3S Makoto alone should have made 3rd Strike a 3/5 match game, but that never happened. MVC2 should have been a 3/5 game, but that didn’t happen. Pretty much the entirety of ST is proof that it could be a 3/5 game (you can get tapped by a fierce and some toes and get stunned), but 2/3. The best is those YuuVega matches where Yuu jumps forward at 99 seconds and hits j.MK, you get crossed up, he completes his standard bnb and you get stunned into TOD FTL. Great round, great experience.
The game punishes you harder in some situations than you would have in IV, but you just don’t lose health fast enough where it needs to be 3/5. Matches still generally go by slower than ST or 3S matches.
The main reason is logistics. You think Mr.Wiz gonna try 3/5 matches all the way through a 5,000 man Evo event? Hell to the nah nah naaahhh. We still gonna have some lame ass CVS2 type matchups like Guile vs Birdie and Gief vs Vega that will take eons in 3/5. The best we may get is like top 32 or 128 gets 3/5. You will never see 3/5 all the way for any big SFV major. The logistics just wouldn’t allow it and you can die or get randomed out faster in older games in comparison that were still 2/3.
The main point I was trying to make is that older SF or Capcom games were even more momentum heavy and had faster rounds than this game.
I still wouldn’t mind like a top 32 or 128 with 3/5 at certain events. It would also be nice if Capcom Cup Finals wasn’t 2/3. Death bracket 32 man tournament with 2/3 matches makes no sense.
Yeah all the hooplah about this game being more fundamentals focused and less luck-based doesn’t make sense to me either. To me this game is all about frame traps, sometimes tossing in a throw, and little else to spice it up. Street Fighter V is about as stimulating as a rice cake.
I do. I would play SFIV instead because it is way more fun but the online is dead where I live. I need some kind of Street Fighter fix, and I don’t like Mortal Kombat.
being reminded of mkx gameplay makes me cringe
its weird reading so much the hate on gameplay mechanics in this thread and then seeing the top level players enjoy the new game
People did the same thing with SFIV. They considered it shallow as hell compared to 3rd Strike, CVS2, ST and so on but still it was the only thing they were playing. It will just be a cycle with each new SF game being supposedly more shallow than the one that came before it.
I just didn’t like what made SFIV complicated. It wasn’t really interesting to me. Just felt like all of the complicated stuff in SFIV was just really esoteric and used to fix problems with the game. Didn’t make the game legitimately more fun to play like the complicated stuff in older games.
To me SFV just feels like a mix of the basics from Alpha 2, 3rd Strike and a big of anime magic with the V Triggers. Works for me. Feels more like SF to me than the constant having to add buttons after everything you press in SFIV situation. With less things to mash to escape danger or turn a match completely around. Whiff punishing isn’t as important, but in Alpha 2 I felt you did a lot more counter poking than whiff punishing any way. Not going to be reliably whiff punishing Rose’s c.MP any way.
This might sound silly but I think the metagame or whatever you want to call it changes pretty significantly between the capcom cup competitor types and the intermediate player, of which I would say I’m the latter
SF4 had all kinds of crazy stuff that people complained about all of the time - unblockable setups, option selects between safe DP/ultra/throw/block/toast some bread, etc. But at locals I was attending a few times per month and online in the 3000-3500pp range, you really didn’t have a bunch of Tokidos online running frame perfect unblockable setups on you constantly - in fact I could count the number of times I saw that stuff on one hand. I met and fought plenty of Ibukis but none of them were Sako running frame perfect mixups on me - it would be tough to block mixups but stuff that you could usually see and adjust to if you kept your focus. In SFV with the significantly easier execution requirements, you see every online warrior running crisp vortex setups
But I felt like the fundamentals were actually significantly stronger with players I fought back then in terms of not hanging themselves constantly w/ jumpins etc, because “random” gameplay had to see you guess correctly many times in a row to win a round and was just less viable. In SFV, despite the existence of mechanics such as Crush Counter, wakeup jab is so prevalent that you get front page articles on SRK talking about how to deal with it.
