can you remap the wasd or arrows too?
I need to be 100% honest with you, here. You do not want a delay on your jumping animation.
I am not sure how it works in other games, but doing down->up charge specials is usually very easy, but in this game I find that up and button needs to be pressed almost exactly at the same time. I have been assuming that the very first frames of a jump animation can actually be cancelled into the specials in most games.
[quote=“Mr.Jack, post:101, topic:176746”]
This tool will allow you to reinterpret any key on your keyboard to another key. I use my numpad for fighting games, so I changed the numpad buttons to fit the game. For example turning “numpad 4” into “b”, which is default for “light kick”. Just remember that if you change a key to something else you may not be able to enter your system password or any other password using that key, as the changes take effect before you boot windows. (system password can be entered using on-screen keyboard and mouse)
Also great for disabling the damned windows and caps lock keys.
I knew it wasn’t just me. I had trouble doing Psycho Flame too.
I hope not. I hate when you’re charged and want to air to air someone with j MP-MP and devil’s reverse comes out in Ultra.
Just want to reiterate: I went into training mode and tested Vega’s j.HP and throw in a tick situation and every single time you could mash crouching jab to get out of it. And I tested Vega walking very slightly forwards and throwing and not having to move at all and throwing. Every single time you can mash crouch Jab to get out.
This is a huge problem and needs to be fixed ASAP. Capcom needs to underline this issue on their design documents in capital letters in Bold Helvetica. You should not under any circumstance be allowed to mash jab to get out of a point blank tick throw from a blocked Heavy. So much strategy is devalued by being able to mash out of that, you may as well take out two button grabs and have one button grabs.
As I said; I vote for either (A) throws having faster startup or (B) Jabs and Light Kicks have a few more frames of startup.
You can hit the Disagree or WTF buttons all you want on my post but that doesn’t change the fact that you should never be able to mash jab to get out of a point blank tick throw set up.
MP Inferno has a purpose in Psycho Axe combos as it gets you the most possible damage meterless and gives you the best 1 bar in VT combo (Inferno xx EX HS). LP not really, and HP only off of Hell Attack juggles. VT Blast is useful for SK VTC combo as you can combo into st.lk off of a LK or MK SK VTC and then go Blast xx EX SK.
I mean, they’re still pretty much worthless. Bison definitely has an issue with a lot of dead buttons on his specials, probably the most in the game for a non-grappler (as MP Command Grabs are useless outside of specific setups), and I do hope they’ll fix it. How I know not; perhaps going back to MP and HP Infernos not comboing out of cr.mp on regular hit but being + on block with LP being the combo variant? Make them motion again and able to be spaced to safety? For SKs, make LK safe on block; like a further ranged st.mk that requires charge, as MK and HK have their own purposes now. No clue what to do with Blast, but if it’s only going to do 60 damage it sure as shit should be safe
You all saying the charge moves are harder are just used to the huge input leniency from SF4 that gave you all bad habits. I know too because I have it as I played Balrog who was a charge character. SF4 was way too lenient for it’s own good with move inputs and now those bad habits are ingrained in many people’s heads which they will now have to kick. I realized this when KI came out and I felt like I couldn’t do special moves at all, until I realized what it was.
Also the delay based netcode that we played on for 8 years didn’t help. I notice myself still trying to do reversals just a tad too early because I’m used to that slight delay in SF4, and then nothing comes out and I get owned.
I think Charge moves are significantly easier in 5 especially when compared to 4. Hell, I think 3S had more lenient charge moves than 4. But I definitely had issues doing Bison’s Psycho Flame and Head Stomp on reaction in 5.
General thoughts -
Still don’t like the speed of the normals in the game, everything feels slow and clunky bar shorts and jabs.
Whiff punishing feels super easy this time around and footsies in general, probably because of aforementioned slow normal speed.
I like the dash speeds.
There were more than a couple normals that had a lot of phantom visuals, I poke characters with my foot and it doesn’t connect. Weird hitboxes or weird hurtboxes?
A Shoryuken not being fully invincible feels strange, especially considering the risk you put yourself at now throwing one out(Full CC punish), feels very gimped.
Input buffers are taking away the satisfaction of landing combos man, it all feels shallow now…just a personal gripe though.
Ken felt crappy, his V-Skill doesn’t have much application outside of combo extensions and his normal ranges are very poor. I was getting jabbed out of anything cancelled into run.
Game looks fucking incredible when maxed out on PC, and that’s just the beta client too.
Characters losing kara-cancels just feels like layers being sucked out of the game.
The pushback on normals is kinda crazy.
Damage scaling looks to have increased, generally less damage all around now or it may just be me seeing things.
You know, maybe i’ve gone crazy, but i’ve the impression the game is faster playing the cracked beta instead of the official one. Now i have this fixed idea in my mind that the game was heavy because of the matchmaking, something similar happens when i try to go into training mode with matchmaking on in USF4.
I think Ken’s stand HK should have slightly better range and be safe on block. It looks too good to be bad.
Also, there should be differences in damage outputs of different normals with the same button strength. Since Ken uses cr.MP far more than stand MP, stand MP should have better damage to compensate for being generally less useful. This goes for all characters IMO.
Interesting question did anyone try and see if there is charge partitioning in this game?
Damage scaling is still the same as the first beta. Second hit starts scaling in increments of 10% (so 2nd is 90, 3rd is 80 and so on and so forth). Supers still reset scaling to 50%.
Damage scaling is still the same as the first beta. Second hit starts scaling in increments of 10% (so 2nd is 90, 3rd is 80 and so on and so forth). Supers still reset scaling to 50%.
Yeah scaling is the same. Many characters got damage nerfs though and there was a universal nerf to stun on heavies and throws, that’s probably where your impression is coming from.
It’s definitely harder. I’ve been playing charge characters for years and I’ve never found it that hard to do Bison’s head stomp before. It’s extremely limiting and makes me not want to go for up charge moves in the event they don’t come out.
I agree. Played charge characters in about 12 different fighting games since 2004, and never had this problem before. The only other game with a charge problem would be SvC:Chaos, but for a different reason.
SVC was so shit… What did you think of the charge system in SF4? Because I thought it was kind of bad.
Sf3 is love when it comes to charge.