quantify "shortly"
March.
quantify "shortly"
Was that ever confirmed by an official source, or just based on that shadowy promo image
It's listed on the...content timeline, or what ever it was.
It's listed on the...content timeline, or what ever it was.
Yeah it doesn'tUcchedavāda;199009170 said:That doesn't actually show which character is released when, however.
Yeah, ppl forget about the air SPD in this game.『Inaba Resident』;199009242 said:I think the startup increase in Zangief's SPD makes sense when you look at everything else he has.
Was that ever confirmed by an official source, or just based on that shadowy promo image
Yeah it doesn't
Since the March patch includes gameplay changes, it makes sense for it to come after another CPT event.
That's my logic and I'm sticking to it.
Well we could always decrease the startup, but make it crush counterable like DPs.
The argument of "it was in SF4 therefore it was broken" holds no water because, again, this is a property of SPD that existed in previous SF games. If you did unsafe shit near gief, you got grabbed. Now the grab is so slow that you can just keep your pressure going.
Before, you could do wakeup SPD without much problem, now you need the CA for that. The equivalent argument would be taking away wakeup shoryuken from Ryu just because that existed in SF4.
Grabs as a threat still exist, but let's not pretend the startup frames aren't a huge nerf for him.
Well we could always decrease the startup, but make it crush counterable like DPs.
I'm not a Megaman Legends fan, but why you gotta cut so deep?
What if they kept the startup, but you could combo off of regular SPDs.
As in not from a cancel but a link.
Since they're 5 frame startup they wouldn't combo from anything but a counterhit from a few moves
The argument of "it was in SF4 therefore it was broken" holds no water because, again, this is a property of SPD that existed in previous SF games. If you did unsafe shit near gief, you got grabbed. Now the grab is so slow that you can just keep your pressure going.
Before, you could do wakeup SPD without much problem, now you need the CA for that. The equivalent argument would be taking away wakeup shoryuken from Ryu just because that existed in SF4.
Grabs as a threat still exist, but let's not pretend the startup frames aren't a huge nerf for him.
Ucchedavāda;199010278 said:Zangief's sLP, crLP, and crMP are all +5 on hit.
No, that's the thing about the SPD. What you're describing wasn't as prevalent in most other mainline Street Fighters when you compare to how Zangief was in IV, which again was an atypical take on him. Doesn't help you're seemingly also looking at it in isolation, not taking into account that other trademark special attacks (and sometimes even normals) have similarly been 'nerfed' across the board on a character-to-character basis to keep them in line with the tweaked SPD.The argument of "it was in SF4 therefore it was broken" holds no water because, again, this is a property of SPD that existed in previous SF games. If you did unsafe shit near gief, you got grabbed. Now the grab is so slow that you can just keep your pressure going.
Before, you could do wakeup SPD without much problem, now you need the CA for that. The equivalent argument would be taking away wakeup shoryuken from Ryu just because that existed in SF4.
Grabs as a threat still exist, but let's not pretend the startup frames aren't a huge nerf for him.
Well, to be fair, you couldn't tech throws in SF2, I think you could only press a button to air recover to reduce damage in super turbo. Actually escaping a throw didn't become a thing until SF3.
Not being able to escape throws would make spd useless if it didn't beat normal throws.
SF4 fucked up by having throw techs, but also having spd beating throws. The reward for a command grab should be that you can't escape it, not that it just flat out beats everything else
Whoops read the wrong column. That would be broken then
The Alpha series had standard teching. ST had teching, but it only softened throws rather than escaping entirely (timing was tech-like, not air recovery).
It should beat some things tho; right now it can be stuffed by way too many moves. Even reducing one frame the startup would help.
You can rely on the bigger range, but that leaves you with LP SPD.
