SFV - Lack of defensive options?

Actually, the lack of hard knockdowns means that you’ll get less out of knocking your opponent down.

Play it like 3rd Strike, aka don’t mash jabs when you know they’re waiting to counter poke you with a sweep.

There is a really strong defensive option in this gamr and its called blocking

You block by holding back and voila , you are safe

Although on a real seriousness just do as other posts say

I have a thing about watch my chars hands animation go threw the other chars and not register throws or command grabs…nicho n Laura i know do it…chun neutral jump hk her animation of her legs extended go threw the other char And only will make contact if pressed at certain time or the hit box vanish and it looks like ya landed a blow but your animation just passes threw. Found alot of wonky hit boxz in training and in matchs…i know its a beta but its been a rushed game n went from march to feb release…its rushed Luckly i think there going league of legends style with the game, a new char each month. I expect the game to be patched regularly. .

They need to do like battlefront n extend the beta to a week like EA did .put up all cast builds and lets us rip it apart. Right now feels like they can barely work a dedicated server let alone clean it up by feb…i expect it to be fun and also a fucking mess

Blocking and V-reversal. And crush countering. And jab on wakeup. And throw on wakeup.
And anti air of quickrise

SF4 really did a number on people’s fundamentals of blocking.

No free defensive tools you got like all that FADC and backdashes makes the game like an older one where your block game actually has to be on point.

it’s obvious ur main fighting game was SF4. if you play other SF games you’ll notice they have less defensive options so that you’re rewarded for being aggressive with more openings to give you another chance to keep your opponent on the defense. unlike SF4 and more like previous SF games, this game actually has some push back on block, enough that you get some space between u and the opponent if he guesses wrong on ur wakeup, and not that shit push back that’s just enough for a crossup afterwards.

If you block you’ll get enough distance between u and the opponent, just be patient. if you take a chance with a reversal of some sort you knock them away. so far the game needs some tweaking but it harkens back to older fighting games where risk-reward was more balanced.

Unless you played Vega.

Check out @4eajt’s Tweet: https://twitter.com/4eajt/status/678089555027746816?s=09

Alot of that kinda stuff

What we need in SF ever since 3S is more offensive and fewer defensive tools.

WHAAAAAAAT?! I thought everyone agreed the damage is insane as it is?

Its too early to judge I think. People are developing some nasty tech already and the game isn’t even out yet.

I was playing the Beta for the first time ever yesterday, With characters like Vega, Nash and Laura, it does seem like they can just hit buttons for pressure for free. But ti didnt seem like anything wrong with the game. I just figured there was gaps in what they were doing that I didnt know about yet, so I watched their pressure loops a few more times and figured it out.

Also, this game wouldnt be the first time that a character just didnt have a reliable wake up. I was playing Chun majority of the time, and if somebody was getting a little cocky on wake up I just did EX Bird Kick. It beat a lot of stuff. Laura probably just has shit wakeup man. Even in 4 characters like Rolento have that problem. When you pick a character to play you have to acknowledge their strengths and weakness, and play accordingly based on what you should and shouldnt be doing. So when you cant EX Something off the ground with Laura? It’s not the game being unbalanced. It’s just you trying to use an option that isn’t available to you in that point in time. Which is your own fault. So stop that and figure out a different option.

Meh. There are a lot of “secret” defenses in the game:

There’s:

Mash jab
Backdash the throw
Neutral jump the throw
Walk backwards out of throw range (yes this is a fucking thing) even after I hit some characters with a point blank jab they can walk backwards out of throw.
Reversal
Quick roll
Back roll

Tbqh there are to many shitty defenses in the game. If you have an opponent tat uses a good amount of these options it can make getting a mixup off on them, very hard.

I’m already playing against opponents that mixup neutral jump, jab mash, reversal, and both kinds of rolls along with the occasional block.

And it isn’t easy to have an offense against that shit.

Oh you mean exactly like Ryu and Hugo in 3S?
Where Hugo’s standing short has greater range than Ryu’s low forward?

Yeah. Not that weird considering zangief’s size and style of play.

This is obviously a troll thread. Move along guys.

I’m honestly glad I didn’t pre-order this game. So far, the only zoning character is F.A.N.G. and maybe Guile if Combodick’s influence didn’t change Guile to a rushdown character. My playstyle is zoning and SFV has only given me one choice; F.A.N.G. I don’t count Denjin Ryu as he doesn’t start out as Denjin Ryu. I mean, so far, SFV is a one dimensional game focused only on rush down as being the ONLY viable way to play.

OP ether a scrub or a Troll.

Excuses, excuses.

Isnt this another thing about the idle stance not having a hurtbox on the front of the foot?

So they dumbed it down to tard level, and it’s still too tough for you?

Walk away, dude.

You got dhalsim too

I’m not sure if this is a troll thread, some people are legit serious when posting stuff like this.