ColonialHawk
Member
Just need to make v-reversals fully invincible as a start. Shits pointless when 1) it's slow as fuck and 2) can be blocked or thrown because of 1.
As I mentioned earlier, there were previously combos in SFIV that you couldn't do online due to one frame links. So yeah, keep the input buffer, but give other means of coming up with unique combos (and no, universal Focus Attack shouldn't be the answer).James Chen said:I have always considered the new Input Buffer to be one of the bigger culprits of snowballing problems with SFV. Well, it has nothing to do with combos, it makes Frame Traps and punishes and Frame Kills too precise. There's so little room for human error, so the game is too scientific. Mixups got standardized.
If anything, the next character reveal would likely be at E3.Ono scoring combos on Red Bull
Dude you better DROP a trailer on me if you there
Just need to make v-reversals fully invincible as a start. Shits pointless when 1) it's slow as fuck and 2) can be blocked or thrown because of 1.
Ehh, how is it different from baiting out "bursts" in other games though?
Point is them not being a 100% guaranteed get out of jail free card doesn't make them pointess.
Saying v-reversals are pointless is some wild hyperbole.
I probably should've specified this earlier. My mention of the input buffer not being the problem is referencing James Chen's tweets on the matter.
As I mentioned earlier, there were previously combos in SFIV that you couldn't do online due to one frame links. So yeah, keep the input buffer, but give other means of coming up with unique combos (and no, universal Focus Attack shouldn't be the answer).
I probably should've specified this earlier. My mention of the input buffer not being the problem is referencing James Chen's tweets on the matter.
As I mentioned earlier, there were previously combos in SFIV that you couldn't do online due to one frame links. So yeah, keep the input buffer, but give other means of coming up with unique combos (and no, universal Focus Attack shouldn't be the answer).
If anything, the next character reveal would likely be at E3.
Says the netcode of SFIV, also based on my own experience with trying to do some of Ryu's links online that I had nailed in Training & my locals. If you were somehow able to do them online, color me impressed.says who
I couldn't watch that segment given how easy most SFV combos are, LOL... Combo exhibition for MvCi would make more sense....Ono scoring combos on Red Bull
Dude you better DROP a trailer on me if you there
Ono scoring combos on Red Bull
Dude you better DROP a trailer on me if you there
Says the netcode of SFIV, also based on my own experience with trying to do some of Ryu's links online that I had nailed in Training & my locals. If you were somehow able to do them online, color me impressed.
Though to be fair, it may have something to do with SFIV's delay-based netcode. But even with SFV using rollback, the buffer kinda decreases the room for error online (netcode teleporting aside).
Ono scoring combos on Red Bull
Dude you better DROP a trailer on me if you there
I liked some of his points in the video but you can clearly tell his bias against SFV when he mainly used that game to get his narrative across lol. What I don't understand is, execution was something that was majorly complained about in previous games because it "cut off" the casuals, yet now when it's more accessible people are complaining it's "too easy" - it's like the FGC don't know what they want. In addition to this, people ALSO want SFV to sell more copies with "casual" content such as arcade, ladders, tourney mode etc, yet they want them to have a harder time actually playing and learning the game? Makes no sense.
we've been over this
Execution for basic combos should have been lower/universalized. Execution for more advanced stuff go as wild as you want.
The casuals don't give a shit about playing the game itself. They want arcade mode/single player content. Most importantly, when they go online they want to fight people around their level instead of randomly being placed against Daigo. All of this can be accomplished while getting rid of none of the execution.
I have no idea what you could mean by that daaarling.hmm I don't think her character design is trashy, though I like her battle costume more than her normal outfit though.
That statement was more... fashion designer than I expected from you of all people.
Ehh, how is it different from baiting out "bursts" in other games though?
You know what's the weirdest part about the combos in this game?
Is that they literally have what we all want for combos in the form of S2/S2.5 Chun-Li. Her combos are a lot more open-ended and have more ways to confirm into V-Trigger and continue combos than she did in S1. It's the type of change a few other characters should get too.
Yes yes... Everyone play Karin so she can get nerfed in season 3
Execution and timing in SFV? Get out of here lol.Instant blocking. Reduces blockstun and adds V Gauge.
Guile OP.I'd reduce V-Gauge gain on hit and up it on V-Skill use. Make it less of a comeback mechanic.
Chun literally garbage.Canceling into V-Trigger on block or hit starts the V-Trigger gauge at 50%. This is how it works in BlazBlue in regards to the Overdrive mechanic. It's silly that doing V-Triggers raw is practically pointless.
And then we can truly have a game with only rushdown/mixup as a viable playstyle
I have no idea what you could mean by that daaarling.
He revoked the trailer when the shadow realm glitch appeared. Took the Shoryu pic and peaced out.
Rub the face on the buttons
Dag, Not a lot of Crush Counter fans, I say i'm neutral on it. I i like , but see why people don't.
Although Guilty Gear got Street Fighter V in this mess, I think Guilty Gear can get it out.
- Instant blocking. Reduces blockstun and adds V Gauge.
- Some sort of Blitz Attack/Red Focus reversal. Takes two bars, has infinite hyper armor, puts the opponent into a Crush Counter state (a good one that can be combo'd after), and can be charged to guard break. However, you can't dash cancel it and it wouldn't be plus on block (maybe -2). This would give everyone an invincible reversal (you could still be thrown) and a new combo tool.
- I'd reduce V-Gauge gain on hit and up it on V-Skill use. Make it less of a comeback mechanic.
- Canceling into V-Trigger on block or hit starts the V-Trigger gauge at 50%. This is how it works in BlazBlue in regards to the Overdrive mechanic. It's silly that doing V-Triggers raw is practically pointless.
Finally a Urien in finals.
But damn I don't know who this dude is that took out Daigo but he's legit.
Dunno about these.
Instant blocking could be interesting, but it adds another layer of risk on defense, it's to risky with SFV's damage to be a real defensive addition, it would essentially be for clutch hard reads.
Crush counter state on a 2 bar v-reversal could be interesting.
More vgage on vskill just favours people with very active vskills, on hit is balanced for everyone.
50% on cancel could be interesting, but it seems like it would butcher a couple of characters, like chun.
Also if you trigger isn't an attack, doing it raw is 100% prefered when punishing a reversal, because the activation during a combo adds 1 level of scaling, which is pretty harsh.
With that concentration who could be surprised?
With that concentration who could be surprised?
no kolin FeelsBadManUcchedavāda;238376904 said:The FAT online app has gotten a big update, including the addition of advantage on V-Trigger cancel on hit and on block:
https://fullmeter.com/fatonline/#/home
Changelog:
https://www.reddit.com/r/StreetFigh...at_ver_236_ed_frame_data_a_ton_of_frame_data/