There is hardly any fireball zoning, some rounds we hardly see any fireballs. He spends far more time dashing forward/going on offense then defensive zoning. Ironically a main factor to that so called ‘fireball zoning’ is parry. How many times did Eita run from half screen and get a grab? Yeah amazing defensive zoning.
Daigo threw at least 20 fireballs in the first round alone. The fireballs aren’t SFIV or ST good and that was done on purpose, but if you are to fight Daigo in a casual or tournament match, you’re going to catch plasma.
Go to about 2 hour 38 min in to watch Damdai’s Ryu. He does a lot of the pure fireball chucking that you guys like.
“hardly any fireball zoning”…what the hell, even the commentators mention how “odd” it is that daigo stays in the neutral the whole time.
He capitalises on knockdowns and goes back to zoning shortly after, probably because of ryus superior neutral game.
Zoning isnt exclusively “chucking plasma” and it isnt purely defensive either. Zoning is making your opponent stay where you want them to stay and deal safe damage, that’s exactly what he did.
Daigo plays a zoning game in this. I wouldnt even think of calling that an offensive match
I wouldn’t have expected any different than this unless the game had phenomenal sales. They got the early adopters to pay full price and are now trying to lure in new players to profit from DLC. It’s pretty much in line with a lot of other recent games.
Its been my belief even since the beta, that everything is designed around the crush counter system. If you think about it , it starts to make sense.
If the question is " how do we make a game where Crush counters are game changers" what would you have to do to the rest of the game?
make a button priority system so heavys win
Make normals start up slower ( more time to CC)
Make normals shorter as to make them vulnerable.
Make dashes fast - to make players pre-empt scenarios leaving them open to…crush counters.
Put wider hitvboxes in the ends of moves.
That’s why the footsies are not as interactive to me, it’s all based on less control and more of the high reward stuff.
That’s why footsies are less subtle. Why take 60-70 damage off a medium when you can throw out a heavy that nets a combo.
I disagree with the people that say SF4 has poor mid range , Ryu mirrors for example the famous Valle vs Daigo has mountains of depth whilst valle doesn’t even want to play Ryu in 5.
Similarly Daigo (evil) vs Momochi (Ken) is one of the greatest footsie battles in history. You’ll never see a game run like that in 5.
That game was awesome. But you never know what they’ll do with the balances patch(es), I think we will know more about the general direction of SFV after the first balance patch.
The only way that happens is if they shave off the lag. I can’t see that happening. If anything the characters will get worse if the crying is anything to go by.
Outside of the first round, we see and average of 5 fireballs and there are several times he goes in without scoring a knockdown. The defensive zoning and neutral doesn’t come close to - https://www.youtube.com/watch?v=U7_b1aMJHDA.
Compare the first round (which is probable one of the better rounds from that sfv match), how much more work do we see from any round of SF4. Use of more normals, far better space control (the battle to control space and neutral was way better), timing, dashing/punishing, much stronger fireball game (with a variety in buttons for speed) and ex meter use, trying to utilize ultra, many combination of strings instead of taking it in turns. While in SFV Daigo walks back throwing fireballs sparingly and uses a lot of crouch mp into fireball or sweep. Where is all the excitement from the commentators?
focus mechanics obliterating the neutral game? The neutral game of any round in that Valle/Daigo match was better than the best rounds from that SFV game
dp fadc’ing being a free get out of jail card? Yeah we saw all these fadc’s spammed… costing grey life and meter yet is free and why isn’t it spammed? Comebacks because they were using 4 ultras per round! Valle didn’t just comeback with ultra. And look at that SFV round 3 Ryu combo. So easy for 60% damage.
SF4 has many problems, a lot were character specific too. But that match clearly shows why Valle isn’t playing Ryu anymore.
But Valle and Daigo only play that ABSURDLY long plasma chucking game exactly because defense is too strong in that game.
Going offense in SF4 just isnt as rewarding as in SFV, so why would they do it, it’s a skewed risk/reward. You get more out of staying behind chucking plasma than by going in and pressuring. If you know Daigos earlier matches (Balrog in ST, Ken in 3S) he is(/was?) kind of an aggressive player.
As I already said, Daigo is playing the exact same game as in the video you posted, a zoning game, with the only change that he can capitalise on his reads with way more damage, and I actually like that.
I like that SFV is more offensive, even when playing a zoning game. As a zoner, I want to be rewarded when I can my opponent do what I want. Getting rewarded with one anti air and back to zoning is tedious. I want to HURT my opponent when I get the chance.
I think that SFV is better in that regard, compared to SF4 specifically. The zoning is not the same, but the doesnt make it worse (at least not for me)
The zoning is bollocks in SF5 IMO. Ever watch Bonchan at the peak of his powers? Multiple buttons, block strings, frame traps, Counter hit set ups, kara shot game, clutch FADC combos from crouching mediums at perfect spacing from a whiff punishment ( shits not even in SF5). Even a great Guile play can be a joy to watch if he keeps them out for a whole round and has a great corner game. When you used to watch Bonchan with Sagat it was like Magical shit, how does he make all those bad matches look even with that great spacing? How did react to that?! Great whiff punish there… can’t get away with whiffing shit in front of the Pros!
Compare that to SF5, all Daigo does now is block, use the jump back tech to escape any pressure and wait for his big chance with super or V-trigger. Guile is terrible at zoning, he’s basically in block stun from Round 1 fight. Meanwhile players are whiffing heavy’'s RIGHT in front of their faces and they can’t do shit about it.
Personally I miss watching the craft of Snakeyes with Zangief, Bonchan with Sagat, Mago with Fei Long - where you know, shits actually got to be spaced properly and thought out, you don’t just wait til your turn comes around because the same generic two medium block string is now finished or you block the same Karin st.HK for the 3rd time in a row because it’s far too damn risky to even begin playing footsies with big Hail Mary buttons moving forward at you.
It’s just a very dull game. I played a Nash player 45 matches in Battleounge tonight, I can’t think of one significant moment that was different from the other 44 matches.