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Street Fighter V |OTVI| The More I Know, The Worse I Play

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reveal at least one new character, capcom pls. after almost a year and a good amount of dlc, I still can't find a character that clicks for me.
 
there's no guarantee it is gonna be available for me when it is available for ps4 users tho

if it happens it is just gonna be good luck, not careful planning from capcom

It's already on steam, and steam generally doesn't put up dlc for prepurchase unless the game itself isn't out yet, in most cases you are just going to have to be patient and wait, nothing "luck" about it.
 
So .... guess ill stick with Urien good lord looks like buffs all around. Got a cross up now and an aa that can juggle into more damage with his cr hp. More health and aegis does more damage..... lmao thanks Capcom. Also his standing HK looks like a ridiculously good aa also. No more jumping in for free on Urien .

We gonna eat in season 2!
 
Yeah some of these changes need to have real world applications before we start claiming time of deaths.

Honestly I'm not sure.

Right now I'm having fun with Mai and Yuri in KOF XIV, but that game is not easy and I'm a total scrub.

Well, what character clicked with you the most?
 

Edzi

Member
Nerfs to Alex's elbows are the worst thing I've read so far. I guess he wasn't meant to be throwing them out that much, but man was it fun. :(
 
Nerfs to Alex's elbows are the worst thing I've read so far. I guess he wasn't meant to be throwing them out that much, but man was it fun. :(

I'm not sure what kind of character they want him to be in this game. Oh well I still have fun with him anyways. I still got those Urien buffs, Guile is relatively the same, and Akuma drops tomorrow so I'm happy. Might pick up claw again too.
 
Some part of me wants to just drop everyone and just use akuma + the new characters as they drop.

Might as well put some time learning them instead of relearning mika.
 

Sayad

Member
It's not really a hard combo to drop. The guy I was facing was a lag switching but it also happens offline. I was able to this in training mode and gotten the same result but after doing the CA, Nash's combo started to link normally.

Yes! Lag switching while also mashing CA does sound like a more logical explanation than you just droping the combo.
 

Wallach

Member
I'm not sure what kind of character they want him to be in this game. Oh well I still have fun with him anyways. I still got those Urien buffs, Guile is relatively the same, and Akuma drops tomorrow so I'm happy. Might pick up claw again too.

The Alex changes are pretty weird, yeah. The elbow nerfs are pretty tough to swallow, his supplementary tools seem even shittier than before.

Vega's changes are really interesting. Claw stance is now much better at space control with QCB HP being a big ass AA with juggle opportunity. His LK roll also now puts you into a clawless command throw mixup I think. He's gonna be even trickier to deal with.

I'm also a little scared off all those "+2 on block" notes for Zangief. He isn't going to have much easier time getting in, but when he does he now has all sorts of new buttons that put you into SPD mixups on block. And now he can sit and gain meter for headbutting projectiles on the other side of the screen, so that is less of an option against him. I'm curious to see how much bigger Lariat is now.
 
This part makes no sense. The CA came out but the combo linked? What.

After the first CA, I was able to link Nash's Combo properly without Ryu activating CA. This was Nash being recorded to do Ex Moonsault xx Cr.MP while I was mashing Ryu's CA. This also happened when doing Nash's target combo after a moonsault. I don't know what's people deal in this thread thinking I can't combo like LTG when doing combos was something I do waiting for matches since SF4.

The game is not perfect.
 

Csr

Member
It's not really a hard combo to drop. The guy I was facing was a lag switching but it also happens offline. I was able to this in training mode and gotten the same result but after doing the CA, Nash's combo started to link normally.


Cr.HP does link to B.MK. This is a combo I always do before going online.

St.mk doesn't have much range, it whiffs in similar situations from neutral jump ins. It happens often. In these cases mp is better or do a closer neutral jump in or a forward jump in so you land closer.
 

Lulubop

Member
After the first CA, I was able to link Nash's Combo properly without Ryu activating CA. This was Nash being recorded to do Ex Moonsault xx Cr.MP while I was mashing Ryu's CA. This also happened when doing Nash's target combo after a moonsault. I don't know what's people deal in this thread thinking I can't combo like LTG when doing combos was something I do waiting for matches since SF4.

