Improvements or changes you would like to see in SFV

Firstly i really like sfV - its a great change to 4 that im really enjoying.

My one gripe is i feel that too much advantage is given to the attacking player via frame traps/ throw mix up. I swear some people i play are just rubbing their face over the buttons and they get rewarded for it.

Im trying to develop a calm patient play style but it just doesnt seem to be the way to go in this game atm.

In 4 you would only be pressured for a short time due to push back when blocking.

I dont think big changes are required just a small shift in balance to reward great defense rather than it just ending with a throw mix up.

Funny you say that because I feel the exact opposite way… Frame traps aren’t even that great ATM for me. Yet people jab and break most of my throw attempts.

All my throws currently come when my opponent just doesn’t throw at all. When I’ve taught them through shimmy not to. But a shimmy isn’t a frame trap its a wiff punish bait.

Or learn to block instead of asking the game to change.

No, keep this. It makes ranked matches start up faster and cut down time wasted.
If you want to change your character and waste time, it should be your time wasted, not anyone elses.
I was tired of playing ranked in 4 where some players would use the entire clock to pick their character.

You’ve really added to the discussion. Well done… Incase you haven’t played this game, many characters struggle with zero reliable reversal options. Its a bigger problem when you see how long offensive strings are and how relatively safe it is.

Offensive strings push you out of throw range super fast, so you don’t need a reversal. This was a purposeful design decision to make it so that invincible options are rare, risky, and often costly in terms of meter. Armored options are generally there to blow through pokes, mashing, and more open frametraps rather than meaties.

Everyone has a v-reversal.
Just like a normal reversal it can also be baited and in some cases punished (I believe?).

Overall I think a lack of reversals is OK when you can roll and tech. You’re not faced with crazy ambiguous setups many times in a round so why do you need the threat of some kind of invulnerable reversal? If you need to escape because of stun and stamina, that’s the time to use v-reversal. If you don’t have the meter to threaten it or use it, then I dunno. You made your own bed.

Oh okay, so just be stuck in block strings; got it. That’s not instantly putting characters at a tactical disadvantage at all.

Blockstrings are so weak in this game! Anything into an overhead is going to have a gap large enough for you to get up, grab a beer, come back, and counterhit into a full combo. Throw ranges are so tiny that they are ticking off a single button tops unless they’re a grappler (in which case why did you let them in). This isn’t Mortal Kombat, you don’t need to worry about constantly guessing high/low/throw. You even have an alpha counter to escape blockstrings with!

Blocking is awesome

Message received; get mo betta, aye.

I’d really like to see more stages. The stages so far are great and everything but I just wanna see more variety! I mean, it’s either there aren’t enough stages, or everyone has just been picking Forgotten Waterfall in most of the matches I’ve played so far. lol.

fireballs as a zoning tool being buffed wouldn’t be so bad for the game. right now, a lot of them (specifically ken and ryu) can’t even fathom using them as a zoning tool. i’m a scrub, i won’t deny it. but damn, it’s so easy to punish fireball zoning it’s ridiculous

You’re not suppose to use them from fullscreen. It’s best at mid-range to right outside of the opponent’s pokes, or where your pokes won’t reach. The fireball game is still very strong imo.

You just need to be smarter about it. The fireball can be the best zoning/footsie tool, but it has it’s risks. Such as bad timing and you get jumped on for full combo.

This one bugs me. If you lose connection to someone after joining a battle, or simply end a match, don’t show the VS screen for training. Unless it’s absolutely vital for loading times, but it’s annoying to see that screen all the time, specially when you’re just practicing against a CPU.

…but I’m still salty that Nash has zero invincibility moves. (Even your V-trigger can be wasted if you use it and happen to be hit right at the same time; or thrown out of your reversal)

Nash’s VT is invincible. On the second frame. Ex sonic scythe is also invincible…but limited to upper body.

Meant on startup. EX sonic scythe’s invincibility should never really be a factor; you’ll almost always be comboing into it if you’re going to use it. :smiley: like I said; just being salty. Do WTB seeing the ranked opponent before you play them. (their profile)

IT is on startup. It’s got UBI-frames…just not low I-frames.

Making it next to worthless as an invincible.

Not necessarily.