I couldn’t use any of the search functions after the first day of the beta, something I hope is corrected. That plus I wish I could have the option to go back from the Character Select Screen to the Stage Select Screen, & the Stage Select Screen to the Main Menu.
I heard that a lot and I don’t think it’s true.
Cross-ups in this game have to be hit pretty low.
When you hit a button in the air in SFV it’s only active for a pretty short time, so if you mistime your cross-up you basically empty jump.
I think charging in SF4 is easy. Then again, as a keyboard player, I probably have an easier time with charge moves overall.
SF3 charge partitioning as in Remy projectile spam is something on its own though.
And yeah, SvC was a terrible game. In that game charge down -> up moves only accepted directly down as an input, so you could not block low while charging. And also the cast was 95% shoto characters. Ironically the game probably has the most powerful iteration of Head Stomp / Devil Reverse of any SF game.
I had the same experience with Chun when i set the practice dummy on “crouch” and “block all” when testing it out. It just needs to be hit very very late…and well spaced.
I’m going to test it tomorrow when i get it working…lol
But I also think it might have to do with the timing and me just not pressing the button at the right time. I noticed this same behavior on neutral jump kicks, but when I waited a little longer to press the button on the way down (while checking this in training mode) it would hit every time. So I’m assuming it’s just a difference i timing in this game from SF4 that will take some getting used to.
At least I hope that is the case. I noticed this kinda crap all over, and I can’t figure out if it’s buggy or just the way SF5 is.
I would do Ken’s j.mk and it would wiff completely through crouching opponents even if I was landing right on top of their head. It was really bad against Rashid and Mika. I could do neutral j.mp against crouchers and have it hit no problem though.
Also agreeing that charge down/up feels a lot stricter here compared to other games (both Capcom and other fighters) with vertical charge. Only time I could pull off Bison’s vertical moves consistently was cancelled off a normal. No problem there for Inferno, but going for a random/reaction Head Stomp was somewhat iffy and led to awkward jumping normals instead.
Also seems I wasn’t the only one who could get the search function to work. No matter what day or how many times I tried, I couldn’t find any other player I knew who was playing the beta as well. At least from the leaderboard ranking the options worked.
Cancel timing overall are a bit weird, this is expecially noticeable when using Karin’s Just Frame Tenko (JFT). It’s sorta easy to do on itself, but the timing changes when cancelling crom either light, medium and hard moves. To add to the injury, the same input which is fine for the cancel triggers the Guren-ken instead when v-trigger is activated, like it doesn’t register the k press sometimes. I like that Karin requires some execution, but this should be looked into imho.
Also please stop nerfing people, you’re goes against this: http://s29.postimg.org/akbfliib7/18_sf5panel09.jpg and that’s not good at all. Balancing a game through nerfs - which in return make characters one-dimensional- makes the game not as fun
Cancel timing is really weird but her JFL is totally different in terms of what makes it odd. Basically you’re cancelling the move during hitstop, but then have to wait until the hitstop is over and the dash starts to cancel into a follow-up. That’s why you can plink the JFL in neutral but not in a combo, as there is no hitstop to wait out in neutral
When you launch the Steam version of the beta the game launches but tells you that it can’t connect to the server, correct? The game never launched for me while the beta was active. I tried launching it to see if I could capture it on video and sure enough the problem still occurs. This only happens with one other game (Warmachine: Tactics) but everything else runs flawlessly. It’s too late for me to get a refund so I’d like to get this figured out. Does anyone have any advice for how I can get around this? Thank you so very much.
Im going to second the timing and input of charge moves. Its gross right now. Hitting up/forward EXACTLY with a simultaneous button press is just too tight and no real reward for needing such crucial inputs for characters like Bison.
The inputs are tighter than the just frame inputs of Ramlethan in Xrd. They really need to loosen them up, I need to be able to b (charge) df+K and have something come out.