Pretty much this. Only here for Urien and somewhat like the game because itās 3s lite. Other than that eh. Thereās a lot of problems outside of even game play.
Iām sick of people implying players who miss execution donāt also want all those things. Those fundamentals and execution have always been a part of fighting games. You are the people changing Street Fighter because you hate dropping links.
Not yet SOLD convinced. But to be fair, the gameās still premature and in itās Beta testing phase.
Iām absolutely positive Iāll enjoy Ultra Street Fighter V Turbo (release date 2022) than what we currently have. =)
It would appear development is progressing along fine. But Iām hoping for the SFV Uncensored version, you know, with invincibility, and diverse tool sets! And less homogenization.
NO TO CENSORSHIP! No to censored V. I want my SFV gameplay uncensored thank you.
In an interview, JWong said he spent an hour a day practicing his 1-frame links BnBs. And even with that he still dropped some. Thatās an hour a day not spent learning the match-ups, working the spacing/reactions, or improving by fighting against actual freaking players. I wonāt play seriously a game that asks to go through that shit to be good, and Iām glad I donāt have to in SF5.
Please name the relevant 1f links that were an integral part of any SF game outside of SF4. Iām not a fan of the 3 frame buffer window either but acting like this particular point was ever a tenet of hard what execution is considered and thus implying SF4 is superior because of it is silly.
Iām kinda confused how people arenāt saying SFV isnāt a light punch/kick heavy game though.
If you play any platinum player right now, all youāre gonna see is them wakeup jabbing and getting close and jabbing into super or some shit.
I just lost to a gief player because all he did when I stepped in was jab jab jab jump in get punished, wait for me to jump in, jab standing, jab, jab, jab, v meter, drag me in and super.
Cammy players jab into almost all their combos and so do chun players so.
Birdie players jab if youāre anywhere near close and link it into something or their lil jump in mixup to comandgrab.
Ryu players jab spam on wakeup if they get up quick, ken players do it.
Nash players jab all the goddamn time and so do karin players.
every character jab spams like shit.
Like I hear people here saying āoh yeah, mp, and HK. yeah!ā but in actual high tense sets you see those good ol jabs still. Lets not fool ourselves.
Probably because most people were traumatized by 8 years of Ultra Jabber 4 and are just counting their blessings. āslightly less jabbing, thank every godā
Itās not quite the same in V. Like yeah, SFV is still derived from SFIVās Dimps engine so jabs are still important, but they donāt lead into the world and have heavier pushback on block. Most characters can only use jabs to create space or just do jabs into special which is more reminiscent of ST or Alpha 2 light normal usefulness than SFIV where it did so many more things. For some characters in IV some light attack was nearly all you had to hit anytime you got near someone or even during footsies.
SFV also has a priority system (similar to the one in 3S or KI) so in this game you run a higher risk abusing jabs since any medium or heavy trade will beat the jab. This is why you donāt want to mash jabs too much vs a Karin or Ken. If they set up a frame trap or force a trade during a shimmy you will comboed or crush countered.
Zangiefās jabs have vulnerable hit box all around it so heās very susceptible to getting prioritized crush countered for abusing them. Theyāre 4 frame start up also so not good for mashing.
Light attacks still have their use in V, but thereās more checks against them than there were in IV. There arenāt any Balrogs, Elenaās, Bisonās that can enact most of their gameplan with only using them. Theyāre just for space checking, tick throwing at very close range, or set up point blank bnb for usually more minimal damage without super. The lack of ability to link a light into a medium for most of the cast really reduces the bnb damage you can get off them. The pushback on block and especially on hit for lights reduces your options after landing them greatly compared to IV.
Chess is a game of PERFECT information. You have all the information, and you donāt have to guess
I prefer a comparison to poker, due to the reads. And I enjoy both games.
But Rock-Paper-Scissors in all its glory is probably a more accurate description for SF.
I wonder why Chun Li was spared. Because a confirm from the lights is a HUGE advantage in the risk/reward ratio.
And why is it that most of the cast donāt have a reversal option? And are effectively castrated to block/anti-throw on wake up, instead of block/anti-throw/invincibility? Even if only in EX form?
