It’s one thing to have so many tools against standing zoning fireballs, but i dont see the reasoning behind making fireballs so negative on block when used out of a c.MK or used as an extended poke as part of the footsie game.
This. This whole business with input leniency - while I totally understand the reasoning behind it - is really bothersome. It would be nice to have the option of turning it off/on a la MKX, I really can’t stand doing one motion and getting something completely different. If I’m not given the option to turn it off at the very LEAST I’d like to see it tighten up as was suggested here…
lock the minimum performance requirements for online ranked on PC, if one does not meet the requirement that assure a 60fps stable in any situation then he should not be able to play ranked
Either way, even characters with invincible DP’s are one bad DP away from getting slammed with a beefy combos that gives the opponent more V Gauge which is their momentum and their ability to negate momentum via V Reversal. Granted I still do think V Reversals are too weak to quick attacks. Yet, if the offense is going to be as honest as it is, maybe it’ll be for the better in the long run.
I don’t think there’s an actual “window” involved when doing diagonal command normals. You’re either holding the direction while pressing the button, or you’re not. There might be, but it wouldn’t make a lick of sense.
Capcome stated several times that they will focus on the online the part of Street fighter V with espotrs in mind.
I would like to see these suggestions implemented in some way or anotherto improve the online experience and competitiveness
Online mode
[list]
[] Put a punishment system for cheaters and ragequitters, in the beta I got matched with the same rage quitter a couple of times. Usually in SFIV if someone rage quits on me, its not a big deal since I will not play him again, but to be matched against him over and over again is not fun .
[] Make online ranking reset every season ,kinda like hearthstone, to reignite the competitive spirit of online players. Make every season start every two months or so, around the time when a new character is released.
[] Give rewards to the 3 highest ranking players of the season.
[] Divide the online ranking and matchmaking system into leagues so players will be separated into leagues based on their total points , the matches in each league reward/ take a fixed amount of points for wins/loses regardless of the total amount of points the other player have.
[] Each league reward/take a fixed amount of points as long as you are between the minimum/maximum amount. Once you reach the maximum amount you have a choice to go to the next league level, but if you wish to stay in your league you will not receive league points if you win (since you already reached the maximum points in that league) but you will still be rewarded fight money. The highest league will have not limit on maximum points.
[]
[/list]
I have no idea how anyone can make a foolproof rage quit detection system. The most likely way, but I don’t know how feasible, is for the server to send out a ping to both sides to see who is the culprit, then send out a traceroute to the culprit to make sure that it wasn’t something on their ISP’s end that caused them to disconnect.
Because I’ve been accused of RQ’ing when my ISP cut out suddenly. So it is possible to have that be the culprit.
What’s the difference if you disconnect or your ISP?
Your internet sucks, your problem. You disconnect, you forfeit.
If I had a say in this I’d put in a “Quitical Art” so that when your opponent disconnects your character performs a short super art on the opponent you only see when they disconnect.
Then you get your points for the win and the disconnected guy loses more than he usually would.
Just to make sure everyone knows that behavior like this is frowned upon and is shit sportsmanship.
I just don’t see why legit players should suffer from others who don’t get their internet connection sorted out or even quit on purpose.
Fuck that.
Every Street Fighter game except 3S has autoguard, and the only reason that game didn’t have it us because of Red Parry.
That’s not something the game controls. Fighting game controls are purely digital and you only have 4 cardinal directions. Diagonal inputs are read when two adjacent inputs are triggered.
Thinking about it some more, removing autoguard wouldn’t actually fix the issue I’m having. The problem is that there’s almost no low confirms or low true blockstrings combined with the fact that you can mash dps while crouching. In the old games there’s a lot of cr.lk confirms going on and if you stood up to dp during them you would get hit. Because typical mp, mp confirms aren’t true blockstrings the odds aren’t stacked enough in the attackers favor, IMO. It’s too easy to guess that another mp will come after the first one.
Nah, I’m using a stick. The best way I can think of to explain what I mean involves using an analog clock.
Let’s say, for example, most other down/forward moves require you hit the zone between 4 and 5 (I’m not saying that’s gospel, just what it feels like).
Chun-Li’s in SFV feels like it’s being triggered as long as you hit anywhere between 4 and 6.
In the heat of battle, it feels like, if I don’t throw out my cr.MK by explicitly doing a down/back crouch (just like you have to do with a shoto to prevent SRK when you cr.MK > fireball after walking forward), I’m getting overhead by mistake.
Now, even if that’s the case, anything to the right of 6 and below 3 would technically be down/forward. Making it my fault, ultimately. It just feels (I feel like a broken record) like the down/forward detection zone would benefit from a little tightening up.
You’ve never had downed lines or some drunk idiot in a car hits a phone pole within your local loop? Or there’s some sort of mass outage?
GTFO with that. There is NO reason you should be penalized for something you couldn’t control. Absolutely none when there’s a way to test where the disconnect happens.
You sound like that asshole with Microsoft that just told people to move out of the sticks if they wanted an Xbone. Don’t be that kind of douchebag.
Again, that’s nothing that the game can do anything about. The microswitches on a stick are digital. All they have is an on and an off state. There is no in between.
As long as the microswitch for forward is being hit while you’re holding down, you will get a down forward.