No, that's the thing about the SPD. What you're describing wasn't as prevalent in most other mainline Street Fighters when you compare to how Zangief was in IV, which again was an atypical take on him. Doesn't help you're seemingly also looking at it in isolation, not taking into account that other trademark special attacks (and sometimes even normals) have similarly been 'nerfed' across the board on a character-to-character basis to keep them in line with the tweaked SPD.
In V he has other sufficient options to prevent people from putting in that kind of disadvantageous position, so this complaint about his SPD is a moot point.
It should beat some things tho; right now it can be stuffed by way too many moves. Even reducing one frame the startup would help.
You can rely on the bigger range, but that leaves you with LP SPD.
Again, shoryuken, as signature a move as they come, didn't miss its wakeup properties just because they gave Ryu a parry.
Iron Muscle is good, sure, but it doesn't make up for the properties lost by SPD.
This is too good
https://www.youtube.com/watch?v=4vv4X3fp8G0&
This is too good
https://www.youtube.com/watch?v=4vv4X3fp8G0&
Whoops read the wrong column. That would be broken then
They gave all those moves a huge drawback (crush counter), that's the sacrifice they made to keep it's original properties.
It shouldn't "beat" anything. It shouldn't go through any moves. You should use that move on block to set up your offense. You make your opponent guess and read what you're going to do, and you force your will on them. SPD should be used as a tool to punish people. Command grabs shouldn't do that. Command grabs should be used as a tool to promote your offense and expose an opponent's defensive tendencies.
It doesn't' get "stuffed" by anything. You're using the move when you're at a disadvantage in which anything without invincibility frames that is 5 frames or more would get beat regardless.
It'd actually make Zangief a much more solid threat, IMO but I don't know how it would affect the game down the line.
5 Frame start-up actually hurts command grabs with the way the game is currently setup because it makes it harder for grapplers to dissuade folks from using buttons or some frame traps that are slightly negative.
A good example is LP Spinning Mixer for Rashid. He's -2 on it which in SF4 meant a punish but in SF5, it's unpunishable by grapplers because their fastest attack is 4 frames which loses because Rashid can just hit LK afterwards because it has a 3 frame start-up. Only Mika could stop it but at the cost of a trade because her jab is 3 frames. When you combine this with grappler buttons being slower in general, it's pretty rough. That's not taking into account hurtboxes and hitboxes either.
Birdie and Mika make out OK because they have certain strengths to compensate but Zangief kind of gets the short end of the stick.
They don't know whether your connection is throttled or not. All they can tell you is how good your connection is to the person you're connected to, which is what the opponent's connection quality bar is for. In a way, the connection bar is also *your* connection bar.
They can't tell you that. Even if they had some servers out in the wild for you to ping, it'd only tell you how good your connection is to those servers and not to other players.
That's fair, never looked at other users connections as a basis for my own.Ucchedavāda;198976804 said:You don't see the "other player's connection quality". What you see is the connection quality between you and that player, which is a product of the quality of your connection to your ISP, the quality of their connection to their ISP, and the quality of the connection between your respective ISPs going through any number of intermediates.
You could display some quality measure of your own connection by, for example, having the game ping Capcom's servers, but that is liable to be misleading. For example, being far from the nearest server, or having a poor quality route to said server, would result in your having a permanent "low quality" connection" even though your connections to your peers could be flawless. The best option would probably be to ping your ISP regularly, assuming that the game could reliably infer the IPs (via traceroute perhaps), that pings are not blocked, and that your ISP wouldn't mind having people constantly pinging their servers. It's not simple to accomplish in a reliable manner, and only gives you an incomplete picture at best.
Any update for the March update?
"shortly"Any update for the March update?
That tweet is really making me think they're gunna delay it :/
I just want the shop Capcom, pls
If Alex isn't ready yet let him bake but the shop...
The ridiculous thing is that we are waiting for the announcement for a trailer for an update.
The ridiculous thing is that we are waiting for the announcement for a trailer for an update.
Capcom marketingThe ridiculous thing is that we are waiting for the announcement for a trailer for an update.