I mean, it might go the way of Red Focus in USF4, where they end up giving it to everyone. Everyone has the right to be crush countered after their reversal or at least invincibility out with a teleport, and be in crush counter state.
I think the idea was to make it more special or something? Also they obviously wanted Ryu and Ken to shit on the rest of the cast, and it doesnāt take a wizard to figure out that the characters with meterless reversal are going to be comfortably above average.
And forget about wake up, the amount of +2s and -2s in this game, along with throws being slow as molasses, mean reversal characters have a major advantage even in standing pressure situations.
I think it was somewhat of a fast design decision to get the game away from the reversal fest that IV was. In IV you had more invincible things per character (both universal and special move wise) than any other SF game. In SFV they want you to have to risk something if you do have a reversal or burn your comeback ability after blocking to get out (V Reversal).
Basically itās SFIVās fault for inherently having so many invincible options and required multiple patches through different versions to even get it somewhat right in Ultra.
They did say the game was balanced around Ryu so they did a pretty good job of that overall. Ryu in this game doesnāt feel like a lesser version of another character, he just has the tools to survive and can perform well against the other strong characters.
I think itās by coincidence at most that some of the characters that donāt have reversal options also arenāt that great. Nash is an outlier in that he doesnāt have any true reversal option, but heās won multiple tournaments and is steadily becoming a main character for a lot of players. If they make the game where they just make sure the characters without reversals have really strong options, the game should be fine to work with that.
And yet you have players like Luffy who claim to only play three hours a week in Ultra. His execution was pretty good. Nuckledu told me that he rarely plays casuals because he believes it builds more bad habits than good, and so he only plays tournament, doesnāt do a lot of training mode, and mostly watches videos. And his execution was pretty consistent in 4. I may never have played Guile seriously, but doing Flash Kick FADC Ultra 2 consistently was more difficult than any 1-frame link to me.
Itās kind of different. The mileage people got off jabs in 4 was bigger than it is in 5, unless you have super. And yeah, jabs are great in this game, especially since the walk speed is slower and block strings have more pushback. Itās a great counter to tick throws and staggered strings. SD Tempest is annoying to play against. He really likes to challenge with 3f stand short. -_-
I agree. There was way too much utility on jabs for a lot of characters in 4. You forgot to add Sakura to that list. -_-
It kinda seems like 5 is going in the direction of making DPs and reversals in general less good. For example, Mikaās body splash move beating out Necalliās heavy DP completely, which is his best anti-air without using meter.
Itās not even just on wakeup where some characters need reversals, but during tight block strings.
That and you can actually crush counter or hit with a heavier priority normal to blow that shit up if someone is being predictable/spamming. People keep missing that lights being used in SFV isnāt the same as their horrible implementation in SF4. For example as an Abel player I could push people all the way to mid screen on block **or **hit just by mashing cr. lp, cr. lp, cr. lp, st/cr. lp, st.lk. And I mean pushed to mid screen literally, test it yourself.
It was easy mode auto defensive footsies, spacing, and stupid pressure on offensive. And to make matters worse most characters had the same or similar rapid jabs/short strings were they could just mash 3/4/5 in a row on autopilot without reprieve, uniformly dumbing down the game. On top of that, the damage accessible was silly too. Abel got something stupid like 240 iirc off a meterless jab. I played E. Ryu too and he was worse. The same low risk 3 frame button would give me a high reward 340 or so meterless damage. Thatās 1/3 life lost for no reason.
Because the option off lights were too good both defensively, offensively and in terms of potential damage, the game often reduced itself that spamming it in neutral. Thereās no worse offender in this than USF4 Elena who generated enough salt to finally allow the scales to fall from the communities eyes and people suddenly started realizing how stupid that shit was.
I play A2/3 and 3s primarily and none of those games or any other SF game ever had anything so ridiculous. Thank god indeed for SFV being a return to normalcy.
I donāt really get the calls for reversal tbh. Most SF games again, that were not SF4 didnāt have reversal for all characters. Learning to block and not potentially punishing the aggressor for scoring a knockdown are good things imo.
In almost any other fighting game, I would be fine with lack of reversals, but they are more important in SFV than almost any other fighting game. When Cammy is at -2 she is a real threat. When Rashid is at -2 he is basically free. You are at -2 all the fucking time in this game.