Improvements or changes you would like to see in SFV

If Necalli didn’t get 4 bars, then I don’t expect anyone will. Probably worried about it being too easy to kill the character without giving them access to their VT.

1 bar, I’m not sure. Not really expecting that either, but it could happen. The interactions with V-reversal, and with taken damage strategy-wise, would be pretty strange.

1 bar would mean the vtrigger is pretty weak or with little impact, which I’m not a fan of.

I suppose 4 bars should be given to a character that’s kinda handicapped but is manageable to play, but as soon as he gets access to VT - he’s fucking indestructible

1 bar = somebody very agile and setup heavy, like Urien

Does V reversal cost 2 bars? If you had a character with 1 V trigger bar how would V reversal work?

V-Reversal costs only 1 bar.

Ah right, thanks

We had that with Hakan, didn’t work out that well.

And considering you’re garanteed to get v-trigger for health loss that’s a terrible idea. It’s comeback mechanics on steroids.

I agree. Some V triggers should be time based, one shot, multiple shots, or infinite (Like Necalli). I like that.

But there’s a balancing act that Capcom must achieve. Which V Triggers deserve to be one shot? Which ones should be time based? Which characters have a V skill that can be abused alot to gain meter, and which characters have very conditional V Skills that make building meter a harder task?

In Nash’s case, I believe his V Skill is too conditional & useless…which hampers his V Meter gain…which hampers his damage output potential.

“We looked at (Cammy’s difficulties against zoning) and gave her a spin knuckle as her V-Skill because we knew that would help her get around projectiles. Chun-Li is known for having historically floaty jumps, so now she has a lower jump that helps her get in at a different angle. We try to look at the characters individually, and figure out a skill that will complement them, maybe help counter a weakness.” - Combofiend

Nash combating projectile zoners & having weak normal attacks is not his weakness. So why is it his V skill…?

It enables a bunch of mix-ups, can be used in conjunction with his booms to get in, functions as a combo extender, so I’d assume it’s to patch up those areas.

@Naeras are there any Nash V-Skill combo videos out there? I haven’t seen any yet.

You call so use it to escape and avoid mixups

He’s talking about v-skill, not v-trigger. V-skill is the fireball absorb/awesome poke. V-trigger is the breathless teleport strike.

Nash’s v-reversal is also a teleport though.

Oh, woops. My bad. I was skimming the discussion in between setting up western blots.
Yeah, I assumed it was the V-trigger. I have no idea about the V-skill.

How many characters can you poke with and gain V-Gauge. Not even Cammy can do that since you can see the spin knuckle coming. That, plus the fact that it eats fireballs at the very least makes it better than some of the other V-Skills of the existing cast. Heck, I wish Chun had something like it (maybe with her back+fierce animation).

You also forget that the main purpose of his Sonic Boom isn’t as a zoning/anti-zoning tool. If you’ve read Seth’s old Dom101 article, then you’d know that that’s only half the job of projectiles. Considering that Nash is now an offensive, rushdown character, the purpose of his Sonic Boom is to act more as a setup, something for his opponent to react to. In this case, the most likely scenario is to rush in after the projectile, then either baiting out an anti-projectile option from his opponent, or to see how they block and then react accordingly.

With this in mind, his V-Skill will be your primary anti projectile option as well as an occasional counter-poke.

I’d say a proper tutorial mode, plus a lot of extras including videos of the fighters’ backstories. I also wouldn’t mind a time attack mode and a survival mode.

Again, when I said his anti-projectile V Skill was redundant, I didn’t just mean his Sonic Boom was the only reason. His hopping command grab and his QCF+K are also anti-projectile special moves. His V Trigger is anti projectile, and his Critical Art is too. At this point, Nash has so many anti-projectile moves, you’d forget to use one or even two of them during a match lol.

Is a poke that gives u V meter generally a good idea? Yes. Is it a good idea for Nash considering how he’s built as a character? Not really from what I’ve seen so far. I honestly do not see players opening up opponents, or chaining combos, with his V Skill. I see most ppl using it ‘because they can’, not because it was the best option in a fight. And does Nash really have a problem opening someone up in first place?.. He’s pressure city right now.

I believe most Nash players can think of a better V Skill that compliments his playstyle besides a good poke that eats fireballs. Again, my fear is that V Guage ends up being a major factor in character viability, with certain characters having weak V tools.

Not sure why you’re worrying about weakness when he probably has the most useful V Skill for building V Gauge outside of maybe Vega or Necalli. He can poke and absorb projectiles to build V Gauge and get quicker access to teleports and v reversal ports. Which is something you probably want.

I dont get all the crying about Nash’s v-skill. For one, he’s not the zoning type he used to be in Alpha with his projectiles. To compensate, they gave him a quick, easy to use, meterless anti-projectile tool that also serves as what looks to be an annoying poke as well. To touch on your points, is critical art available at all times? No, so you’d have to build up 3 bars just to use it for this purpose, which isn’t smart meter management considering EX moves and all. And if you mistimed it/guessed wrong, then good luck to you. This is where his v-skill comes into play since it’s free of cost and safe on block. For his ex command grab, you’d have to build bar again and on top of that, it looks to have slow startup? (Correct me on this). If this is the case, then it might be too risky to use it and if blocked, then a projectile is the least of your worries. His v-skill is again safe on block from what I’ve heard/seen so again another instance where it’s more reliable. I’m guessing qcf+K is sonic scythe. I guess that’s another option but I don’t really see it being the go to move to negate fireballs like his v-skill. His v-skill is not that bad or weak.

I respect everyones opinion. I’m not going to go back and forth saying the same thing. I haven’t seen any gameplay yet that showed some good Nash V skill tech. I’m open to see some & i suppose time will tell.

Combofiend said himself that ‘V-Trigger is meant to make the highs even higher, V-Skill is meant to make the lows less low.’ I guess Nash is the exception.

It’s basically a quick normal with a nice projectile hitbox and what looks like a good amount of active frames. For the record, you can link into it after low fierce if you want, and if you can combo after it on CH, then chances are you’ll be able to do that on meaty hit as well.

But for the most part, you don’t really find “tech” for a poking normal. It’s the sort of thing that invisibly influences the game, possibly by covering a hole that your other normals don’t. In the same way that it fills a hole in your projectile game (everything else but v-skill is slow.)

I think the only characters that really exemplify “lows less low” by giving them something that covers a weakness are Birdie, Bison, and Necalli. It’s clearly not a statement meant to apply to every character. But for example, Chun and Vega do get something new, even if it’s just a different version of an idea they already have access to, like Nash.

If there’s any V-skill that seems redundant it’s probably Ryu’s. For the most part, the guy with a SRK and a fireball is the last one who needs this kind of punishable parry, but it does still have some situational utility to fill in for situations where SRK isn’t as good (headstomp.)