Shadoken
Member
I'm in the camp of those thinking they didn't publish all they're doing for the next balance patch.
Hopeful thinking. I may eat crow, but one can dream.
Thats what Bonchan thought when he read S2 notes and stuck with Nash.
I'm in the camp of those thinking they didn't publish all they're doing for the next balance patch.
Hopeful thinking. I may eat crow, but one can dream.
Nash is one character that should have had a little more variance though, so I can see where he's coming from. Maybe not hit-and-run full stop, but a little more speed won't hurt him. And the meter stealing mechanic is such a cool thing, it'd be nice if his v-skill was able to be used more so he can get stuff going on a constant basis against non-fireball people.
I just think it's a bit overblown with how often 4 felt like Setup Fighter. I prefer the poker facing of shimmies over the ol' crouch tech or backdash. But I do think the damage in 5 compounds the issue and I do think the game needs more ability to adapt within a match. The way it feels like a coin flip is due to how much can be capitalized off a single mistake (which in the case of CCs in neutral, can feel completely arbitrary).I mean I do think there's variance.
It's just that I think SFV is a game with only one or two answers in many scenarios.
"You flipped the coin the other way," is kinda eh as far as that goes. So is "you flipped the coin 2 milliseconds later" aka almost every shimmy situation's resolution.
I just think it's a bit overblown with how often 4 felt like Setup Fighter. I prefer the poker facing of shimmies over the ol' crouch tech or backdash. But I do think the damage in 5 compounds the issue and I do think the game needs more ability to adapt within a match. The way it feels like a coin flip is due to how much can be capitalized off a single mistake (which in the case of CCs in neutral, can feel completely arbitrary).
I would like more taunts
I would also like taunts that would activate depending on who you are fighting. Like special dialogue if you press the taunt button
I'm all for character specific interactions.
MKX did this really well. All the characters had multiple lines of dialogue in their intros for every potential rival in the roster. The animations were always the same, but still, that's a pretty big undertaking given how large the cast of that game was. Would love to see stuff like that in Street Fighter.
is cammy also a clone? maybe she is just mentally 16
Give Charlie a 3f, make his V-Reversal push him out farther than it does now (and if not at least give him some sort of invulnerability when he comes out of it so he can't be freaking punished for using it), give his V-Skill a little more range so he can use it as a poke the way Karin and Ibuki use theirs (or alternatively, let him cancel into it from one of his more viable target combos; that new one they gave him is kinda whack), let him do jumping sobat backwards like Guile.
1 wrong guess and loose the entire round off a V-Trigger and one EX
By the way, I like how they actually found T hawks wife/girlfriend whatever, and they didn't bother to call T hawk. They find her in the story, no one calls him.
They could do so much with his V skill and Meter steal mechanic. But they are so underused because they arent "Robust" enough.
His Vskill could have done a lot of different things (Like lifesteal ? Meter steal ? ) or something to really add some depth. But Nobody really uses that retarded V skill target combo , coz it only links of one normal. And nobody uses the Vskill outside of Fireballs. Its not even a great poke and its -5.
Am not complaining about Nash as a character , his moveset is great. But his Vskill could have had a lot more depth apart from just "Use this to negate fireballs". He even uses his Vskill more in story mode than in game.
I think the producers just think that delayed wakeup/backroll is enough.
https://youtu.be/cCr5mZFI-50When I found out that Woshige was a Milia player, every problem in this game made sense.
I hope they cancel the 2.5 patch just so Cammy doesn't get that damn air throw.What if they added a forward roll wake-up.
But then it gets animated by the patch crew.
You are missing the point, kinda. And I think I have too, for a while. Thinking about it. changing a bunch of v-skills to do more is just a bandaid on a wound. Let's say we give Nash more stuff to do with his v-skill. That still doesn't solve how he gets dunked because of the lack of defensive options on wakeup.
The problem is, and I think someone put it right pages ago, the game doesn't offer many ways out of a knockdown. It's guess city. And while guesses are a part of fighting games, the lack of overall defense makes it feel like you are always guessing all the time.
SFV also has a lot of character on character specific things leading into other things or to minimize damage. One of the matches on Topanga had Momo take the jab trade because it was a better option for spacing or something. I forgot. The point was, specific stuff like that for defense takes a far higher plane of playing than most people are going to reach.
Like, Nash already has a bunch of great tools. He can steal life, meter, and get v-meter fast by poking you. He doesn't need that much else (besides obvious balance changes). But he needs to be able to work.
The upcoming balance patch addresses this for a good portion of the cast on the toolset side, but still doesn't give enough options for defense. They could easily implement a new wakeup option and solve much of this, and since 4 had it, I don't doubt they are sussing that out now.
