Improvements or changes you would like to see in SFV

I think its so, you can’t combo into throw, or block stun them into throw, without the throw being inescapable. But I don’t really know, especially when command grabs have their startups toned down.

I’d like it if the battle info(Counter Hit, Reversal, Cross-Up, etc.) stayed on screen for a bit longer. Mostly the Counter Hit one.

I wish you sometimes werent at a disadvatage after winning an air to air. Shit is infuriating.

???

ranked doesn’t exactly matter any more than casual. unless you can spend league points on something i’m not aware of.

They need a more stringent measure for what falls as a 5 bar connection or what it signifies. Really terrible having something good tinged by random skips, it comes to a point where it’s unpredictable jumps and dips. It’s unplayable.

Except if you make it so the throw lands on the 3rd frame out of hitstun you still beat any button they press. I think the 2f of throw invulnerability is really just a legacy from SFIV rather than an actual balance point.

They’re kinda the same. People play differently in them though.

i want the input delay/buffer whatever that makes the game think youre pressing two buttons when youre only pressing one to GTFO. I almost feel like im playing OG MK9 where the game cant actually keep up with your button presses if you go fast enough. its really annoying the shit out of me.

Makes you wonder how long will the game last

Negative edge?

yeah idk if its the 3f delay the’ve putted in this game but never in a game I had difficulty cancelling a normal into a special move before XD; As if instead of doing qcf+P (pressing F+punch at the same time), I need to delay the P and do QCF, P. It really gets me sometimes, specially doing crucial moments

YES!! so annoying.

It’s EH, nothing they say matters.

I’m not a fan of how far reaching and fast certain character’s dashes are in this game. Ryu feels kinda like Makoto with his forward dash.

Example: early jumping light punch with Laura.

It actually is as fast as SFIV’s Makoto forward dash. Not sure if it covers as much distance though. I think VT Necalli’s is one frame slower but covers even more distance

It reaches nowhere near as far.
And I love the dash speed and quick recovery.
I feel like those and the damage you do with meter, is what makes this game feel really fast paced.

I just feel like the strength of forward dashes kind of negates the neutral/spacing/poke game more than it should. It definitely makes things faster paced, but it feels a little off to me. It’s not a big complaint though, and changing dash speeds would probably greatly distort balance at this point so I’ll just have to accept it.

Besides, I play Dhalsim so I’m probably more pissy towards people dashing at me compared to others lol.

I wasn’t specific with what I meant. Current medium attacks that are negative on block should go to +0 or so… WITH STRONG PUSHBACK.

IMHO there should just be more incentive for being aggressive, and more ways to punish defensive play. As it is currently, there are no real ways to punish defensiveness besides cornering an opponent that aren’t bad on block afaik. For instance, if my opponent is walking backwards and I got to dash cr.mk… If they reactively block that, I’m at minus frames, after already losing frames for dashing in. If I go for something plus or 0 on block then my reward/ability to hit is lessened since I didn’t use a low. It just makes it so that being defensive with fast reactions is very good. Better than I personally want it to be because it takes a good amount of skill to rush this down, yet doesn’t take a whole lot of skill to enact. There will always be things like this in fighting games of course, but if these things are identifiable, then IMO actions should be taken to limit how good they are.

I mean there are other ways to accomplish this… They could you know, just make the stages smaller so walking and dashing backwards is less powerful cause of a closer corner.

But as long as the stages remain huge and backdashes are so much faster than forward walk, and so much safer, then things that beat backdashing/walking backwards… Deserve some buffs.

So like, buff cr.mk in general please as an all around poke. +0 on block with good pushback. As a way to balance them, make them non cancelable and give them high hurtboxes so they don’t become anti everything pokes.

Would need some tweaking, but would be a good start to making things feel right in the game.