Maybe I should try him again with this mentality. Sometimes simple changes like that are all it takes to make a character click.One thing to keep in mind is that holding down the button consistently is only useful against certain matchups. You can use the bullhorn as a good tool to deal with some fireballs but most of the time you're gonna wanna hold it after a jump in or as a wake-up in v-trigger.
Rarely worth it as an anti air with the exception of akuma's air fireballs.
Wouldn't that basically make it like a FADC without the white life penalty? At that point they may as well give successful hits after parry counterhits to boot lol.Yes exactly. I wouldn't doubt Capcom doing this for a balance update in the future.
They could solve just about everything, but that would require them to have knowledgeable people on forums and ircs taking all of this stuff into account. The only case like that I know of was with Skullgirls and Mike Z because I experienced it personally. In Capcom's case they're more about trying to make characters play a certain way than they are about trying to make a balanced game, so our input would go only so far even if Ono were making note of everything being discussed in this OT. :/I haven't really been following people's reactions to the balance patch in detail, but it seems to have introduced a lot more issues than it solved, and it seems a lot of people are unhappy with the result. I have seen some complaints about the CC system in general too.
My understanding is that there is supposed to be another balancing before the CPT starts. Do people think Capcom can realistically tweak it that most people complaining would be satisfied? With any steps back the patch has taken(?), is it even possible to address most of the issues people have? My impression is that it's going to take a lot of trial and error tweaking before it lands in a spot that most people like, which may actually be an impossible task.
Nah low barrier execution aint the problem, its the lack of tools for characters. Theres not as many tools for every character. Every character in USFIV had proximity normals (2 sets of moves), special moves galore, a super, FADC and Red FADC, and possibly two ultras.
More tools = more expression.
And in my own opinion saying everyone plays the same is BS. Infiltration in season 1 created the run-away nash while Bonchan played a more offensive/footsies Nash. Daigo played a different Ryu than tokido, and all the chun-lis had different playstyles. Its like saying Ryan Hart and Bonchan played the same Sagat in SFIV. Oh and 1f links are trash.
Yep, this stems from fewer options for some characters. It's harder to be truly expressive with a character that has worse fireballs, limbs and even a worse throw game. Ryu in S1 could be played in different ways because he had that crazy damage, better hitboxes and even throw loops. Now his toolset is a bit more limited. Other characters are this way by default the lower they are on the tier list imo.Back in S1, I always felt like you could easily tell the difference between Tokido's Ryu and Daigo's Ryu, both in terms of style and what tools they were more likely to rely on during a match. Tokido was aggressive, implemented a lot of parries and often tried to go for punishes. Daigo was more defensive, made use of fireballs a lot and often relied on supers to clinch his matches.
So players still lose the points but still decide to RQ, damn, that L must have hit them pretty hard.
Who is Infiltration using?
Edit: Sorry Juri mains. Enjoy her while you can.
How do you know when you need a new stick? Unwanted inputs?
You get bored with the game.
DISCLAIMER:I am a pad player (DS4 to be specific)
I gotta be honest, I'm often glad I'm a pad player. Life would be so difficult if I needed to plop down large sums for sticks as well
I used to play on pad years ago, but I can't go back to it anymore.
I own three sticks and I haven't had the need to replace one...yet
Don't fall prey to the hedonic treadmill!I don't need a new stick, but I want one. Uuuugh, whyyy. aaaahhhhh
In my case, wanted inputs not coming out. My current Qanba has an issue with the upward diagonals where they register rapidly between that and the cardinal directions, so it's made jumping a bit difficult, I'll sometimes walk forward a few steps then jump, it's terrible. I could just get the JLF replaced, but the casing is old and junky at this point, so I'm splurging on a whole new one.How do you know when you need a new stick? Unwanted inputs?
Gief is mostly fun to watch because of hard reads, while that's something Gief has to depend on, you still can have that in a lot of different match ups, Du's Mika vs Champ's Sim was a hell of set mainly due to hype reads from both playersThat's why Akuma and Urien are fun as fuck to watch. But I feel some characters are fun to watch not because of their toolset but how they deal with not having a super diverse one like Gief. Like ita head butting ARs was way cooler than any combo. Doesn't hold true for all characters.
Only game that I felt okay about the shoulder buttons was MK9. NRS games just feel weird to me now in general.I was a pad player until SFV. If given enough time I could go back but I feel like I'd be sacrificing a lot and it'll have to be a pad with six across. Even as a kid I could never do the shoulder button thing.
How long did it take for your stick to kick the bucket?In my case, wanted inputs not coming out. My current Qanba has an issue with the upward diagonals where they register rapidly between that and the cardinal directions, so it's made jumping a bit difficult, I'll sometimes walk forward a few steps then jump, it's terrible. I could just get the JLF replaced, but the casing is old and junky at this point, so I'm splurging on a whole new one.
I wanted to try something with a Noir layout because I just feel too cramped with the closeness of the stick and buttons in the Vewlix layout.
