Anyone else think the gameplay is a joke?

I agree on a couple of points. I hoped and wanted this game to be better but it is what it is. Iv only used Ryu so I can only speak with a limited point of view.

The anti-airs are a joke, you have to predict the jump instead of reacting. The only option you have on reaction is to use ex dp. I don’t have enough fingers on my hand to count the times I hear “shoryuken” and eat an air hk. And wtf is up with wake-up dp being stuffed by normals?

My other gripe is with the damage output. I’m playing footsies and outplaying my opponents most of the time, putting in a lot more work and effort than them. They get in 2 normals and its back to square 1. Its almost like you don’t have a health bar.

Also the game feels too defensive, I don’t understand the rush it down advertising when you don’t even have reliable low hitconfirms to open people up. The only “rush down” I see is blockstrings with minimal risk mixed up with throws.

Its one thing to like the game but if people can’t admit its faults I think that they are overexcited from the fresh release.

SFV has potential. Given time its going to evolve like any other FG and most of the newbie stuff won’t work. But we are speaking about it in its current state so it can hopefully get better. I feel the game rewards sloppy and chaotic play too much.

Edit: Scratch the anti-air dp part i’m stupid. Medium dp is the one to use…

I love it cause its simple. Im old and those anime air dashing contra III shootemup fighting doesnt fill my cup anymore,and my hands are arthriticso that wave dash tekken execution is killing me. Too much tohandle for these tired eyes and hands.

.
.
.
.
.
.
.
.
.
.
.

.
.
.
.
.
.
I meant it.

I love how the community is complaining about the hit confirms in this game despite the fact that it wasn’t till SF4 that SF games utilized long confirms.

Personally I feel this games mechanics are very well balanced. For example throws are more potent due to the removal of crouch teching, and by doing a “crouch tech” results in a throw. Throw baiting is huge in this game because of that. However throws are slower, don’t lead to crazy oki pressure, and can be counter hit.

Meaty pressure is very strong due to DPs no longer being FADCable and lead to crush counter combos. Furthermore no more invincible backdashes. You actually have to make reads when trying to escape, considering backdashes can be counter hit, and the new priority system on trading normals.

Zoning is much better this time around because of the lack of focus attack. No longer can opponents close the gap by FADCing through projectiles or focus crumple pokes for a relatively low risk/high reward scenario. Additionally the lack of projectile invincible moves means fireballs can maintain their relevance and not become a liability. Think Chun and Abels Ultra from SF4. Instead opponents must use armored specials that can be beaten out by ex projectiles. A mechanic that adds to the neutral game instead of bypassing one aspect of it.

Also no more Ultra meter. V-trigger is no way comparable. No longer can a player be completely outclassed and then able to even the tides with something that can completely shut down another characters options. Instead the comeback mechanic comes in the form of no chip outs, unless a super is used as well know. This in its self creates very interesting scramble scenarios at the end of a round/match.

When SFIV came out people cried for a year.

“This game is so scrubby. It’s all FADC into Ultra! No depth.”

I love watching knee-jerk reactions. Wait at least a year before you declare anything dead or boring.

LOL @ everyone using the “if you want x, play y” argument. Oh, rly? I AM comparing it to revised versions of the games, because that’s the versions people care about. Do people really care about Vanilla SFIV anymore? No? Why should I compare SFV to Vanilla SFIV instead of USFIV, then? And the “the other games were just as bad when they were released” argument is also invalid, because they have been working on this game since Omega SFIV ie, a game that was well into maturation by that time.

NO! WE MUST DECLARE NO DEPTH NOW!!! WE.ARE.F.G.C!!! EVERYTHING MUST BE FIGURED OUT DAY ! NO EXCEPTIONS UNDERSTAND???

Yeah I agree with the sentiments about Ryu… his Cr.Mk’s range is stupid. Playing footsies, everyone else hits you with pokes and its beyound the range ALL the time. You practically have to be touching bodies to poke with it now.

I like the new meter aspects, I think that’s what makes it a whole new game, and fun. It’s something new, and that can be built upon.

That being said, yes, obviously the combo’s or limited in this game.

Basically there are 2 BnB’s per character. So it gets pretty boring on the spectator side.

This game isn’t even a week old, or at least 2 weeks old…

It has a lot of incoming patches, changes etc…

I never played much SF4, but that’s exactly what happened there.

This thread

Actually, the first shortcut doesn’t work in SFV. That works for SF4. SFV can go d, df, f, d, f.