The game is not perfect.

But you are. Ok DSP
 
DHALSIM
Vitality:
 Increased vitality 900 to 925
Hurtbox:
 Adjusted hurtbox when changing direction while crouching
Forward Throw:
 Increased recovery on-hit 5F
 Reduced damage 120 to 110
 Reduced stun 170 to 120
 Reduced CA meter gain
Back Throw:
 Fixed issue where distance to opponent after throw was different depending on if you are in the
corner or mid screen.
Standing LP:
 Increased hitbox size during 2~3F of active frames
 Increased hurtbox up and forwards during first active frame
 Increased distance airborne opponents are knocked back when hit
Standing LK:
 Changed startup 5F to 4F
o Reduced duration of entire move 1F
Standing MP:
 Changed advantage on-hit ±0F to +2F
 Increased size of hitbox upwards
 Now CA cancellable
 Reduced size of hurtbox in downward direction during active frames
Standing MK:
 Changed advantage on-hit ±0F to +2F
 Increased size of hitbox forward
 Now CA cancellable
 Reduced size of hurtbox in upward direction during active frames
Standing HP:
 Changed startup 20F to 16F
o Added hurtbox to arms before they are fully extended, fully extended hitbox starts at
18F
 Changed projectile invincibility frames on his upper body during this move 17~33F to 15F~35F
 Now CA cancellable
Standing HK:
 Changed startup 16F to 15F
o Reduced duration of entire move
 Changed advantage on-hit -3F to +4F
 Now CA cancellable
Crouching LP:
 Rapid cancellable now only into Crouching LP
 Increased hit pushback
 Increase block pushback
 Increased active frames 2F to 3F
Crouching LK:
 Increased size of hurtbox upwards during 5F~16F
o The part that was increased has projectile invincibility
Crouching MP:
 Increased damage 60 to 70
Crouching MK:
 Increased damage 50 to 60
 Changed advantage on-hit -3F to -2F
 Changed advantage on-block -8F to -7F
 Increased size of hurtbox upwards during 4F~20F
o The part that was increased has projectile invincibility
Crouching HP:
 Changed startup 8F to 9F
o Increased duration of entire move
Jump HP:
 Changed startup 7F to 9F
 Reduced size of hitbox
Yoga Upper (4MP):
 Changed advantage on-hit +3F to +4F
 Changed advantage on-block ±0F to +1F
 Increased size of hitbox in backwards direction
 Moved character's center point forward during this move
o Adjusted the position of hurt/hit and collision box to match
Yoga Anvil:
 Increased size of hitbox forwards
 Changed so no longer moves backwards during startup
V-Skill (Yoga Float) (neutral):
 Increased and standardized V-Gauge meter gain on all follow up moves
o No change to drill kick or yoga gale
 Changed hurtbox on feet during 14F~17F to projectile invincible hurtbox
V-Skill (Yoga Float) (forward):
 Increased and standardized V-Gauge meter gain on all follow up moves
o No change to drill kick or yoga gale
V-Trigger (Yoga Burner):
 The fire carpet now also does damage to downed opponents
 Startup of recoverable damage hitbox is faster
V-Reversal (Yoga Mala):
 Changed startup 15F to 16F
 Changed hit and projectile invincibility time from 1F~23F to 1F~30F
 Changed distance and recovery on-hit
Yoga Teleport:
 Increased hurtbox during motion 1F~3F to 1F~4F
Here you go. Dhalsim changes.
 

Vice

Member
Can someone quote Dhalsim's changes? Getting an error trying to download the .pdf on Capcom Unity.

Here you go.

