Super builds quite fast in SFV. You’re guaranteed to get at least 1 per round. Stop basing your opinions on what you see on videos and listen to people who’ve actually played the game.
Yea I agree. Meter building in SFV is pretty good (based off the few matches I played). I won’t be surprise to see players quickly spend their meter on super or combos with ex moves in the first round. By the second round you’ll likely have at least have 2 bars or maybe 3 filled again if you’re going in hard. I like it.
Seems like people are too slow to get into meaty range after a knockdown. That is just what I observed watching most matches I saw. - Also it would be nice if they do away with “High Level SFV Matches” title, cause they ain’t. - I saw a match, where this Ryu would dash in st. mp, after every sweep. Not sure if this is a guaranteed meaty, but he had a lot of success with it. Another example is a Nash player that would knockdown and attempt meaty fireball, i think he was just testing stuff out and not really playing. Birdies for some reason, well the ones i saw, rarely pressure on wake up. Not sure why? Did not see many Chun, Cammy matches, though I imagine Cammy has a ton of meaty pressure setups.
3s is similar in that oki pressure is limited depending on the matchup if they quick rise. So for example in the Ken mirror if you towards throw and dash up you can’t truly cover their wakeup. This is why if you watch the famous Nuki vs Boss set on youtube you’ll rarely see them towards throw except in the corner.
The tradeoff there is that quick roll moves you backwards and stages are kinda short so even if non-super knockdown don’t lead to standard oki pressure, getting knocked down a few times is a good way to end up in the corner, where you definitely don’t wanna be.
I’m not sure but it seems like some SF5 stages are kinda long? So probably the same doesn’t apply.
Chun Li’s EX moves in SFV aren’t very good neutrally (just like they were in 3S) so she’ll be building up for her super quite frequently (just like 3S). Except now V Trigger gives her extra combo/anime abilities on top of it which makes things even more interesting.
If V-Systems are to be the defining mechanic of this game, I would like to see an alternate V-Skill/Trigger system for the cast similar to selecting editions/supers/ultras in older games. Would allow for another take on each character that adds roster diversity without really increasing the number of match ups we have to learn.
Why not just have the rest of the SF5 characters have v-skills similar to what we’ve already seen? So there’d be enough diversity among the characters, but still nothing terribly new from what we’ve already seen.
Like Chun’s v-skill is great and I could see a number of other characters having a hop v-skill very similar to it, but maybe have less flexibility in terms of following it up with normals, and the v-skill itself not having a hitbox that can lead to a juggle.
I think when it comes to v-skills/triggers Capcom has in mind to implement, they’re going to borrow a lot from CvS2 mechanics. I would not be surprised if next character we saw could either air block or roll for a v-skill.
People will still mess up combos in tournament play. I’ve seen Gamerbee fuck up a dragon punch at Evo2015 and a lot of other fails from other players when it came down to supposedly “easy” things that the players can do in their sleep.
Doing stuff that is easy can become very difficult in high pressure situations.
Hell the whole winners/loser/grand final of EVO2015 are a testament to that. Momochi switching to a pocket character and winning Evo with it.
I bet you that Gamerbee’s Adon wrecks Momochi’s E.Ryu any other day of the week.
People put too much emphasis on the mechanical difficulty of stuff you can do in a training mode situation, when what really counts in a fighting game is to be ready to do that stuff in situations where it really counts.
You’ll still have to learn the meat of the game which is the neutral game in order to even get a chance to land that stuff and you will still have to learn a thousand situations in order to brings out the right punish in one of these scenarios.
You just don’t have to grind training mode for month in order to bring out your bread and butters consistently, and you will have more time to focus on playing the actual game and finding solutions for situations other players put you in.
Which is much more interesting to me personally than grinding out a combo for hours and hours and hours.
Based on my experience with the game so far, I think players should have the choice to decide how many stocks their V gauge can be. Maybe you can trade less V gauge for more Super meter, and vice versa.
Nash has one of the weakest V-Skills & V-Triggers in the game so far. To have him just teleport once sucks. And he can’t even get V meter fast using his Skill because it kinda sucks too. I think an easy fix for Nash, and any future character with weak V tools, is to have the option to customize resources. Make Nash having a short V-gauge the player’s choice, but in exchange he has an extra EX stock. Or you can use the long V Gauge version of Nash, where he has two teleports, but a shorter super bar.
And Critical Arts would logically be weaker when using the short Super bar version of characters.
The V-Gauge is actually that amount of bars for a reason, giving customization in the V-Gauge would destroy the point of some V-Triggers and make them ridiculously powerful in some cases also. Trust me, you don’t want a single bar V-Gauge Bison.
Talking about mechanics…
I read somewhere that uppercuts in SFV do not have lower body invincibility.
Does that mean if I hit someone mashing srk on wake-up will get rekt every time by a meaty low attack and can blast through high attacks?
The flip side to what you’re saying is a character like Nash, who’s V-tools are pretty weak so far. How fair is that when you have some characters that are less viable simply because they can’t use universal system mechanics as well as others.
A single V gauge Bison can be balanced accordingly. He can have a limited number of dashes and special moves he can do in that short amount of time.
The whole point of V-Skills/Trigger is that they aren’t utilized the same by every character and aren’t a universal mechanic. And how are Charlie’s v-moves bad in any regard? His V-Skill dissipates fireballs and works as an actual poke attack as well. His V-Trigger sets up some lethal mix-up situations as well as extending combos.
I heard someone somewhere else on this forum say that each version of DP had a different locational invincibility. I would be okay with that system, if that is truly the case. Regardless, I do think most meterless DPs should be getting blown up against meaties. Doesn’t seem particularly easy to land a wholly beneficial meaty in SFV so far, so I think the balance of it would still exist.
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I don’t know if it’s been discussed already, but what are people’s thoughts on a form of aerial defense? It’s not a foreign concept to SF games, Alpha series had air blocking, SF3 had parries, and outside of SF there are numerous examples. I’ve always been what I would define as an “aerial” player. Mastering the defensive options capable in the air is something I always made sure to do. (Thus why I love 3S) Never is jumping even in games with aerial defense the best defense option, but it does make the option much more viable. It also increased the benefit of doing an empty jump, as fear of an aerial defense makes the person respecting the jump-in play more intelligently. It just creates much more intricacies to the air, anti-air and air-to-air game. I was expecting some sort of aerial V-skill to show up eventually, but no sight of it yet, so it got me thinking.
Even if such a mechanic existed, I’m not sure what it would be. Keeping with the intent of the game being very classic SF, I wouldn’t want it as overpowering as 3S’s parry system. Though, new generation’s air parry system would actually not be the worst example. Not including the hilarious super jump air parry that existed in that game, the regular air parry in new generation was very defensive. You would go flying backwards and towards the ground as if you just clashed swords and pushed off your opponent or something. Often times this meant you wouldn’t get much in a way of a punish, but it could sometimes still lead to it, if they did a DP or something.
Perhaps the ability to perform an aerial maneuver, either some sort of extra flip to change trajectory mid-jump. Maybe spend a bar to perform an new generation style parry, or perhaps a roll which guides you toward the ground, which can be punished KoF style. Shrugs There’s a lot of ways to implement some form of aerial defense, I just wonder what people’s opinions are towards aerial stuff. I’ve always just never been a fan of the “he’s in the air, hit him” concept. It’s very one-dimension, and is simply a requirement by you to be ready to DP whenever needed.