I dont understand SFV

That is incorrect, the input buffer does not apply only to combos, it applies to all button presses. Thus why the concept of “turns” has been brought up so much with SFV. It’s because if something is negative at all, you’re giving up your turn, because the ability to do frame perfect normal reversals is infinitely easier than it’s ever been. The only exception to this is when it’s hard to react to the normal which is negative – like Ken’s buttons, thus why Ken gets so much hate for getting away with so much unsafe shit.

So no, everyone did not become a god at doing normal reversals, they just got a HELL of a lot easier. Contrary to recent belief, reversals used to be VERY difficult to do. Specials/Supers would be the most likely to have had buffers, thus, they were the preferred reversal option for tight punishes, as well as giving you multiple buttons to press to allow for more chances (see double tapping, drumming and other such techniques built up through the years).

If the buffer only applied on-hit, there would be a lot of option selects to make hit-confirming moves a non-issue.

Crap was negative all over the place in older the games, but it didn’t guarantee the end of your pressure, because…

  1. No buffer for normals
  2. Less universal frame normals (not every character had 3 framers)
  3. Much less block/hit pause
  4. Faster overall, depending on the game

I mean, in all of my time playing 3S, the amount of Raidas that have gone unpunished is preeeetty ridiculous. Not only that, even on amazing players, I could sometimes keep pressure afterwards, despite it being negative -5~-7 depending on the version. The power of speed and subtle animation!

Tell me about it. It’s even harder with Birdie.

When you’re playing as Birdie, literally everything your opponent throws out is a frame trap. FUCKING EVERYTHING.

I hate this game.

This game feels very momentum based, with combos being easy to do, and high damage.

I still need to learn whats punishable and whats not, so I also have this kind of problem. But thats something youl learn with time.

Meanwhile, V-Reversals are really good when you feel that your locked down in a string that you feel are difficult to punish and also gives you the momentum.

My biggest problem is with spacing, because how the hitboxes are, I feel I should be able to hit some characters (like Zangief) when Im infact out of range.

Why do I see grabs get ducked so much? Is that a thing?

? you cant escape a grab by ducking…

What you see is either people trying to grab out of their throw range or people trying to grab when they’re not allowed to (because the opponent is in hit/blockstun or still airborne).

I remember someone else a while ago asking the same thing about grabs getting ducked and I was like “this isn’t MKX” lol

Only Q gets the luxury of being throw invincible during crouch transition frames. Sooomehow I doubt that fully intentional trait of his will make it into SFV should he arrive.

It’s unlike any previous SF game because of the terrible input delay. I don’t play because of this, I play an organic style based on footies/zoning/reaction and strategy, you know, I play Street Fighter, fighting games where even 1frame matters, 8f is just a bad joke.

8 frames of lag is around 120ms, that’s equivalent to a Yellow Piss online connection, and just like in a yellow piss online connection on any fighting game you’re going to lose to laggy BS tactics, people just on auto pilot pumping out their preplanned BS over and over that you can’t react or do anything about. That’s not SF. I don’t play this game for this reason but I’d assume this is what it’s like.

Last time I played, we did the trick on PC where you can reduce the frame delay in half. I couldn’t lose. And I don’t even play SFV. So just so people know if you play someone on PC they could very well be “cheating”.

I win regularly against PC players that have v-sync off. Sorry but you’re just making excuses.

8 frames of lag in total, but the difference between SFV and SFIV is only 2 frames or about 30 ms of lag. Definitely a noticeable delay compared to offline play, but not nearly as bad as you’ve made it out to be.

I think you’re overstating the difficulty of AAing as well… yes 2f makes it harder to react but if people are literally “auto pilot jumping” that should still be free damage. Not sure what you mean by “preplanned BS” either, since there’s not a whole lot of set play in this game.

I happen to agree that the lag should be removed; you’re not making a good case for it, though.

How can you even tell they have v-sync off or not?

Ok so I’m learning you get more with less these days since Twitter dumbed everyone down and nobody can read or comprehend or retain.