DHALSIM
Vitality:
 Increased vitality 900 to 925
Hurtbox:
 Adjusted hurtbox when changing direction while crouching
Forward Throw:
 Increased recovery on-hit 5F
 Reduced damage 120 to 110
 Reduced stun 170 to 120
 Reduced CA meter gain
Back Throw:
 Fixed issue where distance to opponent after throw was different depending on if you are in the
corner or mid screen.
Standing LP:
 Increased hitbox size during 2~3F of active frames
 Increased hurtbox up and forwards during first active frame
 Increased distance airborne opponents are knocked back when hit
Standing LK:
 Changed startup 5F to 4F
o Reduced duration of entire move 1F
Standing MP:
 Changed advantage on-hit ±0F to +2F
 Increased size of hitbox upwards
 Now CA cancellable
 Reduced size of hurtbox in downward direction during active frames
Standing MK:
 Changed advantage on-hit ±0F to +2F
 Increased size of hitbox forward
 Now CA cancellable
 Reduced size of hurtbox in upward direction during active frames
Standing HP:
 Changed startup 20F to 16F
o Added hurtbox to arms before they are fully extended, fully extended hitbox starts at
18F
 Changed projectile invincibility frames on his upper body during this move 17~33F to 15F~35F
 Now CA cancellable
Standing HK:
 Changed startup 16F to 15F
o Reduced duration of entire move
 Changed advantage on-hit -3F to +4F
 Now CA cancellable
Crouching LP:
 Rapid cancellable now only into Crouching LP
 Increased hit pushback
 Increase block pushback
 Increased active frames 2F to 3F
Crouching LK:
 Increased size of hurtbox upwards during 5F~16F
o The part that was increased has projectile invincibility
Crouching MP:
 Increased damage 60 to 70
Crouching MK:
 Increased damage 50 to 60
 Changed advantage on-hit -3F to -2F
 Changed advantage on-block -8F to -7F
 Increased size of hurtbox upwards during 4F~20F
o The part that was increased has projectile invincibility
Crouching HP:
 Changed startup 8F to 9F
o Increased duration of entire move
Jump HP:
 Changed startup 7F to 9F
 Reduced size of hitbox
Yoga Upper (4MP):
 Changed advantage on-hit +3F to +4F
 Changed advantage on-block ±0F to +1F
 Increased size of hitbox in backwards direction
 Moved character's center point forward during this move
o Adjusted the position of hurt/hit and collision box to match
Yoga Anvil:
 Increased size of hitbox forwards
 Changed so no longer moves backwards during startup
V-Skill (Yoga Float) (neutral):
 Increased and standardized V-Gauge meter gain on all follow up moves
o No change to drill kick or yoga gale
 Changed hurtbox on feet during 14F~17F to projectile invincible hurtbox
V-Skill (Yoga Float) (forward):
 Increased and standardized V-Gauge meter gain on all follow up moves
o No change to drill kick or yoga gale
V-Trigger (Yoga Burner):
 The fire carpet now also does damage to downed opponents
 Startup of recoverable damage hitbox is faster
V-Reversal (Yoga Mala):
 Changed startup 15F to 16F
 Changed hit and projectile invincibility time from 1F~23F to 1F~30F
 Changed distance and recovery on-hit
Yoga Teleport:
 Increased hurtbox during motion 1F~3F to 1F~4F
 
Lol
Bye

Nerfs for him are kind of weird but let the meta breathe fam.

Damn Nash got rekt. He deserved some nerfs but not this bad. Guess it's Akuma and Birdie for me from now on, gonna miss ol' Charlie :(

Nash is gonna be fine. He got some nerfs and some buffs as well. No character got totally gutted.

EDIT: Beaten like a dog by a fellow Rose player.

EDIT x2: And a Nash player.

Did Trump win all over again? Did my childhood dog die for a second time?

Because it kind of feels that way.
 
EDIT: Beaten like a dog by a fellow Rose player.

EDIT x2: And a Nash player.

Too easy.

And while I am complaining about Nash right now, I love the character too much to not eventually keep playing him occasionally, because he's still a very fun character design for me.

Also is it me, or was there no reason for Guile to be buffed out the wazoo like he was? This character was already amazing, and Du was giving everyone a taste of what he can do and he remained unexplored for a while.
 

Csr

Member
I think they went overboard with the Nash nerfs. They should have nerfed m.scythe and vtrigger, make the dash animation more noticeable but they kept going and nerfed it feels like almost everything he has.

Akuma it is then.
 
Did they even nerf the jab AA on all characters? Even characters with out Jab AA can hit Nash out of the air out of a Neutral Jump, including Nash.
 
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