Oh oh, I also think we should have the option for posting up a losing streak on the screen. (Obviously some people would whine about this being discouraging; hence saying the OPTION).
@Hawkingbird I really don’t see the desperation behind rejecting this tweak. Zero noteworthy invincibility moves. (sorry a react EX Scythe isn’t noteworthy). He has BAD options for wake (block or hey random CA) He can be poked out of both his Vtrigger and Vreversal. SOMEONE has it figured out or there wouldn’t be a Nash at #5 on the leaderboards; but seriously.
The only thing gief has is armor. Biride, laura don’t have invincible moves either. Nor Mika. Just armor. Which doesn’t even activate on the first frame.
If you get knocked down you allowed yourself to be put at a tactical disadvantage. It’s meant to be that way.
There are ways out but for most characters it will cost resources. Ex spinning bird kick for one bar or on bar of V-trigger for a reversal for example.
If you have burned all of your resources then you may have to block, tech throws and play patient for a while. But meter management is another skill to learn like any other.
It’d be nice if SFV just got rid of ALL and I mean ALL the invincible moves. No more of this gimmicky “Oh I’m only -2 on block nah I just mash invincible moves all day.” Shit. Like what a bunch of garbage…seriously. Fucking sick and tired of it. (Yes I got some salt yesturday.)
Hell; I’ll take armor over no invincibles; something!
Gief doesn’t need invincibility or armor; he’s Gief; a real man’s man.
I honestly haven’t used Birdie at all in this game so I can’t say much.
Laura’s armor comes from an extremely fast move that can buttfrustrate someone trying to zone. She too suffers from a very weak wake up game.
I haven’t gotten around to making Mika look bad either; so I’m not sure what her options are.
Obviously I’m complaining about a fighting game known for being tweaked only a week after it’s been out; but it’s simply bothersome.
Overall the experience is quite nice. Just a few things of note since the release of the game:
Post round movement
I loved the ability to extend a combo or land that one final blow after the round ended in 3S. They removed this from SFIV due to something with the way the game was programmed. We have not been given a legitimate reason(to my knowledge) as to why this doesn’t exist in SFV.
Offline game modes being tied to online
Every time the server has a hiccup it kicks me out of whatever I’m doing…whether it be training mode, survival or versus the game boots me back to the main menu. My friend and I were dumbfounded when we were playing versus mode and got kicked out of our intense match more than once! This is just bad design and should be changed. Versus mode should remain offline!
Frame rate
Frame rate is inconsistent on both PC and PS4 versions of the game. Some stages are particularly bad and it’s clear the game has not been optimized correctly. This is of paramount concern and needs to addressed immediately. With no arcade version of the game, the PC/PS4 versions serve as the definitive versions of the game. If Capcom really wants to push the whole E-Sports agenda then they need correct these problems ASAP.
No arcade mode
No final boss? No bonus stages? Criminal. 'Nuff said!
Colour unlock tied to Survival mode
Bullshit grindfest to make-up for lack of legit unlocks and game modes. Change this Capcom!
Clipping and graphical inconsistencies
Damn near everything clips in this game, so much so it’s distracting as hell. Not too mention some of the low-res sprites in the backgrounds need some definite TLC. The Shadaloo Base might be the worst stage, as perspective is totally fucked and the figures in the front are scaled incorrectly when compared to the fighters. Capcom set the bar with SFA, VS, and SF3 stages, now they seem intent on lowering it. Not too mention some character textures are better than others, some consistency would be nice.
Removal of close(proximity) normals
I’m a little perplexed as to why close normals were never included for the release of SFV. When did this become an element of concern? In my entire history following SF, I’ve never heard anyone complain about the addition of close normals or complain about getting a close normal by accident (which to my knowledge was pretty rare and never overlapped as long as you understood normal ranges and basic footsies). As a result many of our standard normals feel stubby and the command variations don’t add much to the variety. I can live with out them but I would like like to see them return at some point as it feels like a huge step back from SFIII and even SFIV in that regard. More normal options allows for more diversity in the long run and I hope they return.
More options…
Things such as day/night versions of the stages and music selection would be nice. If this game is not a glorified port of a pre-existing arcade version then stop treating it as such, give players options!
I totally disagree with this.
The problem is the way of thinking that “I should have an out in a bad situation” instead of thinking this person earned this situation by a calculated jumpin(my poor anti air) or getting a hard knockdown in footsies."
Once you look in the mirror and realize that is is my fault that I let them in on me to put me in a frame trap you quit blaming your character and start getting better.
Also when I get a hard knockdown or a well placed jumpin I expect to be rewarded by being able to press the advantage.
No no lover; I don’t blame Nash; Nash is beautiful; I blame Capcom. Haha; but like I said earlier in the thread. I need to “get mo bettah”. I’m just whining.
i get it! when i started playing Gief i thought he would struggle whit everyone…until i found PARRY!!! and some of his other tools. Then i remembered how jumping to conclusions in fighting games is crazy, gotta let the meta evolve.
The problem isn’t the quantity, it’s the quality. I’d rather see them revise the stages already game, most of them look really bland.
Anyway, I’d like to have the ability to skip the post game screens, I really don’t care how many points I gained or lost, just put me through to the next game. I hated this in IV as well.
well, as a 4k+ pp dee jay player id like to say something.
capcom did fuck up bad this time. this game is all about giving no skill players a chance with sloppy roll-dice game mechanics. you just do the same sh.t over and over again to win. capcom just cares about earning money, not the loyal players.
there’s no punishment for rage quitting atm. why? cos capcom doesnt want to discourage newcomers. capcom tries to slip this as an error “oh gee we forgot to add a rage quit penalty :/”.
this game should be called jab masher 5. even command grabs loses out to normal throws ffs. (yeah i know about frame traps…save it)
and guys who complained a lot about long combos,1 frame links, cancels, charge characters, option selects. YOU WON! CAPCOM LOVES YOU!