Street Fighter V has MORE THAN DOUBLE the lag of Street Fighter 4. This is a fact. You are wrong. It’s actually worse than I said before:

http://www.eventhubs.com/news/2016/mar/15/street-fighter-5s-input-lag-more-four-times-skullgirls-or-mortal-kombat-x-research-video-battlenonsense-eye-opening/

I got the 2f figure from FourWude’s site: displaylag.com/video-game-input-lag-database/

From the videos of him testing lag in various games (https://youtube.com/watch?v=Uk5n-xOD2vU) it looks like FourWude uses the same (or at least a similar) method as the guy in the video that you linked. So I do find it curious that the two tests produced different results. If you are more technically savvy than I am and want to explain why FourWude’s method is less accurate for whatever reason, I’m all ears. That said, “This is a fact. You are wrong.” is probably not going to convince me.

And it’s pretty funny that you treat me like an idiot for presenting inaccurate data when you admit that your data was wrong too:

lol.

Because they tell me.

One of my friends says he doesn’t agree with the way DisplayLag did the test. Which was using a camera to count the frames rather than using an actual program from a computer.

Battle(non)sense’s method is more thorough. But, he’s testing on PC, the other dude is testing on PS4. Same is true of MKX and SFIV, IIRC console SFIV does have 5 frames of lag vs. the PC’s 4. 1 frame of a lag isn’t a big deal, but beyond that it’s FUBAR. So it’s like, OK Ideal, amazing SFIV is 4f on PC, if you can afford it, ok let’s play console 360 version ok it’s 1 frame worse, oh let’s do SFV oh thanks for another 2-3 frames of lag. Fuck that.

I guess these are the two sources for input lag, I don’t like Display Lag because he only uses 10 random inputs. Well, for all we know the next 3 could have been 150MS or worse, it’s random, so Battle Nonsense has the better methodology.

Ok so let’s just take both of their results and you get an average of 7.5. 7.5 frames of input delay. It still fucking sucks.

Video’s for idiots still defending input delay in SFV or who have low standards and “don’t care”. What is wrong with you. Also there’s a million of these fucking videos on Youtube, so there are a lot of people who get it.

If all of us that got it Tweeted Capcom and said “please reduce the input delay in Street Fighter V” they would fix it. If the idiots who defend this for some ridiculous and misguided reason woke up and Tweeted Capcom as well this shit would get fixed virtually overnight, like what happened with Ultra SFIV on PS4. Well that’s my peace on it. I pray that Capcom got the memo and a fix is in the works. Even if they match SFIV at 5 frames I’ll be happy, 4 or lower and I’ll shout the shit from the rooftops and spread the good word of Capcom once again.

Also my final thoughts to the OP: In a game this laggy, essentially the way to win is to play ahead of yourself. You essentially would want to do a bunch of shit in advance, and that involves a lot of guesswork and bullshit that goes against the once organic, reaction based footsie/zoning, feeling out your opponent nature of Street Fighter. Street Fighter used to be UFC now it’s like, imagine if you were in a UFC match and there’s a delay between when you want to attack and when that attack comes out, so you essentially are guessing the entire time and hoping shit lands. Who would want to play like that. Not me.

Don’t try to figure it out man just Tweet Capcom to reduce the input delay come back in 2017 and hope for the best. Or play something else. Or get a job in real estate and make a billion dollars.

https://www.youtube.com/watch?v=3CBEVIDwge0 https://www.youtube.com/watch?v=zwalITH_cGY

Excuse me sir,your math skills are broken.
IF SFIV had 5 on consoles and now has 8 on consoles, then is there no way that SFV has double the input lag.

Complains about people are not able to read,but fails at basic mathematics.

Ok so here is where I piss people off. Would you go as far as to call this version of Street Fighter a button masher? We have a lot of people that claim read and reaction are not as effective due to the input lag. There is far more push back in this version and some moves are now far safer than they have been before in previous versions. I can admit that im not good by any means but the same friends I would wipe the floor with back in SFIV are giving me more trouble than ever with their mashing antics. Even when I watch highly competitive matches I see a lot of random button presses full screen. I guess im just a confused old man.

I don’t see more full screen button presses in SF5 than in previous games… they’re all trying to bait reactions or to make the opponent scared of moving forward.
If your friends can mash buttons against you, then you’re not taking advantage of the trade priority system and specifically of the crush counter mechanics. Stick a heavy in their face while they’re minus and voilà, you get a full punish.