jab AA's can still beat crossups, wow.
yeah, it does seem really steep when they've lost the "get off me" factor.
Still the AA trade thing just irks me...it doesn't happen all the time, but the first time a deep AA DP got stuff by a normal I felt like someone just robbed me lol...
It's just not right Capcom...
It just aint
You jumped, I reacted with a SRK motion, I win! No compromises...
Eh, mediocre players ruined some good things in SF with their whining. IMO, SF4 brought in some of the worst fundamental players I've ever seen. And some parts of the game encouraged jumping and less ground-based gameplay. As a result, shitty players get irked when they're not allowed to jump in for free. And Capcom caters to them because it doesn't want to alienate a part of the fanbase.You jumped, I reacted with a SRK motion, I win! No compromises...
Good AA's are essential to promoting good ground-based fighting. The mere threat of an AA should encourage one to use pokes properly and make calculated jumps, as opposed to just jumping in repeatedly until it works. I'd even wager to say that good AA'ing is a crucial factor in elevating a player from decent to very good. And its quite difficult - as evidenced by the fact that even Ryu players were resorting to st. jab because it was much easier than doing the SRK.ElFly said:dunno why DPs should be special about this; fireballs can be blocked or traded with or jumped, charge attacks can be traded with, command grabs don't grab when the opponent is in hitstun OR blockstun but somehow DPs are sacred things that should be effective 100% of the time?
if you didn't time or space correctly, they should be hit
git gud
dunno why DPs should be special about this; fireballs can be blocked or traded with or jumped, charge attacks can be traded with, command grabs don't grab when the opponent is in hitstun OR blockstun but somehow DPs are sacred things that should be effective 100% of the time?
if you didn't time or space correctly, they should be hit
git gud
dunno why DPs should be special about this; fireballs can be blocked or traded with or jumped, charge attacks can be traded with, command grabs don't grab when the opponent is in hitstun OR blockstun but somehow DPs are sacred things that should be effective 100% of the time?
if you didn't time or space correctly, they should be hit
git gud
I kinda understand DP's keeping the CC state because they're invincible after frame 3, so if someone is doing a blockstring that isn't too tight you can still let them jawns fly when you're shook.
I do agree that they should never lose to jump-ins though. Even if you do it early or deep, it should always win. At least the MP DP's.
Time was that a deep DP was "timed right" and a sign of using it properly.
I kinda understand DP's keeping the CC state because they're invincible after frame 3, so if someone is doing a blockstring that isn't too tight you can still let them jawns fly when you're shook.
I do agree that they should never lose to jump-ins though. Even if you do it early or deep, it should always win. At least the MP DP's.
problem with that is that it gives it too good properties on wakeup and on the ground
DPs should not be a meterless, damaging, comboable, get-off-me, instant, invincible, unthrowable move, that also is a good AA
at best they should be like...two of those things
Ok and some kind of bullshit just happened with my points.
First match: It ends, I win it and suddenly we both are rookies and I go from 0 to 65 LP.
Second match: It ends, my opponent won and suddenly we're back to our previous LP, only this time the 65 I had won weren't counted, so it was as if I had lost the first match.
Third match ends: I won and get my points but still the first match hasn't been considered.
As if I needed less motivation to play SFV now...
Edit: Uploading a vid right now, should be up in 30 mins.
problem with that is that it gives it too good properties on wakeup and on the ground
DPs should not be a meterless, damaging, comboable, get-off-me, instant, invincible, unthrowable move, that also is a good AA
at best they should be like...two of those things
Unless you see error 80001 pop up at some point, the points counted. They're just not always updated immediately when the servers start acting wonky again. Common issue. I've had my Fight Money go -180k all the way to 0 at the end of a match because of this stuff.
I know I probably sound like an old record saying this, but look at DPs for Super Turbo. They were exactly this. Meterless, (somewhat) instant, projectile invincible, moves that were pretty good. They weren't the end-all anti-air and they could certainly be traded with in certain instances. The next closest version of these kind of DPs was in Alpha 2, where they got a little bit of their invincible properties back.
SFIV really cranked the DP to 11 and turned them into these crazy omni-reversals that had a gigantic hitbox and could be comboed off of for huge damage. It's made a lot of '09ers think that this is the way DPs should be.
I mean...I agree. But I think the problem here is that you listed AA last. A DP should be the best AA first and foremost.
I know I probably sound like an old record saying this, but look at DPs for Super Turbo. They were exactly this. Meterless, (somewhat) instant, projectile invincible, moves that were pretty good. They weren't the end-all anti-air and they could certainly be traded with in certain instances. The next closest version of these kind of DPs was in Alpha 2, where they got a little bit of their invincible properties back.
Hmm...I dunno, it feels like Guile is perfect, that's what the character is supposed to do, supposed to be a wall, if your defense is good, he's tough to beat. I feel like Capcom nailed him, nailed Chun (just had to tweak her derpy stuff) nailed Nash, etc...and I figured the goal would be to just "nail" everyone. I thought I really wouldn't see many nerfs in S2, because no one felt unbeatable.
Only thing is that the buffer to get them out was very small,(there was no buffer at all iirc, so your reversal timing had to be exact) so it was a real risk to attempt to use it as a get off me move. Doubly so because the input had to be precise, vs now where your input can be messy and still get a DP out.
