Improvements or changes you would like to see in SFV

@Dime_x I’m not sure what you’re criticizing about footsies, or why you are. Dudley, despite having overall bad normals had his s.HK which can whiff punish many pokes, and cancel into EX MGB for way more damage than the poke could achieve. And grapplers light SPDs on average had good range that they’re useful to punish or challenge a zoning character’s poke game also.

And I totally disagree with making focus universally safe on block. I would’ve dropped the game week one if Zangief could just level 1 focus dash in 720. Like I could figure out ways around it, but it’s one thing I just wouldn’t want to deal with. My point is that he’d get way more mileage off of a 100% safe focus attack than say a zoning character.

I don’t know what you are reading but I didn’t say anything particular against footsies. I said that BOTH strong footsie tools and strong vortex can be considered derp because both lead to super easy damage (and neither is particularly hard to abuse)

Something that footsie character only players seem to forget is all the random damage that footsie characters get as a part of their neutral offense. I got ALOT of damage with chun by just doing st.mp, punishing with sweep, anti airing and using fireballs. Versus with ibuki I don’t get nearly as much random damage. Most of my damage with ibuki comes from knockdown.

Both are viable styles of play. It just kinda pisses me off when I hear about derp vortex, cause it’s like derp vortex? What about derp chun st.mp? Or derp bison st.mk and st.hk? Or derp rose buttons? Derp long? Etc etc

And I never said focus attacks should be safe on block. I said that some focus BREAKERS should be safe on block.

As it is I think many characters have safe on block level 2 focus. Chun is near safe on level 1 focus (she’s minus one iirc on level 1 forward dash cancel)

Gief… Not a chance. He might be minus on level 2 as well. But like I said, I didn’t say that focus (especially level 1) should be safe on block, I don’t know where you are getting that from.

ok thanks for clarifying. I don’t think focus breakers should be universally safe on block either though :stuck_out_tongue: I mean if Rose’s spiral was always safe on block then I wouldn’t have to use nearly as many footsies, and I could just stockpile meter hard.

I think I was reading what you said as a “stream of consciousness” so I was reading from focus attacks to focus breakers, as if you were talking about the same thing. you’re good though.

When I say safe on block breakers. I’m not talking about all breakers. I’m talkin about a mechanic whereabouts every character has a move that breaks focus that is safe(ish) on block.

A call out move if you will. Some will be better than others but all should have some real world application. And note that I’m not talking about just multihit moves I’m literally talking about moves that break focus as a mechanic specifically.

Jean reno needs to be a character in this game.

See I even think throw works as a pretty good universal focus “breaker”

I hated focus attacks. I hated how they specifically functioned as a tool against long-recovery tools that were already risky, and how they almost always resulted in more damage than whiff punishes (which are generally harder to do). I hated how beating focuses often required guessing with an unsafe move, which turned the risk/reward upside down to how similar mechanics handled the risk/reward. I hated how they triggered the proximity guard when they were charged. I hated how good they were against certain zoners (Gouken in particular ;_;). And I hated how I personally end up reacting incorrectly to them and them get myself killed almost every single time, often against people I know I have no problems destroying in the neutral game in any other title (which is all on me, of course, but that knowledge just makes me even more salty whenever I get hit by it).

I don’t blame anyone for liking the mechanic, but I am not sad to see it gone in the slightest.

I really dislike focus as well. It really seems like they wanted to cop Roman Cancel and just thought if they made it convoluted enough, nobody would care. I won’t list all the little sub rules you need to understand to use focus attack, but I think it’s safe to say that if you have all that memorized, you no longer need a comeback mechanic. It quickly just becomes a roman cancel with the added bonus of making the nuetral game way less interesting. The average dudley player doesn’t use any pokes except focus attack. How is that helpful for them?

What I hate with FAs is the discrepancy between the humongous ranges of somes (Fei/Gen/Eryu) and of the others (Ken comes to mind). They should all have tiny ranges such as Ken one. Making it possible to stuff things with, but not catch half a screen away.

Funny how Focus Attack can absorb one hit and has since basically turned into a parry move by the pro players by putting yourself at a risk of losing the grey health upon getting hit unless you fully recover from it

I’m really happy with how much overall SF5 has improved since the Alpha. I still think some walkspeeds though (specifically Charlie/Bison) are a tad on the slow side.

Interesting thing at 1:23 in this video.
https://youtu.be/FPM97Iek1Ro?t=1m23s

Seems to confirm greater pushback on lights now, which (if true) is a step in the right direction.

Finally!

In a Chun vs Nash (if I recall correctly) video, Chun Li did a blocked cr.LK, cr.LK, cr.LK and the 3rd cr.LK was out of range; Nash tried doing a cr.LK as well and his cr.LK was also out of range. I don’t think Chun Li started the string at exactly point black range, but she was close. I do like the push back on light attacks which helps gravitate sf5 to a midranged footsie game like 3S. It also makes tic throws stronger since the opponent’s cr.LK won’t be in range to hit you if you try tic throwing them.

If you press LP+LK while crouching do you do a throw? If so then I have nothing to add. Give me the game as is.

Wait, is Ryu’s sweep special cancelable?

I kind of agree about Nash/Bison’s walk speeds but compared to their walk speed the dashes are super quick and cover a decent distance they’ve been given the Makoto formula, Bison’s Scissor kicks also seem very safe so that coverups his walk speed limits.

I hope Plinking is no longer necessary during gameplay and the input system is more like pre-SFIV games where the last frames of normals actually register your button inputs this is very important when playing footsies and frame trapping people seem to drop more inputs and combos in SFIV than any other fighting game out there.

The crossup message is interesting I wonder if that means Capcom created some sort of Anti-unblockable system.

Yeah you perform a throw whiff if you throw during a crouch.

I would assume the cross up indicator was just thrown in to help newer players and commentators see when something hit was a cross up. The cross up unblockables were partly due to SFIV’s terrible hit box system.

Unblockables happened because of the way the center point of the character moved in between neutral and blocking animation. Shifting from one side to another.

So I was trying to theory craft ways to go around the new crouch tech fix:

If you preform a crouching kara throw with the throw input delayed at least one frame after the actual kara window, so it’s not really a kara throw, you might be able to preform a tradition crouch tech (having a crouching normal on whiff) with a reduced OS window. For example, if the kara window was one frame after the normal, you could preform a traditional crouch tech but with a 2 frame smaller OS window. The usefulness of this would then depend on the size of the kara window and the size throw tech window.

Hurry up beta!

You’d still get the throw animation though, which is how they’re taking out the crouch tech OS. Yes, you can still tech throws while crouching, but no, you cannot use it as an option select where you get a low short if you aren’t getting thrown.