Ryu is fine as is. I wasn’t too thrilled by his buttons at first either but when I realized that his fireball game is stronger due to system mechanics, as well as behaving differently in this game than before, above average damage output, and great corner carry I was able to work around those short comings. St. mk is still a great poke, neutral jump fierce works just like his neutral jump mp in SF4 at stopping forward progressing normals/specials, and there’s no threat of FADC.
SF4 cr.mk was one of the best buttons in that game for a reason and it spoiled a lot of players, reading these responses and my personal experiences make that much apparent.

All I know is that this game is extremely frustrating to me as a long time Street Fighter 4 player. It’s so much more defensive, it’s so much harder to actually start going in and putting on pressure with block strings. Most times, if you’re trying to get into someones grill, and trying to lock them down with normals, they can just mash on jab and get out of it. The focus on the neutral game and these methodical footsies is feeling pretty alien to me. I’m used to just kinda dashing in, throwing a bunch of jabs out there, and really putting on pressure to get my game plan in place. Here, I feel like I’m just kinda walking back and forth and just kinda throwing normals out there, just hoping they don’t get beat out by my opponents stuff. I understand that there’s a lot of stuff here that I haven’t delved into. The whole crush counter thing, I’m still not 100% on how it works and how I should be trying to get them. I know there’s a much greater emphasis on hit confirming, but in an online environment, I feel like that’s really difficult to do.

I like the game overall. But it feels so different from 4 to me that it’s really hard for me to really sink my teeth into. And I definitely feel much more uncomfortable playing this now, having years of experience playing SF4 at this point, then when I had zero experience playing fighting games at all. But that just might be me having a hard time making that transition.

What he’s looking for is longer more creative combos. Things like highly situation combos that you’ll never see in matches. Character specific combos. Infinites. 100% stun combos. 100% meter combos that are all flash but no substance. FADC combos. A bunch of different BNBs per character. Combos that only work on heavy weights, etc. That’s what he’s looking for. Think MVC3/GG Xrd/Tekken Tag 2/KOF XIII/SFIV.

I thought as much. Go figure.

More defensive? No way you can reasonably justify that. There’s no: invincible backdash, FADC backdash, FADCable invincible reversals, delay tech, crouch tech, or focus crouch tech. Honestly I didn’t see SF4 transitioning well because there’s a good deal of crutches in that game.

That’s what happens when everyone plays the same way…got dudes over here talking about rushdown sim in shit all giddy like a school girl cause they can do the same horseshit the rest of the cast can do and don’t have to adjust their anime fighter style. Meanwhile poor ryu’s fireball just looking so useless, might as well just get rid of it and give his as an air dash.

I was going to pass on this… But it’s such a blatant misrepresentation of the facts that I have to address it:

Long confirms have been around since alpha 1 it had chain combos.
Alpha 2 has flowchart able specials that are safe on block just like damn near every other streetfighter game that came out before sf3.
Alpha 2 has Sakura cr.lk x3,st.lk xx fierce dp… That’s a 4 hit hit confirm. Alpha 2 also has customs with huge confirms.

ST has Dee jay with jumpin crossup jmk, land into 2 crouch jabs, link st.mp xx dread kicks.

Characters that don’t have confirms generally don’t need them because they have safe on block specials which a lot of times actually leave them at frame advantage, or pushed out so far that they can’t be punished and don’t necessarily give up their turn. One of the few characters that doesn’t have this (ST cammy) is considered not great for this precise reason.

So this whole “sf4 was the first game with long hitconfirms” is quite frankly wrong.

The truth of the matter is that streetfighter 3 was the first game with both unsafe specials as a rule and short hitconfirms.

So sf2 being in front of sf3 and sf4 being in back of sf3 makes sf3 the standout that did things differently than normal.

Streetfighter across most iterations has been about spacing, reads and neutral game reactions. Not one hit hit confirms.

Personally I really like the gameplay in SFV. If somebody finds it too easy then they should either be a pro or find a more challenging game. There is nothing wrong with sharing your opinion on something but there is no need for people to start bashing each other. That will just lead to the thread getting closed. Lets be civilised.

it sure is weird to see SF players talk like marvel players

Well, the the original Super SF2 which came before Super Turbo WAS considered a step back from what came before.

Super shortcut is Down, Forward, Down, Forward.

A Cody fan that has the exact same title as me. God, I hope Capcom put him in SF5.