In my experience rolls didn’t negatively affect zoning at all in SFxT. I’ve never had anyone roll towards me after being knocked down by a fireball. However, the roll did kill cross-ups and setups. Its literally a 50/50 toss-up any time you want to time a setup or just cross-up.
Probably the only feature I’m not a fan of in SFxT. I’d rather have an extra bar of meter added with an increased emphasis on using the cross counter to escape oki and pressure. Some characters can deal with the roll quite well, while others may just lack the walk speed to do so.
Let’s hope V doesn’t have characters with cheap corner escapes.
If you’re walking backwards you should have to deal with a difficult situation and if you’re brave you should reap the reward of bullying someone in the corner otherwise the whole concept of corners and space control is reduced to absurdity and you might as well have stages without corners.
Defense should be hard, offense should be relatively easy. That doesn’t lower the importance of good defense, it amplifies it.
Even if they did everything in this thread for us, it’s crazy to think people would still find things they don’t like about SFV, weird. Then their would be the complaint that everything is too dull, and that we take back what we said, we need more cheap stuff on each character, to keep things interesting, then the theory of imperfect balance comes to play.
obviously nothing exists in a vacuum and you have to take the whole game into account (and also not take the argument to logical extremes) but I think offense should definitely be rewarded. walking yourself into the corner should be a bad thing. defense should have effective ways to break it down.
if defensive tools are too strong and it’s difficult to break down the other player’s defense it can easily become a waiting game where both players wait around for the other guy to do something. why attack if you can be punished and the reward you get from attacking won’t be that great anyway?
Or how about this. Let’s have rolls be like Alpha where rolls are fast and only available in specific situations and knockdowns (ex. air resets and DP), but COMPLETELY vulnerable from start to finish. That way we can still keep them in a corner by sticking out a few lights just to make sure. This would also force players to use rolls very cautiously. This works though because if you have a habit of not rolling at all, and you suddenly throw one out, you have a great chance of escaping. I think it’s pretty balanced.
Or… SFV can turn into an air dasher, and no… bad idea, nevermind, forget i said that. Kappa
I wonder how they are going to handle overheads frame data in that game. O_O Hopefully they give Yun one that’s near impossible to react to, and can only be blocked on anticipation.
If they make Juri’s OH naturally combo…oh man I can see it now. Total devastation. If they keep it like it was in SFxT and made it comboable naturally…that would be awesome. A fast, long reach, safe on block, hops over lows and throws AND comboable? Oh man…I’m getting all tingly just thinking about it.
In my view, in terms of balancing offense vs defense the thing people don’t often think about is the fact that defense is less risk when performed properly. Offense always requires committing to an action first, even if it’s a relatively safe action you do make yourself vulnerable before the opponent does. Thus defense has a natural safety net in design due to the need for a proactive offense. This is of course only referring to reactive defense rather than proactive defense such as putting a normal out before the opponent makes an offensive maneuver however that form of defensive style play is only defensive in the sense that you aren’t taking an aggressor stance and could be still considered a form of offense.
There is nothing inherantly wrong with OHs allowing combos. A valid high low game with proper risk vs reward ratios on the highs can create an interesting dynamic.
If OHs don’t allow reward without a prerequisite of having full resources available and used then there needs to be a balance with providing more alternate avenues of offense.
Either:
Make guard breaking a valid option via pressure (Probably the least popular option as far as I’ve read.) We know guard breaks are in SF5 but we dunno exactly how they work yet.
or
Make throws strong via high damage / positioning gained and higher risk / difficulty for tech attempts.
or
Give everyone some sort of safe pressure tool that also does chip damage and allows for continued pressure after such as Yun’s LP Shoulder or Hundred Hand Slap.
or
Give everyone some sort of jump arc altering pressure/positioning tool such as Kneeshot / Dive Kicks / double jump (Oro) / Axe Kick (Makoto) ect.
Given that this game has guard breaks there is a very high probability it will have alpha counters as those two mechanics usually go hand in hand.
It shouldn’t be a cast wide thing, but I’m not completely against it as long as the risk of tossing out the overhead is not insignificant.
While we’re on the topic: Do you guys think all characters should have access to overhead moves? Do you really think characters that don’t have one would be OP if they were given one?
I play Bison and I hate not having one. Sure, he has great pressure, but never having to stand-block against him severely weakens his ability to open you up.
call me crazy but…I was thinking that if footspeed got increased for everyone in V, and forward dashes remained in the game…wouldn’t it negate the point of V’s quicker wake up/quick rise?
I like overheads that lead into combos. It makes the risk going for them worth it. It personally annoyed that Poison’s overhead never lead into anything since its dufficult to open someone up with her.