TheSpoiler
Member
E Ryu was boring because people did the same shit with him every round. But to be fair that was at the end point of SF4 life
How is this different from any SF game?
In SF2, if your fireball gets jumped, you LOST THE ENTIRE ROUND.
No exaggeration. You'd get stunned by the jump in combo, then killed by the stun combo.
The lack of proper anti airs/damage from AAs bothered me more.
And the DP nerf isn't helping on that front.
They can keep the DP nerf since a ton of characters are benefiting from it. Just buff AAs across the board and buff v-reversals and the four lowest tier characters and baby we got a stew going!
fixed that for you
Let's be real, the main reason SFV sucks is because it's too much like 2 but with input lag.
He doesnt look anything like any of the silhouettes though
How is this different from any SF game?
Jump ins will always do more damage than the fireball itself.
Always have, always will.
In SF2, if your fireball gets jumped, you LOST THE ENTIRE ROUND.
No exaggeration. You'd get stunned by the jump in combo, then killed by the stun combo.
Nope. This is still GOAT.
So, technical question:
I knock you down, you wake up with a 3 frame jab and I go for a meaty throw. The first two frames after wake-up are throw invincible. Is this pretty much a 1 frame input?
Or I guess it's 2 frames, since throws have 2 active frames!?
That would explain why I'm having such a hard time doing meaty throws.
But you're such a fanboy for this game, I don't know why I bother responding.
Fireballs were good. They did damage, they had less recovery, more block stun, more chip, they moved faster.
Fireballs suck now. They have tons of recovery, they're slow, they do very little damage and chip.
But you're such a fanboy for this game, I don't know why I bother responding.
Word. My go to outfit for Laura
TLD is actually the only one employed at Capcom's PR department
I've mentioned this before but they did something pretty clever with FANG's upballs. Personally I think it's to compensate for his st.hk being slower but regardless, they made it so that while in V-Trigger the balls are spaced further apart so that the overall period of blockstun/hitstun is higher. Makes it much easier to get a setup or hitconfirm off of EX poison balls cancel into dash or medium/far upballs cancel into EX slide.FANG could use help I think
In general, the fireballs have become less about zoning in some cases and more about suiting the playstyles, but some characters don't get that benefit. Especially poor Ryu. A few characters should be allowed to straight zone with it though.
omg
So, I'm like looking this up npw. Cody is a drug addict in streetwise? uh
Agreed with all this.If I had to modify the fireballs in this game, it'd be per character. Depending on the character, it's a completely different usage than in previous games. Like Laura's is obviously more for setups and defense than straight zoning. I wouldn't touch that one.
But Ryu's deserves some more hitstun and a little bit more damage maybe? For Akuma, I'd keep everything the same since it's mostly for combos and long range pokes, BUT I'd increase the stun damage. Did you know that the longer the fireball goes, the more stun it builds? Increase that. Give it more utility in that regard.
Guile's is a little strong, but Nash should get his reversed to how it was I think.
Urien's is fine as it is. FANG could use help I think. And so on.
In general, the fireballs have become less about zoning in some cases and more about suiting the playstyles, but some characters don't get that benefit. Especially poor Ryu. A few characters should be allowed to straight zone with it though.
If I had to modify the fireballs in this game, it'd be per character. Depending on the character, it's a completely different usage than in previous games. Like Laura's is obviously more for setups and defense than straight zoning. I wouldn't touch that one.
But Ryu's deserves some more hitstun and a little bit more damage maybe? For Akuma, I'd keep everything the same since it's mostly for combos and long range pokes, BUT I'd increase the stun damage. Did you know that the longer the fireball goes, the more stun it builds? Increase that. Give it more utility in that regard.
Guile's is a little strong, but Nash should get his reversed to how it was I think.
Urien's is fine as it is. FANG could use help I think. And so on.
In general, the fireballs have become less about zoning in some cases and more about suiting the playstyles, but some characters don't get that benefit. Especially poor Ryu. A few characters should be allowed to straight zone with it though.
Artwork of Cody's brother, Kyle just got posted on the CFN. He's blonde (bc of course he is). I kinda think he looks like the 3rd person in the season pass image.
http://game.capcom.com/cfn/sfv/column/131447
Fireballs were good. They did damage, they had less recovery, more block stun, more chip, they moved faster.
Fireballs suck now. They have tons of recovery, they're slow, they do very little damage and chip.
I forgot all about Karin. She was suppose to me my second character but never got the chance to developer her. She needs buffs, especially her CA juggle in the corner.
Guile is Overhyped
Karin is probably better than chun
SF2 didn't have white life. In SF5, you can maintain white life build-up even at full screen if you have a fireball.
