they work if you use an external mapping program like joy2key or x360ce
but you can’t hook up two ps4 sticks to a PC (or even 1 ps4 stick and 1 360 stick), the only way to play local VS on the PC version is two 360 devices
they work if you use an external mapping program like joy2key or x360ce
but you can’t hook up two ps4 sticks to a PC (or even 1 ps4 stick and 1 360 stick), the only way to play local VS on the PC version is two 360 devices
Dickens Ranbat results
Supreme Champion:
Nav VEGA
Worthy Adversary:
Amin NASH/NECALLI
Maybe Next Time:
Gurg FANG
4th place:
Zakky DHALSIM
5th place tie:
Troy DHALSIM
Falken BISON
7th place tie:
Bipolar ZANGIEF
Kawo KARIN
9th place tie:
Scott KARIN
Infamy CHUN LI
Good games. This game actually reminds me of MKX. jabs are for interrupting, and if you don’t have match up experience you get rekt.
I use x360ce and I can hook up two ps4 sticks to pc. The level of fucking-around-with-setting-to-get-it-to-work is very high tho.
In 360ce, you have to find the “map to” drop down menu and make sure the sticks are mapped to 1 & 2. I play at home with a 360 TE and a ps4 TE2 and it works fine.
Btw someone left a ps4 power cord at Dickens so I took it with me.
I only ran into 1 ryu tonight online. Good variety tonight
I actually agree w PJ. Gonna reserve judgment on champ cuz I honestly don’t know him personally
Yo zak puttin work in on that sim
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naw, i brought sfv down on release week but nuthin came of it. not gonna do it again. just mario kart and smash casual style.
Damn that’s too bad Dave.
I miss tubby dog! I’ll come by and try to set the high score on super turbo sometime.
Anybody else watch top 16 of SFV at Winter Brawl? What were the general thoughts on the level of play and how the meta is developing?
From my perspective, it’s about what I expected 3 weeks into the game’s life span. Heavy focus on the ground game but the up close game is heavily reliant on knowing frame data to know when you can push buttons. Lots of players are unfamiliar with the frame data (no surprise there) and are either not punishing unsafe things or not knowing when they can push buttons after certain normals/specials. There’s also a lot of bad SF4 habits going on, especially when it comes to teching throws. Julio got blown up for trying to throw tech every time someone was walking up to him after a blocked normal. The range on normals are also shorter than SF4 so putting that together with short throw ranges, the ‘shimmy’ is a strong tactic right now.
The up close meta is pretty flow chart with the entire cast doing some sort of variation of frame trap, throw, and throw bait. We saw a lot of players get baited by projecting a throw then walking back for a whiff punish. It seems like there’s very little reason to go for a throw tech in those situations with the removal of crouch tech OS, short throw ranges, long throw whiff animations, and throws being 5f start up. It looks like it’s more beneficial to wait and use a 3 or 4f normal as an interrupt in a tick throw or a super delayed frame trap situation. Obviously, there’s a wheel of options going on in the up close game, so there’s ways to answer and blow up every situation.
I’m glad people were using dashses a lot because they made them particularly good in this game and we’re seeing 3S-esque dash tactics. I think some of the cast distribution in top 16 was a bit surprising. I wasn’t surprised with the higher numbers of Nash and Bison in top 16 considering how strong those characters are. The 2 Dhalsim’s in top 16 were also of no surprise, since it was Arturo and FChamp using him. However, seeing Cammy, Rashid, 3 Ken’s, and a distinct lack of Chun-Li was quite surprising to me. The balance of the game is pretty good so far but I wasn’t expecting some of those characters in top 16. I actually thought there would be more Necalli’s since he seems to be a popular character and he does a good job at blowing up SF4 bad habits. Overall, I was pretty happy with how top 16 turned out. I’m looking forward to Final Round to see how things shape up further and I want to see a few international players fly down for the event. In particular, I want to see a combination of Infiltration, Alioune, Tokido, Nuki, and Momochi to go since they seem ahead of the curve. I also want to see Snake Eyez at Final Round because he’s the only player that really understands Gief’s options and that’s a match up people are lacking right now.
MKXL version update is out for MKX owners. You can’t use the new characters yet but the updates to older ones are all there now. Goro’s walk speed is muuuch better.
The makes-my-pants-moist new netcode is in the main game now as well. And the new stage etc.
pretty sure you just explained much of what I’m currently struggling with, alvin.
learning the frame data for up close and personal / best punishes on reaction / anti-airs on fucking point are absolutely crucial for success.
throwing is bonkers in this game - part of me wants to NEVER go for one or try to react to a throw unless I know it’s a setup or the right negative frames during a blockstring at the right spacing… compared to SFIV when I would just mash the fuck out of throws haha
ALSO if you pre-purchase Revelator you’ll get early access to the arcade version currently out. Awesome.
Also playing this new netcode again makes me realize how garbage SFV’s really is. I was a fool to think otherwise for that brief period…
If you don’t have the prima guide you can use the above google doc for frame data. I think throws are really good in this game, probably more so than SF4, but throw baiting is equally strong in this game. I think right now we’re seeing more throw baits because of people’s SF4 habits. I think once people understand the high risk of throw techs we’ll see less success from the shimmy and more successful throws and frame traps. I think in a longer set at higher level play, we’ll see the full circle of throws, frame traps, and throw baits rather than one or two of these working. Winter Brawl showed a different level of mind games with throws. Tick throws looked weak because they are too projected and the 7f tech window. Using a throw during the neutral game was strong though because of quick dashes. Throws after a knockdown were also really strong because of quick rise speed, limited reversal options, high risk of reversals, and the threat of a meaty.
that’s why i always crouch tech with cr.mp
most characters have a 5 frame cr.mp or cr.mk, that’s the same frames as a throw.
only downside to this is that you have less window to tech a grab but that’s not a big deal since the window is really lenient to begin with
the way i see it, there’s no reason to try to press regular grab in SFV since you can stand attack and option select throw. in SF4, you had to be crouching to crouch tech. in SFV, you can stand and OS a throw.
for example, st.mp~throw
i have one of my buttons mapped to throw for this very reason.
light attacks are wayyy too hard to OS throw with in this game so it’s not reliable.
i know what your argument is gonna be, it’s gonna be that people will start frame trapping your crouch techs. yep, i know that. and so that will be the evolution of the meta game.
Man, the amount of hard reads Mister Crimsom made to win that tournament is pretty nuts lol. I was hoping to see something i was missing in her game but god damn those were all just crazy good reads that led into big damage resets.
Really neat
When SFV’s netcode is good, it’s great. Zero input delay for local matches is really nice. But as soon as the conditions are less than perfect, it goes so completely to shit… the warpy matches give me a headache, not metaphorically either, I’ll actually get a headache. I tried playing Juicebox last night and started feeling a little bit queasy it was jumping around so much.
SF4 netcode was bad, having to guess to anti-air guys because the input delay was so extreme, but this really isn’t much better
The game is unplayable when roll back kicks in. You can’t match visually what’s going on at all so playing footsies and anti-airing is out of the question. The netcode feels worse in the final build then it did during the beta phases, imo.
is there any reason Nash shouldn’t V-trigger OS Throw?
If that OS actually works then probably not.