What you guys think ?
https://www.eventhubs.com/news/2016/dec/27/should-street-fighter-5-receive-another-balance-patch-start-2017-pro-tour-certain-prominent-players-express-it-should/#comments
another patch or no? most seem to agree that another patch is needed.
I'm starting to feel another Laura rant coming on.
The worst character in video-game history. Not even a joke.
Tbh the main reason I exclusively play SFV is because everyone else I know only plays this.Too early for another patch
Not too early to play other games though
This is exactly the trade, though. Safe jumps were harder because of the fear of the dreaded deep reversal DP. For the user, you couldn't just throw out DPs like crazy because of how much smaller the hitbox was while grounded and how tight your inputs had to be in order for it to come out at all.
I bring up SFIV again and how it ruined DPs for everyone.
Edit: Oh, and CvS2 DPs were also really crazy good. How could I forget how insane some of those were...
Tbh the main reason I exclusively play SFV is because everyone else I know only plays this.
But there are so many Fighting games coming out in 2017, I see that changing very soon.
Between Injustice 2, Tekken 7 and MAHVEL, it's gonna be tough(er) for this game.
What you guys think ?
https://www.eventhubs.com/news/2016/dec/27/should-street-fighter-5-receive-another-balance-patch-start-2017-pro-tour-certain-prominent-players-express-it-should/#comments
another patch or no? most seem to agree that another patch is needed.
I wouldn't be against it if it was changed very conservatively. I think the bigger issue is probably that the DLC characters were coming out too late in the season, and the changes were being worked on too early, and the meta never had a chance to really solidify.
Two potential solutions would be to:
1. Make sure all of the DLC characters are released within the first half of the season, and then just release stages, costumes, new modes, and quality of life updates for the rest of the year.
or
2. Have a mid-season patch in addition to the pre-season patch.
I think any more than two balance patches a year would probably cause the competitive scene to erode a bit, though.
Millia from guilty Gear makes Lauras mixups look comically poor.
problem is that the current model is too conservative tho; waiting until next year CPT ends for another round of changes is crazy times too
mid season patch would be best, tho I'd still think that a S2 correction should happen before that
Millia from guilty Gear makes Lauras mixups look comically poor.
It's impossible to balance all characters....
....that being said, if some were even or top tier, the game would not be fun for a lot of people. It would not surprise me at all if they have in mind to never make Zangief or Fang top tier.
Mika was probably a mistake. We'll see how Laura goes .
He's still in the pocket but as it stands, not gonna use him all that much. He just isn't FUN in this version for some reason....Your avy. No more FANG?
It's impossible to balance all characters....
....that being said, if some were even or top tier, the game would not be fun for a lot of people. It would not surprise me at all if they have in mind to never make Zangief or Fang top tier.
Mika was probably a mistake. We'll see how Laura goes .
Yeah, the more I think about it, the more a mid-season patch seems like the best solution, even if it would have to exclude that season's DLC characters.
Honestly, I wish they just went back to the ST model for DP's. Really good as an AA, risky for everything else. Those that like to have their get out of jail free card when being pressured still have it, but it's a real risk and you have to actually put in work with your timing to have any sort of consistency.
?
I believe they changed it for 2 reasons.
One, as you mentioned, is to allow command normals to come out without having to worry about charge moves coming out instead.
Second is to remove the (probably) unintended side effect of command normals being comboable/cancellable into d+u charge moves, like Urien's f+mp into headbutt or Alex's st.mp into stun gun.
I enjoy the idea of 7-3 or worse matchups, even if I'm playing the losing side. To me it emphasizes the chess-like nature of SF. I enjoy figuring out bad matchups and even being forced to counter-pick, which is a strategy in itself.
Yes to a new patch, the balance of this game is pure shit...
I enjoy the idea of 7-3 or worse matchups, even if I'm playing the losing side. To me it emphasizes the chess-like nature of SF. I enjoy figuring out bad matchups and even being forced to counter-pick, which is a strategy in itself.
Millia from guilty Gear makes Lauras mixups look comically poor.
which is a huge problem cause in S1 most were useless the whole season. I think Guile was viable? and that's it
maybe the mid season patch can be something that mostly touches with nerfs/buffs the new characters. if only to balance the one or two guys that are gonna be launched in Q1 2017, who'd have to otherwise wait until late 2017 to be reasonable
I honest think that the S1 characters were intentionally weak because they didn't want to patch them mid year, and could not risk them being OP
How's that Season 2 Bison?
LOL
Tbh the main reason I exclusively play SFV is because everyone else I know only plays this.
But there are so many Fighting games coming out in 2017, I see that changing very soon.
Between Injustice 2, Tekken 7 and MAHVEL, it's gonna be tough(er) for this game.
you obviously have no idea of what git gud implies if you've reached that conclusion. A deep DP on an airborne opponent is timing it correctly. What are you talking about?dunno why DPs should be special about this; fireballs can be blocked or traded with or jumped, charge attacks can be traded with, command grabs don't grab when the opponent is in hitstun OR blockstun but somehow DPs are sacred things that should be effective 100% of the time?
if you didn't time or space correctly, they should be hit
git gud
Some DP's were a poke in ST breh