Anyone else not buying into the SFV hype?

It’s not even about the skill. There’s like 5 tiers above Diamond. It’s just once you get to Diamond it’s probably near impossible to get up past that. It’s going to take ages to get up to the master and grand master levels at this rate and all it takes is you losing to a few golds or smurf silvers or bronzes and you’re in trouble for a demotion.

All that’s true is that the base level of execution is easier. There’s characters in other SF games with nearly as easy combos. Alpha 2 Rose is about as easy to play as most of the characters in SFV, doesn’t mean it’s an easy game.

This is a ridiculous comparison to make. SF4 has a completely different netcode and rank functions differently in SF4. SF4 ranked allows you to chose with player you face and change the rules of the match. Such a system makes boosting common and even around 2000 PP 1 round 30 sec matches were still common.

No, I disagree. I don’t think you’ve made a good argument to say why this wasn’t a good comparison. Because the netcode was worse, and you could abuse match settings, it should have been easier for me to get a higher rank, because skill would have been less of a factor, no? You’ve done a better job arguing for the opposite of what you were trying to say.

Exactly. Lol and boosting wasn’t a problem above the 2000 pp range, except for a number of exceptions you could count with your fingers on one hand.

And even if you fell for the 1 round, 30 sec Blanka spam bullshit, just run that shit back and body that fraud.

To be fair, though, both netcode and rank functions suck in both games. Fuck netplay lol.

god…those runbacks I had in sf4! pure salt.

that should’ve been a sf4 rank, PURE SALT, harder than diamond bitches.

Instead of trying to improve the online to match the offline experience they just bogged down offline play to match online

Well done capcom

Ranking doesn’t mean that much to me at this moment. This is because we don’t even have the full grasp of how this game plays like, so people are still getting away with murder right now.

By USF:4 we had a ton of players who fully grasped how the game played, but years, upon years of strategy, knowledge and character matchups. Hence why it’s difficulty to get high ranks in the game, while in the current SF:V game, we still have players get away with non-true block strings, with no punishes, stupid unsafe V-Trigger activation with no punishes, etc, etc and these are the Same Players whom are high ranked in SF:V. Heck, even the Best Players in the Scene right now are still getting away with nonsense that we know are very punishable, because other Top-Players are not accustomed to what is safe and isn’t yet.

2-3 years from now, and it will be very, Very difficult to get into the high ranks, that’s a guarantee, so do enjoy the superbly high ranks that you’re at for now if you’re there, because a few years down the road, that won’t last unless you kept up with your knowledge, and your ability to play SF:V at a high level.

Personally, comparing one games Online quality which had 8 years of continual play to flesh out itself vs one that hasn’t even reached half a year of play as being a justifiable analysis needs to stop.

punishing things during tight frame windows is not so easy in this game. built in input lag makes things harder.

Can someone explain the difference between a true and non-true blockstring and how it affects the different choices the defender has? What is an example of a true vs non true blockstring with Ryo as an example?

Here’s how I understand it: true block string is something like st lp, st lp, st lk with ryu. A non true would be st lp, st lp, st mp.

True blockstring I can’t take any action as I’m stuck in blockstun. For a non true screen, I can take action between the st lp and st mp, although most actions will result in me being hit due to frame trap, but I could use an invincible reversal since there is a break in the blockstring in which I can act.

Is this accurate?

If my understanding is correct, it seems like the choices for characters with no invincible reversal doesn’t change much whether its a true vs non true blockstring…is that right?

When an attack connects on a character, the character gets put in hitstun or blockstun. A character in hitstun can’t do anything, so if you can connect another attack while they’re still in hitstun, they get hit automatically. This is how combos work. True blockstrings are the same, essentially combos on block: You connect with an attack on a character but they were blocking. Now they’re in blockstun and all they can do is block or use a V-Reversal. If you connect another attack on them while they’re stuck in blockstun they’ll have to block that too.

Yes, there is no reason to implement a true blockstring against a reversal-less character instead of a tight frame trap

There’s no reason to do a true blockstring unless your opponent is some damn scrub that mashes in blockstrings, at which point you don’t do true blockstrings, you just stop pressing buttons and watch there reversal get blocked and then own them.

The only time you really need a true blockstring is when you know your opponent may mash, but you also need to try for the hitconfirm and don’t want to subject yourself to mash mixups.

lol whenever people say this, its worth a chuckle. if you keep doing tight blockstrings over and over again, they become more of like formality strings. A good player incorporates blockstrings dynamically depending on who hes playing against, people with a strong defence are not going to press buttons between your 3frame/ 4 frame gap braindead strings that you practice in training mode over and over. IF you want your offence to be effective against a strong defence, you have to switch it up by delaying your buttons, using different buttons everytime and taking slight shuffle steps.

What killed the hype for me is the input delay.

I literally thought it was my PS4. I had to use my low latency PC monitor and it still wasn’t satisfactory.

It’s not the only problem I have with the game, but it’s the biggest one for me. Once the lag is reduced to at least SFIV levels I’ll be able to enjoy and play the game.

For people saying that the meta won’t evolve, here’s a set from the early SF4 Vanilla days. https://www.youtube.com/watch?v=zti53YuQcTE

Boring as shit. Doesn’t mean it won’t get better.

Let’s make all these rules for sponsored players but have no baseline on what should be working In the game itself. It’s just a distraction based on where the money is and how they can make more from it.

Capcom didn’t make sfv. They are just tournament investers.

The reason they add a layer of slime over the gameplay is because they stripped it to jump ins and moves that you can’t possibly react to by sight.

Things clip through eachother but hurt and hit boxes don’t sync up at all. Why do things in a 3D engine if your not going to use the visuals on screen to determine the moves hitting or not but invisible boxes?

I was hype because I thought they learned this is just updated sf4 I wish I could get my money back on a digital copy.

If people could get their money back on digital downloads Capcom would be ruined. Next sf they Make will see less sales Than sfv. Killing their own products like making cars with expiration dates. Fire who runs their company into the ground before it’s too late Capcom your failing because of your design choices and wanna carry on like their isn’t real issues that need to be addressed.

Fuck new characters in a shit game.

I still find that more exciting to watch than SFV right now.

agreed.

It’s not scrubby to mash out a reversal if the person is running frame traps 100% of the time, a lot of players fall for this when learning offense

I’d be super interested to play the game with lower delay to see how it felt