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Street Fighter V |OTVIII| New Delayed Generation - Controversial Inputs

JusDoIt

Member
The only reasonable nerf to Laura's knee is less pushback on block so normals that can punish it don't get pushed out of range.

Or, you know, make normals less stubby in general.
 

Skilletor

Member
The only reasonable nerf to Laura's knee is less pushback on block so normals that can punish it don't get pushed out of range.

Or, you know, make normals less stubby in general.

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Deleted member 471617

Unconfirmed Member
As a single player off-line gamer, is the story mode worth playing?

I just finished Injustice yesterday, bought Injustice 2, rented MKX from GameFly and figured, why not check out SFV as well since im on a fighting game binge/fix. Thanks.
 

Bob White

Member
My first Ranked set of the day (Abigail vs. Guile). The game insists on giving me bad MUs when I play this guy; I uploaded this one because I felt it was fun. The frustration of trying to get in is palpable, as is the catharsis of finally doing so.

I never paid much mind to the pushback of Guile's blocked Sonic Booms until I started playing Abigail, where how problematic it is is REALLY felt. It's pretty crazy, actually.

IM STILL THE DADDY said in his Bornfree interview that he thought LP booms were way too slow. Which is interesting because I never really thought that. But here I'm seeing one of the better Guile players say it openly which makes me think they all know how bullshit it is lol.

The slowness of the boom, combined with the push back, is some dev cooked in "we want guile to be good" shit.
 

SephLuis

Member
As a single player off-line gamer, is the story mode worth playing?

I just finished Injustice yesterday, bought Injustice 2, rented MKX from GameFly and figured, why not check out SFV as well since im on a fighting game binge/fix. Thanks.

Not really. I'm a big SF fan, but the story was ridiculous. It was worth my time because of the sheer absurdity of everything and some funny moments.

If you're looking for a story mode worth playing, pick Guilty Gear Revelator. It's one big movie (no fighting, just cutscenes), but there's plenty of single player content in the package.

The story itself continues from Guilty Gear Sign, which also had a story mode, but there's enough of a recap so you aren't completely lost.
 

XenoRaven

Member
I still remember getting the beta, going into training mode as Chun, doing a low forward, watching her toes clearly hit Ryu's foot but not actually trigger a hit, then thinking "uh ohhhhhhhh".
 

JAXXX

Member
Some people won't be happy until she's out of the game. I can't take Laura haters seriously most of the time. They want her to be as trash as possible so they don't have to struggle when they come across a competent Laura player on CFN.
.

LOL!!! my thoughts exactly...
 

Zackat

Member
I still remember getting the beta, going into training mode as Chun, doing a low forward, watching her toes clearly hit Ryu's foot but not actually trigger a hit, then thinking "uh ohhhhhhhh".
Is this the only fighting games where hurt boxes and hitboxes aren't matched directly to their anatomy? Is this some crazy thing that's only in SFV? I legitimately don't know because I am a fighting game noob for the most part.
 

Vice

Member
Is this the only fighting games where hurt boxes and hitboxes aren't matched directly to their anatomy? Is this some crazy thing that's only in SFV? I legitimately don't know because I am a fighting game noob for the most part.
Not at all. It is in other fighting games as well.
 
Yup, It's a thing in a lot of other fighting games.

Difference is though that the REALLY bad stuff does tend to get fixed in this day and age of online patches. SFV is perhaps the one (modern) example of hitboxes being consistently weird.
IM STILL THE DADDY said in his Bornfree interview that he thought LP booms were way too slow. Which is interesting because I never really thought that. But here I'm seeing one of the better Guile players say it openly which makes me think they all know how bullshit it is lol.
You know something is bullshit when even the people who play the character say it's too strong.

"Ryu does a little too much damage" Tokido while kicking ass with Ryu in S1

"Ken's throw loops are kinda cheap" BigBird after beating Problem X in that intense Grand final of that European event.

"I picked Ibuki because she is cheap and I like cheap characters" Xian
 
My first Ranked set of the day (Abigail vs. Guile). The game insists on giving me bad MUs when I play this guy; I uploaded this one because I felt it was fun. The frustration of trying to get in is palpable, as is the catharsis of finally doing so.

I never paid much mind to the pushback of Guile's blocked Sonic Booms until I started playing Abigail, where how problematic it is is REALLY felt. It's pretty crazy, actually.
I've been getting washed playing Abigail on casual. Accidentally went into a ranked match with Abigail because I forgot to switch my battle settings and won lmaooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

im like 3/20 with abigail in casual but won when it mattered lmaooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

Laura needs buff imo.

Healing v-trigger in S3 pls

see someone gets it
 

hey_it's_that_dog

benevolent sexism
As a single player off-line gamer, is the story mode worth playing?

I just finished Injustice yesterday, bought Injustice 2, rented MKX from GameFly and figured, why not check out SFV as well since im on a fighting game binge/fix. Thanks.
Some people will say it was entertainingly bad but I'm going to vote that it was boringly bad and absolutely not worth your time as a rental. I played it for the fight money rewards. You'd have more fun with it watching it on YouTube. The load times are so long and so frequent that they completely destroy any semblance of storytelling or pacing. It's just a bunch of dumb shit that happens with dumb looking characters saying dumb things to each other.

