Never heard any confirmation on it. If that’s true then expect the “people can mash reversals too easily still now. THIS IS BS!!!” Because in SFxT the reversal window was 6frames.
Laura and R.Mika’s CAs being 5+0 throws is an obvious design decision to make said CA’s weak though. The idea is that you better have a hard read on them pressing a button or else it’s going to get punished.
I was speaking about using them raw, as most people seem to be complaining about them being poor there rather than in combos. Honestly though, I think I’d only use their CAs off a light or when it’ll either win the round or get me within spitting distance of a win as they both have incredible uses for meter in combos
This. These characters tend to have more options to open up someone who’s just holding down+back.
The problem with this conclusion is that it looks at SFV’s super meter alone when it’s just part of the game’s meter system. What was done in V was to simply address the issue with IV where super itself was barely ever used because the other options were better. One of the most egregrious examples was in Ultra where, with the addition of Red Focus, Yun barely ever needed to stock up for Genei Jin anymore.
With V, that issue is addressed by moving some of the meter powered options onto the V-Gauge, so there’s rarely ever a situation where you’re stocking super for options other than super and decisions to use EX over super are more a matter of what extra utility the latter brings at a specific point in time (e.g. Chun’s EX SBK being her only GTFO move), instead of super being the inferior choice damage wise.
like you’re saying d3v by splitting the function a bit they really took a positive step forward from 4.
super meter was too valuable in 4 and ultra meter was kinda too simple.
decoupling things and giving a way to use v-meter(ultra meter) outside v-trigger(ultra) is a very wise direction to take the concept imo.
also having different ways of gaining it, not only being hit but also v-skills which differ in function and crush counters which are an offensive action.
this gives a little more leniency when it comes to holding on until super and also using EX more often since the super gain rate seems relatively quick.
Personally, i am loving wath capcom is doing with SFV.
I think this time around Street Fighter will be an open project and could live for years.
This is the most ambicious Street Fighter and capcom is walking his path slovely but steady. They wants new players but they also wants to teach them how to gradually play a fighting game.
And this is the point, for now the core mechanics of the game (V-SYSTEM in particular) are good enouph to build upon them. You can’t attract new players building a new Third Strike, we have to be realistic: if capcom release a new, complex, full of new mechanism sf right from the start the game will only scare new people. And any good multiplayer game can’t leave without new players.
But if you start with a solid release, with all the core mechanics set in stones and slowly add new things with patches, dlcs and events than we’ll see the best street fighter ever.
So i think is really pointless right now talking about missing features or mechanism. They will come for sure.
Your response is still not a strong excuse not to have more CAs, when there’s clearly vacant room in the game for it.
What you’re saying is that the V Meter carries more of the load now when it comes to special abilities, so now you have more opportunities to get a CA. Ok, I can see the logic in that; so if thats the case, let players have more than one CA then if we’re going to get CA’s more often. Give me more options in the event of getting full super meter.
You argue that one Super will always be better than the other, but that will almost always happen with anything in life when you compare two things. One super will always be better than another super, one character will always be better than another character, etc etc. If Ryu is inherently top-tier, does that mean we delete all the other characters and just play Ryu mirror matches? Lol. No, you include everybody anyway & balance it the best you can for the sake of fun, discovery & diversity.
The purpose of multiple CAs would mean giving characters more utilities, so the player can play the character how they want to play them. Give the defensive character a high damage offensive option. Give the zoner character a high damage GTFO option. Give Laura a super fireball floats slow and damage chips, give Nash an anti-air CA. And not only does it promote playstyle diversity, it makes the game more hype & entertaining to watch. And on top of that, it solves the problem with characters with only a Throw CA who can’t cheese ppl out.
Why is there pushback for more supers, when we all know SFV will inevitably receive either more CAs or more V mechanics in the future. The thread title asks for ideas to improve SFV, but all I get is rebuttals as to why the game should stay exactly the same. Lol
Anyone with a command grab doesn’t need a chip kill option. You’re going to get people to jump and backdash which they can’t block during any way. Gief and Birdie of course have jail frame supers so they can legit kill you if you don’t jump their command grab supers. Anti air them or press a button when they try to jump or backdash out of the grab and you win the match.
You can jump out of Laura and Mika’s grab supers, but that makes sense since they are mobile grapplers that can both combo into their grab supers.
It never hurts to have more supers, but it’s arguable whether or not it really makes the game much better than it already is. If you just love having a variety of super options, then that’s you, but I say Capcom will find what’s best for the game in that regard. Since this is a Service DLC type of game you can most likely expect them to add stuff in the future. I don’t personally care as I like the base system already, but it wouldn’t hurt either.
Oh I thought it was a grab. The funny thing I noticed is that it must start fast because if you try to jump out it’ll hit you. Nice to catch people that you know may go to escape a command grab if that’s how it works.