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Fighting Game Headquarters |2| 0-2 vs Community

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Marz

Member
Is the difference really that huge? From what little i have played of the game it feels like SF4 with easier links.

Guess i shouldn't be making accusations around here til i play the real thing.

Its street fighter. If you're good at Street Fighter you'll be good at this game. If people jump, you can anti air them. If people whiff a sweep, you can whiff punish it.

If you're a newish player or you're bad, you're not going to magically be better just because of a few system changes.
 

CO_Andy

Member
Q said:
So not 3rd strike
Definitely doesn't feel like SF3 to me.

...iDOLM@STER Platinum Stars looks better than Street Fighter V.
CZongc5WkAAcdMV.jpg:orig

The character models are about on par with the background characters :/

Its street fighter. If you're good at Street Fighter you'll be good at this game.
I thought Cindi was progressing quite nicely in USF4, which is why i'm baffled at the disparity with her play in SFV.
 
Can I share my ideas for R. Mika buffs? I feel like I might be shouting into the void or be submitted to scrub quotes but I don't know. I'll probably be told to STFU by a dude who doesn't use her and thinks everyone is top tier and created equal. But, it's a beta and things change. Just look at Bison. So here's my thoughts with non-insane reasoning:

EX Peach has startup invincibility again.

I feel like the reasoning behind nerfing it was that Laura has basically the same move and is also unsafe on wakeup. Forcing both characters to use V-Trigger to escape pressure. The difference is that Laura's EX Bolt reaches farther than Mika's EX Peach and also, V-Trigger is more important for Mika than it is for Laura. Laura is all about using Meter for the vortex, so her V-Trigger isn't quite as important in the grand scheme of her gameplay. But for Mika? Her V-Trigger helps her with difficult zoning matchups and gives her a lot more options. In addition to this; Laura has a WAY better crossup than Mika's. Mika has a terrible crossup for a variety of reasons whereas Laura's is superior in every way.

Buff the Dropkick.

I was going to suggest that Mika should get a good crossup too, but maybe there should be differences between her and Laura? In that case, the Dropkick needs some buffs. As-is, it's very easy to hit her out of the Dropkick, you can easily jab her out if she does it at max range, it has a ton startup and a bit of recovery on top of this. It's very easy to escape from.

I think the Dropkick needs a smaller hurtbox where it's harder for the other guy to jab her out. I think the hitbox needs to be a little bigger to catch someone during the ascent of their jump better. And I think there should be an EX version of the Dropkick with Armor. Like say, if you hold down HK and another kick button, she does an EX that comes out a little faster, goes farther, and has full armor on it like Birdie's EX Bullhead with V-Trigger. To make it not broken, it would send the other dude flying and she can't do a big combo off of it.

Buff the V-Skill.

She might have the worst V-Skill in the game. It has pretty bad recovery and the buff for her command grab goes away the instant she's hit. Plus, it's not going to work if the other player is aggressive or has a teleport. So, I think the Mic should have a little bit faster recovery and either should: (A) the buff to command grab damage is permanent or lasts 10 seconds regardless of her getting hit or not. Or (B) it adds V-Trigger or Critical Art meter. Like say, the longer you hold it, you see the meter gain. It would give the other player more motivation to go in on her and stop that.

Possibly buff forward MK.

This is a maybe but I would love forward MK to have the extended range it had in Beta 2. It would still be whiff punishable but it would help her on getting in.

If regular HK Crush Counters, it no longer sends the opponent flying.

This would bring her more in line with every other character. I'm not talking about the charged version. But it sucks that if you use HK to Crush Counter it sends them flying, which means that you can't really use it to punish a blocked/whiffed Shoryuken or Super because the damage isn't worth it. You can't use forward HP either because it actually does less damage when compared to a Passion Press combo. Because if she blocks a wakeup SRK, she cannot punish with the Dropkick because it takes too long. So that leaves her with only Passion Press combos.

That's it, I don't think that would make her broken at all and it would bring her in line with the rest of the cast. Not all of these changes need to happen, but I'd be happy if at least 2-3 of these changes actually happened.
Yeah, I think the V-Skill needs a buff. Not sure about he rest, since I don't play Mika.
 
when i say they're on par i meant the polygonal complexity. i mean just look at the arms on those idols. their heads are nicely detailed though

Kind of hard to tell from that image. It's not like there aren't some obvious hard edges on SFV characters if you look closely enough.
 
is there a concise guide to SF V Chun Li for someone who has experience playing fighting games and just wants a quick overview of her bnb and core strategy?
 
is there a concise guide to SF V Chun Li for someone who has experience playing fighting games and just wants a quick overview of her bnb and core strategy?

