Yeah compared to 4. I’m fairly certain most jumps are 3-4f slower than they were in 4 (though to me they don’t feel like that because of the netcode but the frames are there…) and walk speed is universally slower for every character returning from 4 except for Ryu.
What I’m most curious about is frame advantage of booms on block.
I believe someone ( @Eternal iirc) compiled a list of jump- and walkspeeds in both games. They were relatively similar on average, I believe.
SFV has faster dashes on average, though, which also factors in.
I just hope that his boom recovery is quick enough to make it safe against peoples’ anti fireball tools without meter. Eg. Cammy spin knuckle, birdie chain, necalli disc guidance. Because if not it seems silly that his character design is so boom focussed in a game where fireballs are nullified by most of the cast with ease.
If the recovery is good then he will be awesome as he will be the true fireball Zoner in the cast. Ryu fireball zoning is very limited in this game.
Tbh I am fine with no invincible reversals on deck, as I tend to throw those out too much anyway. His cr HP looks good enough that it doesn’t really matter about AA property of flash kick.
So while they are significantly slower than in SF4, they’re still quite fast, and significantly quicker than anything else in the game. Going by LP/MP/HP/EX versions for other characters:
Nash is 47/47/45/37 frames
Ryu is 46/48/48/44 frames
Ken is 48/48/48/45 frames
Chun is 45/43/41/38 frames
Rashid stuff is just hella slow
Necalli pound is 57 frames for all versions
FANG, Birdie and Dhalsims projectiles aren’t traditional fireballs and don’t compare in the same way.
I saw several booms get jumped early yesterday where the jumper got smacked by a clean c.HP AA, so I’m not very worried.
Something to consider about Flash Kick: So far, the characters with EX-only true reversals are Rashid, Karin, and Chun. Chun is the only one with invincibility extended past the 1st active frame, whereas Rashid and Karin’s run out at that time. So it’ll still give Guile an edge over the vast majority of the cast if his EX Flash Kick is, say 5f start-up and invincible from frames 1-8, or something like that.
Not the same at all. Headbutt into Ultra was a lengthy link. You did one, started charging for the other, landed, you’re done charging, then do the next. Like other people have said, you’ll have to sneak the Flash Kick input inside the Super input.
So Sonic Hurricane actually looks really fucking good now, at least in V-Trigger. Huge range, active frames, and my god the damage. It did like 250 with full 50% scaling, it’s gotta do close to 500 raw. With it’s range and fast startup I bet it won’t be hard at all to hit people through fireballs or stop people from jumping afar.
I never played Rog, but wasn’t it so that as long as you go DB,UB for Headbutt, the game counted UB as still charging back?
So, with FK, you go DB,UB+Kick,F,B,F+Punch? Up Back is still back. You’re still charging.
He means the fact that in IV it was a link to the ultra but in this instance with Guile, the Flask Kick is cancelled into the ultra so it has to be input a lot faster. This means it would probably favour the up-forward motion more.
Yeah, that’s what I was referring to when I said “started charging for the other,” I apologize for not being clearer. Flash Kick into CA is going to be only one charge though, because it’s a cancel, not a link, there wouldn’t be time for two, even with one being folded into the other like Headbutt -> Ultra, because it’s literally almost instant.
So yesterday on WSO stream Capcom officially confirmed that Guile’s Somersault Kick is throw invincible but not hit invincible unless you use an EX version. How bad of a nerf it is? Does this mean Guile now doesn’t have a reliable wakeup option and will have to rely on V-Reversal to get out of possible pressure instead?