I’m probably gonna play fang (terribly)… and mess around with the rest.
Game seems so weird to me. Blockstun seems way shorter? The way normals interact in general I find to be confusing. Then there’s stuff like gief’s spd being super slow that I’ll probably never get used to.
Does anyone have the technical info for quick recovery? Possible inputs, window, etc. Mashing doesn’t seem to work reliably for me lol.
Im going to be heading to hexters later on and was womdering if it is worth me bringing my ps4. I dont have a monitor though and also only have 1 ds4 so we would need another if we are to use a non ps4 stick.
mike m lent me his ps4 and ps4 stick while he’s away, so i threw the stick in my car (not the ps4). i’ll see if i have the energy to stop by hexters on the way home, but i’m not practiced at all in this game yet.
also i can’t believe how many people are trying to make content for this game. if this was a “failed launch” then i would be scared to see the momentum sfv would have if it had a “great launch”. my twitter feed is just full of tech videos and strategies and character breakdowns and tournament archives. there are at least 2 major-worthy tournaments happening TODAY (WNF and NLBC). everybody is talking about this game all the time.
mike and i are putting together the foundation for a sfv guide site (not unlike my ki one), but there’s going to be so much competition for attention, even if most of the other content isn’t that great. i don’t know how we’re going to stand out
on another note i watched infiltration’s nash last night, it looks really good already. he is super mobile, constantly dashing in and out, throwing booms from close and far range, following up with max distance medium scythe for chip, harassing with good pokes like cr.MK and backfist, and if you ever jump from any range he anti-airs you (including over half screen away because of how far fwd+LK moves). he’s killing a lot of people who just simply refuse to block when he gets close, though… meanwhile when they get close to infiltration he just blocks it out and escapes with virtually no damage 100% of the time. he combos into the meter stealing special most of the time to keep his meter high and his opponent’s meter low.
hit confirming off one jab or one strong in this game is super important, but also really hard to do online in rollback. even just missing it one time because of rollback makes you nervous to try it again, even though it’s not hard at all. because sfv play is all about confidence that your ranges and hit confirms are “correct”, any rollback makes you really paranoid and makes you play a LOT worse, even if the netcode is 99% good. maybe that’s why games like KI feel so good online… i think the netcode implementation is a bit better, which helps, but the style of the game is so free-flowing and high-paced that very small rollbacks impact the play less.
what we have in sfv is still way better than input delay though. maybe when the servers are operating at full capacity in 18 months the game will play better.
I have still yet to play a single match online yet. Shit sucks.
Going to see deadpool tonight, so hopefully servers are working flawlessly tomorrow because story and survival mode are killing my boner for this game.
We will need an extra controller too. You need 2 controllers to hook up two sticks for some reason (capcom sucks). Bring it anyway though just in case.
Im getting matches a lot more regular now too bad i keep getting kicked out of the server