Jesus, that's funny.
About 5 or 6 years.How long did it take for your stick to kick the bucket?
The Street Writer.Some of that talk...how big exactly is the PR team for SFV? And what the hell are they doing?
Not only does it have one frame of invl once the attack start, contrary to the animation, its hitbox is horrible compared to something like Ryu's ex DP which can catch cross ups, it move her forward a lot and end up whiffing some front jump ins because the move doesn't hit behind Juri.
Her DP in that particular instance is just another example of Juri's weirdness. She always stays AA'ing me when I use Karin or Alex, but in special matchups like the one against Bison her reversal might actually get blown up. It's the same thing with her normals, specials and even CA. Depending on the opponent she can feel impossible to deal with or straight up manageable.Jesus, that's funny.
Juri may suck but I find her irritating as fuuuuuuuck to fight. She has these weird ass normals with weird ass ranges.
We've even seen Birdie's chain command grab go right through it. The other day when I was fighting Rocwell I even EX headbutted over her CA at mp headbutt range. Unfortunately I accidentally whiffed the back input and didn't kill him, but it blew my mind that I could actually react to it. She is a weird character.Breh, I'm watching a YouTube video of Infiltration playing Juri vs Akuma. Akuma was in V-Trigger and threw some air fireballs, and Infil tried to punish with Juri's super as they were coming down. The two fireballs freaking ate the entire super. It was amazing.
Definitely not, it doesn't extend higher than her head's hurt box like some of those did in S1, hell, the hitbox doesn't even extend above her arm's hurtbox!Juri is an unusual character to use or fight against in SFV. About the only move she has that works conventionally like it would with other characters is her AA jab. That thing is as solid as S1 Ryu, Necalli or Chun's AA light normals.
Going to start having to filter PC players. Half the time I get matched with one I get a guy using turbo, macros, connection manipulation or a combination thereof.
Ucchedavāda;231043096 said:Why would you use turbo be in SFV? You are giving up control for something that is only useful when you are stunned. And how do you even know they are using turbo or macros?
Ucchedavāda;231043096 said:Why would you use turbo be in SFV? You are giving up control for something that is only useful when you are stunned. And how do you even know they are using turbo or macros?
Replay with inputs on, very obvious.
I just did a strange and dull match.
Felt like I didn't play in forever, so when I got to that ranked match, I'm matched with someone higher, felt a bit dominated, wasn't blocking too much and wasn't placing much hits either. And then I look at the health bars and I always had the advantage. And I got him to derank lol.
Topanga is live:
https://www.openrec.tv/live/topanga_league_en
Gachu-kun just beat Kazunoko 9-7.
Bonchan vs Mago next.
Ucchedavāda;231046094 said:And then you run into somebody with a 65 win-streak, and you gotta wonder: Smurf or cheater?
67 win-streak.
EDIT:
Holy shit, ran into them again and won 2:1! I think I pissed them off, though, cause damn did I receive a mauling after winning the first match. They were a really, really good Necalli, no way they were just gold.
Level down with AFK turbo strays then smurf 65 wins in a row from rookie to gold lol
Ucchedavāda;231043096 said:Why would you use turbo be in SFV? You are giving up control for something that is only useful when you are stunned. And how do you even know they are using turbo or macros?
Because it actually causes the game to lag. Whenever you see someone who mashes out of dizzy or is farming FM in casual
Ucchedavāda;231048234 said:I haven't seen any such thing, either for people mashing out of dizzy or for the rare FM farmer. The game runs normally on my end in either case. And you are the only one I've seen make this claim, so I doubt that it is a common belief, which means that you are unlikely too meet anyone using turbo for this purpose.
EDIT: I'd suggest that we try it out in a lobby, but I believe that you are based in the US, while I am in the EU, which would not make for an good connection in any case.
I'm on PS4, and I can confirm I've seen this happen. Never happens with a stable, 5-bar connection but if the connection is around 4-bars, or more on the rollbacky side, then I've seen matches where the game noticeably starts lagging when they mash to get out of stun.
It's also immediately noticeable against people who use lk turbo in casuals. The game runs well by the start of the match, but by the end of the round it gets incredibly laggy. Noticeable if you end the round with a CA, the sound and the animation became totally out of sync.
Oddly enough, it doesn't lag MY game when I'M the one who tries to mash out of stun so it might be something that only affects the other person but again, I'm not sure.
It still functions better than 90% of the current jabs in the AA department and I've seen it beat crossups (experienced it too).Definitely not, it doesn't extend higher than her head's hurt box like some of those did in S1, hell, the hitbox doesn't even extend above her arm's hurtbox!
Same thing happened to me with an Akuma who I felt just had my number. I was on the defensive the whole fight and was getting little hits here and there while he was catching me with big combos. I was confused to see that I had a life lead near the end and that gave me the confidence to go ahead and beat him in that round, that game and the next game.