get Juri + Dhalsim, then that will be good.
Karst why don't you want faster walkspeeds? How do you see that negatively affecting the game?
All I know is 98% of the people I played in SF5 sucked. Which lead to me getting blown up first round a few times when I did play someone that knew wtf they were doing because I got lazy
All I know is 98% of the people I played in SF5 sucked. Which lead to me getting blown up first round a few times when I did play someone that knew wtf they were doing because I got lazy
It negates the importance of dashes and the risk of them. If walk speed is really high the need to forward dash drops. High walk speed in a sf game should be a bonus perk of a few characters not the standard
Saw the stream where you choked the last round after making that clutch comeback.
I specifically just don't want a faster walkspeed for Bison. The simple reason is that, right now, you can walk back while charging Knee Press, and you can micromanage that space while moving. If you make him walk back faster, you're going to lose some maneuvering flexibility because you'll need to down-back so you don't move out of Knee Press range. Right now, Bison is pretty great at counterattacking, and I think a faster walkspeed would make it harder for him. I could be wrong on that, but it's how I see it. I ADORE Bison in the Gamescom build. They fixed my #1 and #2 issues with him, which were:Karst why don't you want faster walkspeeds? How do you see that negatively affecting the game?
It negates the importance of dashes and the risk of them. If walk speed is really high the need to forward dash drops. High walk speed in a sf game should be a bonus perk of a few characters not the standard
That moment when you fight your first good Chun-li...All I know is 98% of the people I played in SF5 sucked. Which lead to me getting blown up first round a few times when I did play someone that knew wtf they were doing because I got lazy