K. Sabot has a massive guide for combos. I made a video of most of them.

Strategy is mostly to throw Kikoken and use it to cover approach, then pressure + traps.
 

Zissou

Member
Chun Li
Throw Range reduced
Forward throw - Damage 130 -> 120, Stun 150 -> 170
Back Throw - Damage 130 -> 140, stun 150 -> 200
5HP - Hitbox reduced (less likely to hit lower profile hurtboxes)
5MK - Lowerbody and leg hurtbox nerfed (hitbox no longer passes hurtbox)
2MP - On hit -2 -> -3
2MK - active frames 3F -> 2F, hurtbox (and throw hurtbox) increased in width during startup.
2HK - damage 90 -> 100
Yokusen - On counterhit +4 -> +5, lower body hurtbox added during 9~20F (less likely to low crush)
3HK - on hit +6 -> +4, on block +2 -> 0, hitbox size reduced
4HP - Lower body hurtbox expanded during active frames
VT 2LK - CH +4 -> +5
VT Tenku - CH +2 -> +4
LK Lightning Legs - Some change to active frames / frame advantage
Critical Art - Chip damage change (?)

A lot changes makes sense- like making back throw do slightly more damage/stun than forward throw makes it so you pick positioning or damage/stun, etc. Nerf to 3HK is funny though- move was already garbage.
 
fuck, all this grad work made me only play like 4-5 hours total of sf5.

I, for one, am glad that triforce is back and welcome the rebirth of the empire.

it brings nothing but excitement and good stories to the fgc
 

-Mikey-

Member
Is double tapping a button as easy as it sounds?

Middle finger and then index?

Also, what situations would you want to double tap and when is it a good idea to avoid it?
 
What is her pressure/traps?

I figured out putting out a fireball and following it and using her normals. Cr mk, f+mp, fp, f+hk. Her footsies are simple.

I could not figure out what to do with her V Skill.

I have never mained Chun Li before and this weekend was the first time I had time to play a decent amount of the beta. Training mode is such a tease. I have 1 minute in there before an opponent is found.
 
What is her pressure/traps?

I figured out putting out a fireball and following it and using her normals. Cr mk, f+mp, fp, f+hk. Her footsies are simple.

I could not figure out what to do with her V Skill.

I have never mained Chun Li before and this weekend was the first time I had time to play a decent amount of the demo. Training mode is such a tease. I have 1 minute in there before an opponent is found.
b.HP is her best frame trap, AFAIK. It's + on block and crushes.

I've exhausted my Chun knowledge now...except that Lightning Legs are very - on block. Do not use in blockstrings.

fuck, all this grad work made me only play like 4-5 hours total of sf5.

I, for one, am glad that triforce is back and welcome the rebirth of the empire.

it brings nothing but excitement and good stories to the fgc
I spent most of my weekend playing Hearthstone. I blame Dahbomb for getting me into it last week.
 
b.HP is her best frame trap, AFAIK. It's + on block and crushes.

I've exhausted my Chun knowledge now...except that Lightning Legs are very - on block. Do not use in blockstrings.


I have seen a lot of people hype up her b+hp. I didn't really understand the application. It has no range. I did not know it was plus though.
 

Rhapsody

Banned
Since sticks don't have direct support for SFV, what have people been using? Xpadder? Do I just need Xpadder or do I need something else as well? Also how difficult is it to get it running.
 
Chun Li is pretty awesome in SF V though. Definitely the coolest moves and animations she's ever had. Super impressed by her visually. I'm either going to play her or Laura.

connecting standing fp was the best fun I had in the beta this weekend.
 

Zissou

Member
I have seen a lot of people hype up her b+hp. I didn't really understand the application. It has no range. I did not know it was plus though.

You can whiff punish with it. It's also a good meaty since if they do anything but block, you get a crush counter into a sweep, and you can meaty them again (and once they've gotten scared, throw them on their wake-up).
 
Since sticks don't have direct support for SFV, what have people been using? Xpadder? Do I just need Xpadder or do I need something else as well? Also how difficult is it to get it running.

x360ce. I mean that's what I used. It was pretty easy. Just had to find the right .exe location and copy over the files there. However it did knock out support for actual xinput devices.
 

Rhapsody

Banned
Is the difference really that huge? From what little i have played of the game it feels like SF4 with easier links.

Guess i shouldn't be making accusations around here til i play the real thing.

I'm finding myself doing a lot better in V compared to IV. But that's mostly because I had very little interest in how IV played. In SFV I feel way more at home in this game. I really does feel like an older style game.
x360ce. I mean that's what I used. It was pretty easy. Just had to find the right .exe location and copy over the files there. However it did knock out support for actual xinput devices.

