He uses one meter and his whole v-bar?!
No, I am arguing that those games by having a much larger player base their ranking systems have enough bodies to keep the high level players away from the new ones and with enough people they can play nearer their skill level and actually learn thing to skill up to getting to a higher level more naturally. A smoother player gradient can allow better tutorials and teaching guides.Just to clear this up, are you arguing that a new play should be able to beat a high level player or that FG's should have better tutorials and teaching guides?
Not gonna lie though...I'm not to happy with the stun meter.
No, I am arguing that those games by having a much larger player base their ranking systems have enough bodies to keep the high level players away from the new ones and with enough people they can play nearer their skill level and actually learn thing to skill up to getting to a higher level more naturally. A smoother player gradient can allow better tutorials and teaching guides.
You can't expect some new person just getting continually crushed in something to come back after getting destroyed. On the other hand you can't have people expecting new people to learn their tricks under the old system.
It's a two step system, smoother player gradient plus better guides and the player base will naturally get better.
Don't do that = a great defense for a shit input system. Cmon.
When pro players get overlapping inputs you know its trash. the DF, DF input already killed a portion of my hype. What's next? Corner cross ups?
Oh. That's pretty cool. Wtf is this guy smoking though... nobody wants to see low forward into super in this.not really. check this out: https://youtu.be/y_dTwrtBfOE?t=1m47s
Great seeing solid play this early3 matchs in a 10 minutes video with combos and stuff : http://www.dailymotion.com/video/k6ghGitgjwyTL4bxCte?start=0 (if the video doesn't work, deactivate adblock)
Lighting legs as qc is stupid. Learn to piano pad players.
With stun it effectively means your turn is over. It's just 1 more unessisary advantage to the attacker, if they get you stunned you were already losing, but to make you part of a combo video mid match can be annoying. I see why they added it because you have Daigo and sako who will do some NASTY stuff off stun to destroy people and that brings hype.why?
This move has this range is quite valuable in that it teaches you what move does what and gives you time to familarize yourself with it in the simplest of ways, when a move becomes second nature then when you are challened with another oppenent you know what moves you have and the lag time between learning skills cuts down on information overload which is something I think is way underestmated by fighting game players. Why you think some people auto pilot or play the game in ways that you find dumb?i'd argue that the pve system does very little in aligning with the pvp system so the familiarity is almost entirely wasted beyond "this move has this range". it's actually less effective than someone playing against the computer in any fighting game because the traits of moves don't even carry over to fighting a human opponent
DFO has a nonexistent PvP tutorial. Come on now son.
Lighting legs as qc is stupid. Learn to piano pad players.
Hypothetical: after matchmaking fails to find an equally skilled player for a beginner, it instead loads up ghost AI for them to fight against (and doesn't tell them it's a CPU player). Bad idea? Worst idea?SFV just has to have a much better matchmaking system. SF4's matchmaking is no MKX, but it's still not that good either. The new players are there, even in USF4, but they often dont get matched up with other new players
It doesn't happen in Omega mode (which doesn't have the d/f shortcut) and it doesn't happen in GGXrd. In non SF4 games, you shouldn't be able to get a DP from a crouching position unless they have a shortcut like that.SFV just has to have a much better matchmaking system. SF4's matchmaking is no MKX, but it's still not that good either. The new players are there, even in USF4, but they often dont get matched up with other new players
...but it's not due to the shortcut though
Hypothetical: after matchmaking fails to find an equally skilled player for a beginner, it instead loads up ghost AI for them to fight against (and doesn't tell them it's a CPU player). Bad idea? Worst idea?
Nash not being a charge character totally makes room for Guile to still be in, right?
...Right?
SFV being cross-play online between PS4/PC will definitely help the userbase, but having a good netcode overall should be the priority. In a world with lobbies/netcode like Ultimax/Xrd, SF needs a major improvement because 4's is pretty bad, especially on PSN.
Guile has been searching for charlie forever. From a story standpoint, I see there being no way guile doesn't make it in sfv at some point or another.Nash not being a charge character totally makes room for Guile to still be in, right?
...Right?
Nash not being a charge character totally makes room for Guile to still be in, right?
...Right?
More people playing of differening skill levels would make the match making even stronger. You need a baseline of all the skill levels ramping up in a way to help transition players. That's why I brought up those massive ones, it's the size that helps make their match making even stronger.SFV just has to have a much better matchmaking system. SF4's matchmaking is no MKX, but it's still not that good either. The new players are there, even in USF4, but they often dont get matched up with other new players
Great seeing solid play this early
Not that I'm any kind of SF expert, but I don't see why not when we have V-Skills mechanic that would only further differentiate them. They're already so different now that the only common thread they have is that their projectiles are sonic booms.
With stun it effectively means your turn is over. It's just 1 more unessisary advantage to the attacker, if they get you stunned you were already losing, but to make you part of a combo video mid match can be annoying. I see why they added it because you have Daigo and sako who will do some NASTY stuff off stun to destroy people and that brings hype.
This move has this range is quite valuable in that it teaches you what move does what and gives you time to familarize yourself with it in the simplest of ways, when a move becomes second nature then when you are challened with another oppenent you know what moves you have and the lag time between learning skills cuts down on information overload which is something I think is way underestmated by fighting game players. Why you think some people auto pilot or play the game in ways that you find dumb?
Ryu Parry
Ryu Parry
damn thulius where were you last night
It doesn't happen in Omega mode (which doesn't have the d/f shortcut) and it doesn't happen in GGXrd. In non SF4 games, you shouldn't be able to get a DP from a crouching position unless they have a shortcut like that.
So you should never get an accidental DP from a cr.MK unless let go of crouch, go forward and then do the rest. The shortcut makes it easy to do a DP cancel from a crouching normal when normally it's hard to do (harder than doing crouching normal into fireball motion for sure). But this comes at the cost of you getting a DP when you mean to do a fireball.
Juicebox explains this stuff better than me.
Staying home because I'm a big sleepy baby.
Ok but I still don't understand why you feel the need to do F, DF, QCF over F, DB, QCF. Both will give you a DP in every game if you don't pause before or during the DF/DB. If you do DB instead you might accidentally block something before you cr.MK and you don't have to worry about SF4's shortcut. It's a win/win.
It doesn't happen in Omega mode (which doesn't have the d/f shortcut) and it doesn't happen in GGXrd. In non SF4 games, you shouldn't be able to get a DP from a crouching position unless they have a shortcut like that.
So you should never get an accidental DP from a cr.MK unless let go of crouch, go forward and then do the rest. The shortcut makes it easy to do a DP cancel from a crouching normal when normally it's hard to do (harder than doing crouching normal into fireball motion for sure). But this comes at the cost of you getting a DP when you mean to do a fireball.
Juicebox explains this stuff better than me.
The latter probably seeing as you get advantage off parry, so I'm guessing you cancel the animation when you attack.Do we know if the delay at the end of the final hit actual recovery or just a cool pose sort of thing?
Offline USF4 on PS4 feeling A LOT better tbh
Offline USF4 on PS4 feeling A LOT better tbh
I'm just happy to see that V has a more serious tone.
Ryu Parry
Why? Curious if you know something we don't? I'm also digging the serious tone and would be very disappointed if the game became more tame like SF4.Not for long.
I just like the mash better. In the context of the game though. Bad jump+ air ll is easy escape from fireball punish『Inaba Resident』;167391414 said:Ultra on PS4 got a 2nd patch. Fixes some of the audio issues and input lag apparently.
is there a reason why it shouldn't be qcf?