I hope they cancel the 2.5 patch just so Cammy doesn't get that damn air throw.
EDIT2: Actually, it was probably the one sided rollback and the fact that the Laura was probably playing from India.
1 wrong guess and loose the entire round off a V-Trigger and one EX
I can tell the difference between Punk and Justin's Karin in SF5. Du and Daigo's Guile. Daigo and Tokido's Ryu. Does anyone even use regular Ressenha outside of Punk? Expression, in terms of fighting games, is how effectively you use the tools within your character's limitations, and that very much exists here.
Got a screenshot? Here's the one I took when I played story on its releaseI played through the story mode again out of boredom, and Gill has a gem on his forehead in the end credits. Was that fixed in a patch or something? I swear it wasn't there when story mode launched.
Got a screenshot? Here's the one I took when I played story on its release
Got a screenshot? Here's the one I took when I played story on its release
1 wrong guess and loose the entire round off a V-Trigger and one EX
how are people still not quick rising this shit in 2017
Ucchedavāda;234109711 said:That was a great interview.
Thanks for sharing!
Wasnt talking about his Tier strength , thats a different discussion. Only about how his V skill could have been more interesting.
He uses it more in story mode that just absorbing FBs to build VGauge. Am just saying the V System was SFV's big thing. Yet its very underwhelming for many characters.
Sometimes taking your time to rise throws off your opponent rythem.
So Capcom had to the time to patch this but P2 still can't accept rematch, ah Capcom and their priorities.
Seth and Akuma were so clearly stronger/more broken than Vanilla Sagat. it's not even close.I just watched this interview, and there is something i couldn't get over, this guy is mad because Balrog is so overpowered yet he was using Sagat during SF4 vanilla O:.
Oh I can easily tell the difference between ChrisG's Guile and Du's Guile.
ChrisG's Guile is far more textbook Guile where as Du's Guile is more in your face. ChrisG's Guile highly favors the st.M pressure over Du. Du is better at Flash Kicks than ChrisG who relies more on the d+HP anti air. Du uses more America's Favorite Punch over ChrisG. In fact Du is overall better at maintaining charges than ChrisG is because he has more experience. But ChrisG has better defense.
And that's more broad differences, there are smaller differences between the two that you can pick up when watching both of them play.
Oh ye of little faith. Daigo's sandbagging is the ultimate form of expression. (one example aside, I do think there's a good amount of variance in playstyles, and in fact a good amount of character variety that the overlap isn't a big issue to begin with)
Don't think I agree with the notion that there is no individuality in playstyles in this game.
*Do* agree with the notion that Balrog is busted as hell (though I wish Bonchan had expressed himself differently when talking about that).
You are missing the point, kinda. And I think I have too, for a while. Thinking about it. changing a bunch of v-skills to do more is just a bandaid on a wound. Let's say we give Nash more stuff to do with his v-skill. That still doesn't solve how he gets dunked because of the lack of defensive options on wakeup.
The problem is, and I think someone put it right pages ago, the game doesn't offer many ways out of a knockdown. It's guess city. And while guesses are a part of fighting games, the lack of overall defense makes it feel like you are always guessing all the time.
Like, Nash already has a bunch of great tools. He can steal life, meter, and get v-meter fast by poking you. He doesn't need that much else (besides obvious balance changes). But he needs to be able to work.
eh, the whole defense problems would be mostly fixed if V-Reversals were actually good
you are spending potentially your most valuable resource, V-bar. it should be a tide turner, but instead if is a complete waste and a huge risk
1 wrong guess and loose the entire round off a V-Trigger and one EX
Most people don't want to spend meter to have a defensive option though. I'd be fine with either or, personally, but I feel like the general populous doesn't want to spend meter to get out of situations (for the most part)
I still like to watch this set from time to time: Daigo vs Sako at Capcom Cup.
https://youtu.be/7t_8zXu3cP0
Damn. That's a Laura alright.
Most people don't want to spend meter to have a defensive option though. I'd be fine with either or, personally, but I feel like the general populous doesn't want to spend meter to get out of situations (for the most part)
well then most people should be getting rightly bullied and rushed on for being so stingy
of course this should go in hand with V-skills giving more meter across the cast -of course, you still need to gain some V-meter from getting hit, so people can gain a V-reversal if they are getting beaten- but making V-Reversals good would be the biggest part in making defense worth it; balacing V-bar gains would be secondary -and not even defense related-
then again, the Nash in the gif posted here gains V-Trigger just before the last grab, and Nash's V-trigger is maybe the best defensive option in the game so nothing needed to change for him to turn that tide