But SFV stages are huge for like no reason. :thinking:

I think the only way to try comparisons would backing both characters from round start till the screen no longer moves across the games and measuring the dashes from there.

3S stages are pretty long too.

JoJo stages are hilariously wide.

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Just realized I don’t have dash info for the newest 3. :thinking:

cause he knows he can’t accomplish anything without fuerte randomness

another sad, broken fuerte main

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Been a minute since I’ve touched 3s. When I get some free time I’ll do dash distance project.

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A possible way to add to the measuring of dashes is take Ryu as a base. Measure his dash in relation to his crouching medium kick. Then other characters to that.

On the whole SFV moves might be stubbier than other games so dashes may be shorter. But they might be on on par to other games.

Say in SF3 Ryu dashes 1.5 times his crouching medium. And he also dashes 1.5 time his crouching medium in SFV. He will dash further in SF3 because his crouching medium has more range.

3rd strike forward dash distance seems pretty standardized. Like necro is the only standout measured at 3, while makoto and 9 others are a 2.

image http://wiki.shoryuken.com/images/f/f7/(necrodf).gif

Seems like a safe assumption that SFV dashes go further overall.

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Without looking at the numbers, there are big dashes in 3S but they tend to be slower.

Normals in 3S are also good… but have to contend with the parry for better or worse.

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Put both games on the same resolution and count pixels like the old days?

3S doesn’t have a Grid-like training mode, right?

Yes and no.

11 characters have a forward dash distance of 2. (IE chun and makoto fall into this bracket)

6 of those are 17 frames or faster. The rest are 18 or higher.

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I all fairness that dash is hard af to react to

What really gets me off guard is that unlike Ed and Sakura, he seems to stay in place for a couple frames and then he moves forward which can screw up my reactions 90% of the time. Sakura pretty much moves instantly in comparison (or at least to me it seems that way)

Reminds me of Nash in season 1, even though I used to main him back then that shit was busted (granted that the input lag was way worse then too)

Man, season 1 dash was the king of jerking forward for no reason.

The amount of those shit ass scythe kicks I just walked into at random was silly.

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Yeah probably the animation coupled with the frames.

S1 Nash dash was 17 frames and went far as fuck. Think it’s no contest he by far had the best dash in the game. Even with the current input lag S1 Nash dash would be dumb good.

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I looked at the numbers, and the obvious degenerates I was thinking of are stupid fast (Elena, makoto, urien).

The others are clearly where you said but they somehow don’t feel as fast in practice as their equivalents in SFV.

Which I think just goes to show you that the strength of things is always relative.

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Dash range doesn’t mean as much as normal agency, in SFV to be within your normal agency you have to be well within most dash ranges.

This makes them so effective, if you put these dashes in SFIV they’d mean less because a lot of the poking tools went farther.

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This is exactly how I feel when playing it. I can’t lame and zone people till they die of boredom in this game. It is too rushdown heavy. Too focused on offence.

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Offense is for fucking nerds

i ain’t playing fighting games so I can physically exhaust myself doing motions and hitting buttons, just let me hold downback and hit medium kick every now and then.

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Seconding this. These nerds have to put up with actual. numbers.

I’ll repeat that just so people realize how ridiculous this sounds.

To play offensively, in a fighting game, you have to look at tables full of numbers with utterly ridiculous stuff like how many frames a character takes to dash.

Now, if you want to play that old-school, traditional, as the devs intended SFII Shoto style, you need 3 basic things.

Throw fireballs, bait jumps, dragon punch the jumps.

No numbers. Pure fighting.

To be fair, SFV has a much larger roster so its more like:

3S - 37%
SFV - 49%

Still a significant incraese, but not truly the relative double it looks like.

Also, as mentioned before 3S has better normals than SFV. other difference include, that 3S has much better walk speeds (which weaken dashes), but much stronger throws (which strengthens them). So… yeah, same as always, its all relative.

Which is why I hold by, “keep the speed, shorten the range”, since SFV has generally stubby normals, the dashes should be shorter to compensate. If you make them slow and short… all you’ve really done is remove dashes from the toolbox, which I’m not sure is a great look for this game in general.

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This is bullshit.

SFV may be numbers heavy, but that’s not a universal truth at all. That is a by product of how SFV offense works, combined with it being homogenous, and repetitive.

In fact, you want offense to be stronger than defense. The opposite results in a bad game, as the incentive to the players is to avoid conflict… This is a significant part of what is wrong with SFxT (which is a game I admittedly like).

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