I would like Necalli more if her could cancel his target combo into other moves. Ending JUST with the seismo is kinda... eh. Can't even super cancel it, which feels weird after Cammy had some Super-Cancel only stuff on her Target combo.
I'm perfectly happy with light-to-mediums being gone. It surely shouldn't be universal. Some character who are more speed focused should maybe have it, or maybe stronger characters should have more light combos, weaker ones more heavy button combos. Or V-skill only. But lights into specials feel good, and damaging enough for the low risk a light move presents. Sometimes overly damaging (Ryu getting weaks into fireball into CA hurts SO MUCH)
Medium-to-Medium feels good. Decently speedy, normally great range, normally leave open for more normal attacks after hits. It feels kinda weird that some mediums have crappy range (Standing MK with Necalli, Crouch MP with Mika), but most of the time, there's another normal that makes up for that.
Heavies as spacing used to land Crush Counter also feels great. A risky confirm with a lot of solid payoff. Loved the counterhits back in Alpha, though I never got great at maximizing with them. Here's another chance!
This all mixes well with the crappy range of many throws. Makes weaks for spacing seem even more prevalent and sensible, instead of the be-all-end-all combo starting tool they were in IV.
I kinda love the idea that one of the most combo-strong characters in the game is a "Grappler" for now. Feels very un-streetifghter, but... cool. Refreshing to me.
Yet I still feel the V-system and the out of guard counters aren't really a thing for people yet. Which is nice, because it helps make it feel like there's even more room to grow.
I'm perfectly happy with light-to-mediums being gone. It surely shouldn't be universal. Some character who are more speed focused should maybe have it, or maybe stronger characters should have more light combos, weaker ones more heavy button combos. Or V-skill only. But lights into specials feel good, and damaging enough for the low risk a light move presents. Sometimes overly damaging (Ryu getting weaks into fireball into CA hurts SO MUCH)
Medium-to-Medium feels good. Decently speedy, normally great range, normally leave open for more normal attacks after hits. It feels kinda weird that some mediums have crappy range (Standing MK with Necalli, Crouch MP with Mika), but most of the time, there's another normal that makes up for that.
Heavies as spacing used to land Crush Counter also feels great. A risky confirm with a lot of solid payoff. Loved the counterhits back in Alpha, though I never got great at maximizing with them. Here's another chance!
This all mixes well with the crappy range of many throws. Makes weaks for spacing seem even more prevalent and sensible, instead of the be-all-end-all combo starting tool they were in IV.
I kinda love the idea that one of the most combo-strong characters in the game is a "Grappler" for now. Feels very un-streetifghter, but... cool. Refreshing to me.
Yet I still feel the V-system and the out of guard counters aren't really a thing for people yet. Which is nice, because it helps make it feel like there's even more room to grow.