To cut it short really what I think is that in high level play, these players aren’t hanging themselves and taking low risk/high reward gambles constantly so the game is pretty different for them. They don’t jump Infil constantly because they know he will anti air, and they have other elements to their game that they will use to compensate. In lower level play though, I have replays where I’ve killed Mika players @ 5k that jump and get cleanly AA’d literally 10 times in a round, and they don’t ever adapt because they don’t need to in order to have success in this game overall
Anyways to the guy that asked “are you guys gonna quit” the answer for me is no that I’m continuing to play but just much less passion for the game than previous entries. In 3S and 4 I wanted to learn a ton of different characters as they all seemed so cool, and execution requirements etc gave me some thrill in practicing tough combos and then bringing them out to locals. I think I miss that more than I initially realized. I’ll be playing KOFXIV for sure even though it looks like a PS2 game, but will stick with SFV as well
im almost the same as you
i find thrill in executing hard executions but after a while it becomes muscle memory
while it was there in sf4, i find the thrill in spacing, baiting, catching limbs, reads, etc more satisfying in 5
way more
It’s definitely not as footsie-based as many were claiming. The reads off meaties and frame traps are where the majority of the game is won or lost for me. But I will not say that this game is less fundamentals-based. There is BS, like there is in any game, but every option generally beats only one or two other options. So reads are easier to make as long as you have a good perspective on risk/reward. This game has less BS than 4, and I like that. However, this game doesn’t have a lot of options or room for variety/creativity, and I don’t like that.
It’s kind of different. Do you actually read or hear what top players are saying? I don’t get to see much, but I know that Tokido thinks the game is shallow and that Infiltration thinks Mika is a dumb character. Outside of that, when I go to tournaments, most of the guys that actually do well in tournament actually prefer Ultra to SF5.
Well, you didn’t have to add buttons. Not every character had reliable option selects, and so not every player played that way. Really, most option selects were just a chained normal with a sweep to catch a backdash. Nobody but Momochi did the Momochi OS bc the risk/reward was better for Ken than any other character. Four button OS tech was largely forgotten about in Ultra due to the implementation of the red focus mechanic.
Same. But Ultra didn’t have any unblockable setups, iirc.
I live in SD and our average players were in the 3500-4000pp range (including myself), so I had the same experience. I never got unblockabled or OSed to death. I got out-fundamentaled. Spacing, reads, and that’s pretty much it.
As for the wakeup jab thing, people just don’t know how to time meaties. It’s actually kind of hard in this game. But week 2 and 3 that’s all I worked on, so it’s not as much of an issue for me. It’s actually kind of baffling to see that so many people have an issue with wakeup jab. But then again, most people are playing online, so in that case, it’s understandable.
Well in the end you wanted to play a character that had option selects as that would make the wake up game less tedious in IV. Too many reversal options in IV to not have OS options and safe jumps on deck.
Seems divided in my local scene. Some still prefer IV but a lot of OG guys prefer V over IV. V is less crazy for them and goes back to walking around with buttons being thr primary emphasis.
Unfortunately, parry for Ryu isn’t the cureall as everyone would like to think it is.
Unless it’s a dp with 1 or 2 frames, parrying a jab can usually mean they can block/tech afterwards to whatever your response is and it gives them a moment to get back into neutral to try and get out.
If it’s a DP, its dangerous if you do it too much, because then it’ll turn into a guessing game of when to do it.
It’s the same as blocking on their wakeup or using your normals to stuff their DPs before it comes out. It’s always a guessing game and his parry isn’t all it’s cracked up to be.
True. But then again, people just gravitate toward characters they find the most fun. The top players in my scene in 4 played characters like Bison and Vega (SD Pnoy and SD Tempest, respectively). Not a lot of crazy OSes or reversals there.
It was divided in my local scene. The OG players in my scene didn’t like 5 at all when it first came out. But for the most part, everyone is growing into the game, as am I. I’m actually a lot better in 5 than I was in 4. But it’s kind of weird. I learned all my fundamentals in 4, and I mained Evil Ryu. But I didn’t have a hard time transitioning at all. I never had the bad habit of crouch teching or pressing focus going into 5. Lol.
If anything footsies are DEEMPHASIZED compared to 4 because normals are slower and stubbier all around. I’ve said it before here many times, but “dynamic, yet unfair” > “simple, but honest”. I wanna say more but its beating a dead horse at this point.
The model they chose for SFV and the entire game design was a poor choice period. They can try and milk the few players the game manages to keep with DLC for a year or two, that is if they can ever get their own Zenny store working. At this point I don’t know whether it’s funny or sad that they can’t even get their own DLC store working… This game really missed the mark.