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Fighting Games Weekly | June 15-21 | 16 is barely okay

Anne

Member
Wouldn't this be solved by making it so that counterhit throws can't be broken? From what you described, it sounds like it's inputting the throw break input during the startup of the attack, so that should work. You could also extend that rule to some number of frames after a throw break input (basically adding Throw Reject Miss as a rule).

With the other changes to jabs and shorts, I also suspect that the jab/throw break OS is less of an issue than it was in SF4.

They're not CHing the jab, if they were doing that then the throw would be unbreakable. They input the jab at a timing that you would be in throw tech state, then once the jab is out of start up (3~ frames I'm guessing) you input throw, and throw whiff can't come out so a button is there. Apparently the system that buffers throw doesn't extend to infinity too, so if you do it early enough the throw shouldn't come out.

Basing this off what Nerdjosh was saying.

TRM as a rule would do it, but that's unintuitive and excessive.
 
I dont know why they dont just disallow inputs during startup, active, and recovery frames (except directional buffer of course).

If I press a button, I shouldn't be able to tech a throw until that action is fully complete. That's how risk is created. That's why we wanna know if things are slow to recover or minus on block and whatnot. Jabs and shorts need to carry that slight risk too.

If I made a fighting game, you wouldn't be able to tech a throw unless you locked that action in (like Killer Instinct, a game that has a lot of good decisions outside of the combo system)
 

Anne

Member
I dont know why they dont just disallow inputs during startup, active, and recovery frames (except directional buffer of course).

Well if you do this particular OS the jab doesn't exist in the throw situation, they would need the engine to recognize "jab was hit, disallow non-directional inputs for x frames" which might be a bit weird.
 

OceanBlue

Member
I dont know why they dont just disallow inputs during startup, active, and recovery frames (except directional buffer of course).

If I press a button, I shouldn't be able to tech a throw until that action is fully complete. That's how risk is created. That's why we wanna know if things are slow to recover or minus on block and whatnot. Jabs and shorts need to carry that slight risk too.

If I made a fighting game, you wouldn't be able to tech a throw unless you locked that action in (like Killer Instinct, a game that has a lot of good decisions outside of the combo system)

From what I understand of the OS, they aren't in startup, active, or recovery frames when they're in a throw tech state and that's when the jab is being pressed. Maybe the issue is that you can press a button during a throw tech window that isn't a throw and still tech afterwards lol.

They should just make the throw tech window 2f. :V
 

Anne

Member
Another solution were to be if you hit a non directional input that's not throw break during throw tech state, it locks you into that input and makes it so you can't hit tech afterwards.
 
The way I see it, you shouldn't get a throw tech window at all if you are grabbed during startup, active, or recovery frames.

You get that window if and only if you were grabbed while not in blockstun and while in a zero-input grounded state.

Perhaps what's going on here is that the initial button (crLP) is being pressed -immediately after- being thrown, then you time a crLK with just the right timing for the game to (somehow) recognize a throw input, which grants the tech. If no throw was initially attempted, the timing of the crLP and crLK inputs is such that the crLK is pressed during the crLP's recovery frames, preventing a throw attempt.
 

Anne

Member
The way I see it, you shouldn't get a throw tech window at all if you are grabbed during startup, active, or recovery frames.

You get that window if and only if you were grabbed while not in blockstun and while in a zero-input grounded state.

Yeah, they're in a 0 input state when they get grabbed, then the jab input happens while in throw tech state, then the tech input happens while they're still in throw tech state. Since the jab can't exist due to being in throw tech state, the tech input happens and they break the grab.
 
Yeah, they're in a 0 input state when they get grabbed, then the jab input happens while in throw tech state, then the tech input happens while they're still in throw tech state. Since the jab can't exist due to being in throw tech state, the tech input happens and they break the grab.

lol I JUST thought of that and edited my last post

But seriously, shrink that window or remove this crap, capcom plz
 

GeoNeo

I disagree.
NerdJosh been going ham on the testing.

https://twitter.com/NerdJosh

Regarding the crouch tech. This is why it's working at the moment

Late c.lk~c.lp slow Kara seems to work as a crouch tech os but if they do nothing c.lk then c.lp or vice versa comes out

Also

Ulll found an unblockable with @thisislijoe sup @TheComboFiend #SFV #E32015

Awesome that all this shit will get fixed before final release. :)
 

vulva

Member
He probably already knows by now. Let's hope it's not meant to be there
It's not. I talked with Peter earlier and he said he wants an honest fighting game that's heavy on fundamentals not tech.
I specifically mentioned liking that crouch techs were out and he agreed to preferring that
 
Actually, let me rephrase what I said:

I'm OK with late teching being a thing. But there needs to be a penalty of some kind.

In Yatagarasu a throw tech leaves you at a neutral state, but a -late- tech leaves you at disadvantage, similar to Soul Calibur 5 (without the tiny bit of damage). Also that game has a UOH you can easily combo off of, so anyone crouch teching too much -in any way- will get blown up with a simple mixup, no super-tight frame trap timing required.

Since SFV doesn't have a UOH (so far), there needs to be something there to even out the "advantage" that a late tech can give, or they need to remove late teching entirely. Make it a 4f or 5f window and that's it.
 

Horseress

Member
It's not. I talked with Peter earlier and he said he wants an honest fighting game that's heavy on fundamentals not tech.
I specifically mentioned liking that crouch techs were out and he agreed to preferring that

It really looks like he's leading the development of this game, and this is fantastic! I love you Peter Rosas, please have my children
 

Kimosabae

Banned
Arcades will always be the best place for gatherings and stuff, but arcades died here, died in the US, almost everywhere besides Asia, and we had to just hold that L and go play games on consoles. I don't think they'll stop play SF if it stops being released on arcades

This doesn't address the logistics of hosting gatherings in coffin-sized apartment spaces.
 

Anne

Member
Btw I love Yata's solution to this. It basically concedes throw OS will exist, but gives enough options to get high reward for calling it out, while punishing players who overly rely on it.
 

enzo_gt

tagged by Blackace
Fighting Game Weekly | Rise Up
enzo, you know you absolutely have to.
You know, so long as I have the support of my people, I can bend FGW to my will and make this so.

Iron_Dictator_01.png


#TeamDictator #TeamBisonFallBack
 
nope, Im still getting used to c.mp xx lynx tail. I can get it consistent in training mode now, but I tend to mess up in a real match.

c.lp lynx tail seems next to impossible lol

ah, its free once you get it down. I think I gotta start using l. lynx tail now tho.. people have been catching onto how to punish m.Lynx
 
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