Improvements or changes you would like to see in SFV

Yeah! Thanks for clearing it up.

being able to see win streaks in casual matches maybe

Is it necessary to have both throw invulnerability frames after standing or hitstun and throw invulnerable prejump frames? My gut feeling tells me that either one or the other is enough to prevent throw loops, but there isn’t a reason to have both other than hatred of grapplers. It also brings the annoying defensive OS on wakeup.

Ehhh; why? “Oh man this guy has won 10 games that don’t really matter”. Kinda seems like just trying to brag.

Having throw invulnerable frames on recovery doesn’t really make much sense unless you have enough frames to get out a strike in a two button throw game where you have a throw whiff animation. I think it’s mainly in there because it’s always been there, but someone who has thought about this more can probably enlighten me.

The LP won and lost in ranked seems to be a bit skewed and always (gonna sound stupid) hugely in favor of the winner. What I mean though; is that I can fight and loss to someone with +1500LP on me, but still lose 55pts. When you’re roaming around the 8000-6500 ranks, losing to a ranked 400-1500 guy shouldn’t cost that much.

In the long run I really don’t care about the points; it just seems odd.

Now if you’ll excuse me, I’m going to use my LP to get a loan on a new motorcycle.

You see the win count in battlelounge dont you? What is the difference?

Isn’t that sets? Not single wins? I’m pretty sure if you’re playing to 3, it only gives you 1 Wins when you’ve won the entire set of 3, so that does actually make it different.

Although it doesn’t seem to be as bad as focus attacks beating heavies, the gameplay around counterhits and frame traps tend to emphasize the presence of 3f jabs and situations where the optimal and only tactic is to press them every time. In excess, things like people AA’s with jabs mostly, waking up pressing jabs or Ryu’s super tech of jumping LK are detrimental to the game. Although the 3S button priority system helps, it doesn’t matter if the active frames of mediums or heavies beat those of lights if they always come later. The traditional answer to these are armored or strike invulnerable moves, but again those moves tend to punish harder the proactive use of heavies than the use of lights, especially because armor is based on number of hits rather than damage.

A suggestion for this could be to create a “jab-only invincible” property and give to some moves so there is still something viable to do at -2 instead of just holding back to block the inevitable incoming jab or get an move which either meaty on regular wakeup while also beating a quickrise jab. Unlike typical invincible DP, it doesn’t discourage trying to counter poke with other properly timed or spaced mediums or heavies.

Do you think that would improve the gameplay or brings problems of its own?

Tbqh much of the game at neutral just feels bad. It goes back to what I’ve been saying all along. People just walk and dash and jump backwards all day because doing that is less detrimental with huge stages. The game take on frame fighter way more than other streetfighters. To many situations that are -2 or so on block at point blank, yet plus on hit at point blank. Most things Imho should be 0 or plus on block, with nice pushback. That’s how you make a game offensive while also alleviating loopable pressure with no gaps. Jabs are less a problem than the system mechanics:

Plus isn’t very plus in this game. So jabs become premium interrupts. But that keeps defense and offense honest. In older games you got invincible moves instead of jabs to do your work for you.

Pokes in general had more range and dashing/jumping wasn’t the primary way of moving around. I honestly think that the game would play better if dashing were taken out, or stages became smaller.
Mediums need to be more plus on block, all around. Jabs need to be +0 on block and throws need more range and to be 3 frame startup. If throws don’t get more range then they need a smaller tech window. If they don’t get a smaller tech window they need more range.

I don’t know if that would help the game out, but right now it’s all over the place, doesn’t seem super fun because so much neutral is completely guess based as far as ground game goes. Psychology doesnt seem to play much factor in the game at all unless you are heads and shoulders better than your opponent.

Other than the upclose/combo game, the game seems a huge step backwards at neutral even when compared to 4. There is less poking at midrange in this game than in 4 for me. And that’s just bad, cause 4 was basically backdash all day and this game seems like that as well, but now without hard knockdowns.

It’s like anti everything, the game. Just run and poke every once in awhile.

can someone explain how trip guard works in this game? i play a sim who accidentally does some air moves and i cant punish the landing at all, but in 4 i never had an issue

the game is already “medium puncher 5” and you are asking mediums to have more frame advantages on block?

the problem with this game is all frame traps, combos, confirms, pokes all comes from same buttons. st.mp is a poke, st.mp>st.mp is a combo, also a frame trap. almost nothing except sweeps puts the player in a bad situation. this makes the game linear and boring.

Disable ALL cross platform until they fix the shitty ass netcode. It’s only against PC players where the game will start normal; then once you lay into them, it starts to lag to shit and somehow they’re still able to do all their combos fine and all I get is rollback and be lucky if I can even see what’s happening.

Buff bison. He can’t even crack top 24 in premier events.

Doesnt EH have him at like #1 or #2? You can only buff the character, not his players.

What is EH metric for their rankings?

Increase** AUDIO** and** visual** cue for counter hits, especially for medium attacks.

Having a hard time confirming some counter hit combos

Also:

In the shop, add **charity donation bin, **for upcoming DLC characters. Players can donate and contribute to who they wanna bring back, like Dudley.

Stupidity I think. (Being serious). They post a bunch of crap about favourable match ups but you still vote for the characters with a full on tally from the entire site. Eitherway; they’re usually pretty spot on and Bison is infact a beast in this game.

Eventhub ratings are bs. Check the M.Bison forum. The struggle is real over there

Everyone’s forum is a struggle, but you don’t go there saying “MAN I NEVER LOSE! I’M JUST POSTING TO SAY THAT” lol, come on bro. Anyway, Bison seems to have an advantage on my main (Nash) and I can’t see his formula really being weak to much besides maybe a turtling Shoto. But this isn’t a balance thread.

I’m about to make a post, since I just lost twice to people ranked in the 20k’s and lost a billion lp. Sometimes I wish I was a ragequitter.