And, if a fireball clips someone who has white life built up, then that fireball might do MORE damage than in previous games.
People always ignore white life when discussing the meta of this game. They shouldn't. It's real. Next time you watch a match, pay attention to how frequently someone gets hit with lingering white life. It adds up.
Especially with a character like Ryu, who can build up white life very easily with his bnb block strings. Then there's his new cancellable b+hk, which makes building up white life even easier.
I'm not saying Ryu is top tier, maybe he is low. But, you can't compare "fireballs" from game to game without taking EVERYTHING into account.
BTW, many of the best characters in the game are characters with strong projectile based game plans. Guile, Urien, Rashid, even Laura....
So, it's always a little odd when people claim 'fireballs suck' in SF5.
Yeah, but unlike many other characters she doesn't really get too much off of them and they nerfed st.lk and st.mk pretty severely.IDK I think Karin's great buttons make up for her other faults.
Yeah, that's probably true.Karin is probably better than chun
Chun's lk AA is way worse now.Chun still has her pokes and LK AA
SF2 didn't have white life. In SF5, you can maintain white life build-up even at full screen if you have a fireball.
And, if a fireball clips someone who has white life built up, then that fireball might do MORE damage than in previous games.
People always ignore white life when discussing the meta of this game. They shouldn't. It's real. Next time you watch a match, pay attention to how frequently someone gets hit with lingering white life. It adds up.
Especially with a character like Ryu, who can build up white life very easily with his bnb block strings. Then there's his new cancellable b+hk, which makes building up white life even easier.
I'm not saying Ryu is top tier, maybe he is low. But, you can't compare "fireballs" from game to game without taking EVERYTHING into account.
BTW, many of the best characters in the game are characters with strong projectile based game plans. Guile, Urien, Rashid, even Laura....
So, it's always a little odd when people claim 'fireballs suck' in SF5.
Chun's lk AA is way worse now.
Fireballs are just different in SF5. What made them good in ST? Well, block stun, push back, damage, chip damage, and the fact that neutral jumping was very tight on timing. Then, you had other things like trip guard which led to some really nasty patterns. Also, AA's were invincible, had high damage, and it was much easier to space yourself so that you could AA immediately after throwing the fireball.
How does SF5 compare? Well, Guile is really the only zoner that plays SF2. He's got the recovery to be able to AA right after a jump. But that's where it ends. Ryu does not throw fireballs in the same way, he uses them more as an offensive poke right outside poke range. Akuma does this, too. Laura uses her fireball for setups, not keep-away. Urien can throw plasma but in reality he's normals first before projectiles.
The first thing I ask myself to see if a fireballer is good is "how easy does this character zone grapplers out?" If you can't zone grapplers then your fireball game is not your strength (see: Akuma, who gets mauled by Zangief).
Yeah that's not true. Go into training mode and try to reliably anti-air different jump-ins with it. It doesn't work anymore. Not like in season 1.And Nash's Jump in normals are way worse that it negates the Jab AA nerf.
No SF game is perfect, but which one is most flawed depends on your personal likes and dislikes as a player.
I like III and V most cuz I enjoy their pacing and system mechanics a lot, and IV least due to its incredibly slow speed most of the time and the over-importance of Focus Attacks/FADCs as a mechanic. Not everyone's gonna feel that way, but that doesn't make either of our opinions any less valid.
No SF game is perfect, but which one is most flawed depends on your personal likes and dislikes as a player.
I like III and V most cuz I enjoy their pacing and system mechanics a lot, and IV least due to its incredibly slow speed most of the time and the over-importance of Focus Attacks/FADCs as a mechanic. Not everyone's gonna feel that way, but that doesn't make either of our opinions any less valid.
I love SF5. Game is fun, but it's flawed, especially after S2. I think a lot of people put up with shit in S1 because it was S1, and we thought we'd get huge changes. We didn't, and now people aren't as understanding because we have to live with this for at least another year.
Lone Dragon acts like it's his mother and has to defend it whenever anybody says something negative.
Lone Dragon acts like it's his mother and has to defend it whenever anybody says something negative.
It's a little weak to label all of his posts as just this, his previous posts actually had some good discussion material in it, it wasn't even a post of praise or anything.
Yeah, I think Ryu would be fixed with a few more pixels of range on his cr.mk.the ryu fix is simple: give him non stubby normals. just extend the hitbox a little across the board, just so it doesn't look out of place with the animations and he is a powerhouse
invincible meterless dp should be gone for good, tho. ryu coasted on that cheap shit for far too long