Thanks. I'll keep this one in mind if direct support doesn't happen on launch.
 

Kadey

Mrs. Harvey
Justin quit the game after EVO 2014. I am pretty sure he literally did not enter a single tournament in 2015. No one would consider him a top 10 player.

He quit when he was top 10. I'd imagine if he wanted to since it involved a lot of money he could've practiced, entered and did good.
 

Coda

Member
After watching some of the KI world cup it's kind of a shame KI isn't as popular as it should be. It's easily the most fun and hypest I've had playing a fighting game in a long time. After playing a bunch of SF V beta I feel myself wanting to play KI again because of how cool everything looks and feels.

I know that they're very different games but SF V just feels a little stale at the moment in terms of the hype and fun factor.
 

Skilletor

Member
Is the difference really that huge? From what little i have played of the game it feels like SF4 with easier links.

Guess i shouldn't be making accusations around here til i play the real thing.

Doesn't feel anything at all like 4 to me. Moves, block strings, movement, no hard knockdowns except for on crush counters or supers, no ultra meter to fall back on which makes using meter different...everything feels different. Then you don't have focus attacks or invincible backdashes which affects normals and when and where you're losing them. Not having full punish combos from jabs changes combos and how you punish.

I've said it previously, but it feels like a combination of SF3 and Alpha 3 to me. Doesn't feel anything at all like SF4 to me outside of basics, but every SF save maybe three shares some foundation.
 

QisTopTier

XisBannedTier
After watching some of the KI world cup it's kind of a shame KI isn't as popular as it should be. It's easily the most fun and hypest I've had playing a fighting game in a long time. After playing a bunch of SF V beta I feel myself wanting to play KI again because of how cool everything looks and feels.

I know that they're very different games but SF V just feels a little stale at the moment in terms of the hype and fun factor.
Xbox 1 only hurt it. Specially when gg/bb/sf5 are all on ps4
 

Skilletor

Member
I might try KI when it comes out on PC. Even though I have an XB1, I don't have a stick for it and don't want to go through the trouble of setting up a convertor.

Kim Wu looks hella tight, though, so I'll probably waste money on S3 for PC even though I won't play the game much, haha.
 
He quit when he was top 10. I'd imagine if he wanted to since it involved a lot of money he could've practiced, entered and did good.


It would take a lot more than just some practice. He is way out of date and that's a niche, dedicated community of game specialists. They're not going to lose to Justin playing it as his side game. CD Jr won EVO 2014 and gets bodied these days. He went 0-2 this weekend.

Dudes like Justin and Floe coming in, playing meta 1 top tier and winning money because they're experience tournament players doesn't work after the people that really play level up. Same reason Justin quit MKX. So Justin is smart to focus on the games he likes.
 

Rhapsody

Banned
SFV feeling stale for some people is only natural. We haven't even hit day 1 yet despite the extensive hands on time with the beta.
The transition into the next big sequel iteration is usually a rough one. Can't say too many of them have clicked for everyone right away.
 

oneida

Cock Strain, Lifetime Warranty
After watching some of the KI world cup it's kind of a shame KI isn't as popular as it should be. It's easily the most fun and hypest I've had playing a fighting game in a long time. After playing a bunch of SF V beta I feel myself wanting to play KI again because of how cool everything looks and feels.

I know that they're very different games but SF V just feels a little stale at the moment in terms of the hype and fun factor.
KI wears its mechanics on its sleeve so its more immediately interesting if that makes sense. player decisions are really transparent for the viewer. on top of that its radically different from other fighters while SFV is pretty safe wrt mechanics.

world cup was a great watch. very entertaining
 

Zissou

Member
Xbox 1 only hurt it. Specially when gg/bb/sf5 are all on ps4

Yeah, being exclusive really hurt it because 1) it was exclusive the losing console and 2) the winning console had already been established at 'the' fighting game console for this gen. The PC version will lead to some uptick, I'm sure, but I think it'll be marginal (though it might do well as it's one of the first PC ftp fighters). When the game is brand new, people are keeping an eye on it. Bringing a long-existing game to a new platform is hard to hype up in the same way that a new game is. For sort of similar reasons, I think that fixing MKX's netcode a year after release will have a relatively small impact as well- though it'll at least (likely) mean that future NRS fighters will ship with decent netcode day 1 (when it actually matters).
 

Skilletor

Member
I think that fixing MKX's netcode a year after release will have a relatively small impact as well- though it'll at least (likely) mean that future NRS fighters will ship with decent netcode day 1 (when it actually matters).

Yeah, I only care about MKX getting new netcode because it means Injustice should start out better than this did.
 
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