As an introduction to SF gameplay it kind of works because you play every character but it's one round fights and the AI is either nonexistent or very hard.
 
Yup, It's a thing in a lot of other fighting games.

Difference is though that the REALLY bad stuff does tend to get fixed in this day and age of online patches. SFV is perhaps the one (modern) example of hitboxes being consistently weird.
You know something is bullshit when even the people who play the character say it's too strong.

"Ryu does a little too much damage" Tokido while kicking ass with Ryu in S1

"Ken's throw loops are kinda cheap" BigBird after beating Problem X in that intense Grand final of that European event.

"I picked Ibuki because she is cheap and I like cheap characters" Xian

That's not always true. Gundam is still sitting on some bullshit with their DLC characters and refuse to correct the tracking on many moves causing tons of whiffs. Tekken has been out for years in the arcade with tons of updates and still has super suspect hitboxes and glitches. Even GG has a few off kilter things I see on twitter from time to time. No fighting game is truly safe save maybe VF?
 

mbpm1

Member
The best way to nerf Laura's st mk us to take it away and give it to kolin

iDom is the only dude I've seen who can consistently interrupt Punk's sHP > command dash. Like, damn.
I don't think you can though

I thought it was a true blockstring from st hp as in if you use a 3 frame jab you'll trade with an automatic shoulder and she gets a trade combo. So punk uses it liberally and then some time does a st hp to dash to get a mixup
 
Sfv just needs like two patches per year including the seasonal patch. It should be know at what point it's coming, but enough time so that knee jerk responses don't ruin anything. Nothing super crazy, just slight adjustments here and there.
 
iDom is the only dude I've seen who can consistently interrupt Punk's sHP > command dash. Like, damn.

The way Punk uses her command dash is really interesting.

Generally Punk uses it and does it empty to continue pressure up close. Sometimes he just goes straight into Orochi/shoulder on block. When you try to knock her out of the Orochi, Karin sometimes will trade into massive damage off of the conversion that Punk hits consistently, after you get hit by that once, you'll probably decide to never try contest it again.

But if he does an empty command dash off a button, you're free to press buttons in-between and punish Karin for it. The risk/reward is there in using it, it just usually goes unchecked. When you decide to check it, it trades into st.HP into ggs
 
Honestly though don't talk to me about balance when hot scramble gets a slight nerf and is still busted but my boy GP02A gets nothing when he needs it.

Can't even land a nuke these days smh.
 

ElFly

Member
Is this the only fighting games where hurt boxes and hitboxes aren't matched directly to their anatomy? Is this some crazy thing that's only in SFV? I legitimately don't know because I am a fighting game noob for the most part.

not at all

but this is more noticeable in SFV because most characters have stubby limbs, so most normals have p short range, which makes the problem worse

which is why everyone should just play Zangief instead. he has great, long normals
 
As a single player off-line gamer, is the story mode worth playing?

I just finished Injustice yesterday, bought Injustice 2, rented MKX from GameFly and figured, why not check out SFV as well since im on a fighting game binge/fix. Thanks.
I liked it, prolly liked mkx's a tiny bit more just for the special minigame mechanics that pop up.
 
Is this the only fighting games where hurt boxes and hitboxes aren't matched directly to their anatomy? Is this some crazy thing that's only in SFV? I legitimately don't know because I am a fighting game noob for the most part.

Obviously not, but there must have been some sort of disconnect between the animation/modeling team and the gameplay teams at some point in development, since a lot of animations from the base game aren't completely representative of the actual move properties.

In case you're wondering, NRS is the only FG dev I know of that uses collision based hit detection rather than explicitly coded hitboxes.
 

Pompadour

Member
Obviously not, but there must have been some sort of disconnect between the animation/modeling team and the gameplay teams at some point in development, since a lot of animations from the base game aren't completely representative of the actual move properties.

In case you're wondering, NRS is the only FG dev I know of that uses collision based hit detection rather than explicitly coded hitboxes.

Yeah, SF4 originally had collision based hit detection but people complained so they went back to old hitboxes.

I believe that devs don't include hitbox viewers by default because wonky hitboxes incense people. Of course, since all that info is readily available anyway that isn't much of an excuse I suppose.
 
It's amazing I keep almost beating PR Rog TWICE!

I fucked up twice after doing a CA with him only having slither of health.

First I jump up straight fucking up my cross up. Then I did a Tragedy Assault by accident when trying to do a overhead after the cross up,
 

mbpm1

Member
Yeah, SF4 originally had collision based hit detection but people complained so they went back to old hitboxes.

I believe that devs don't include hitbox viewers by default because wonky hitboxes incense people. Of course, since all that info is readily available anyway that isn't much of an excuse I suppose.
People can see wonky hit boxes with or without viewers
 
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