SFV Lounge: I'm still alive. Sakura's alt is kinda cute

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I’ve never seen that 629 shortcut. There are a few DP shortcuts (232 and 636) that can probably be done in 3 frames in hitbox, probably even the straight input too (623) tbh

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Only doable as quickly as he does it using this method on hitbox and that’s still as fast as humanly possible. With a stick you’re adding significant time between each motion.

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FGC hygiene levels.

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Sorry, I meant on hitbox. I have one and yeah, DPs are very fast and the 232 and 636’s are simple, hold the first button down, tap the second cardinal direction (while holding the first), and press P right after the tap.

I like the straight method as they can be cancelled into CA easier (and easier for my muscle memory), but I don’t think the timing is that much worse… On P1 side anyway, lol

Daigo looked so happy in that video. :slight_smile:

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Half circle command grabs are so much faster on pad.
Just do 3 to 4 and you’re gucci.

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FlyingVe Review time:

Samurai Showdown:

Followup on the netcode. Having played alot more matches now, I stand by my assessment that the netcode if basically just SFS4 netcode. Its runs, “well enough” but only if its a good connection. So filter out anything below lvl 4.

The game itself is fun, I’m enjoying the simplicity of it. I do wonder, long term, how the game will hold up. The simplicity can be a double edged sword, as at some point the situations are well understood. For example, once everyone is better at the game and understands options, will the “recoil-Cancel” mechanic just make huge chunks of the game thinly veiled RPS? Not sure. But for now, its alot of fun.

Regarding specific mechanics. like the movement balance. You have a painfully slow walk, but a good dash, and strong jumps. However, normals are (mostly) really good in this game, so anything that forces you to bring down your defense puts you at a high risk of getting chunked. Also, the game handles jump-ins like an old game, which is refreshing for a neutral heavy game, and the huge hitstuns make one-hit confirms not a galaxy-brain skill.

I also like the implementation of the Rage meter (never thought i would say that). The big twist compared to a revenge bar is… you don’t have control over when Rage is active. Once it fills up, you are on the clock, it gives you a reward for being wreckless… but it also forces you to be wreckless, you can’t save it. In addition, both supers aren’t really, truly, invulnerable. So there is no “mashed out super into huge damage”, which I never care for.

I also like the throws, the are basically untechable, which means that there’s not really meta revolving around throw tech BS like in SF4/V. And lastly, because of how the game works, it is very hard to create “looping offense” so there isn’t alot of true vortex stuff going on, which I count as a good thing.

As for things i don’t like. Using burst to punish certain attacks on hit, is dumb. it makes certain characters really limited because they can’t use part of their kit without losing a round. Shiki is very notably hurt by this as punishment/mixup is one of her stong suits… except you can’t actually do it half the time without dying.

Pre-jump. I’m not 100% sure what is going on with this, but it is borderline impossible (or completely impossible) to meaty a neutral teching opponent, such that they don’t leave the ground. I wonder if there is some kind of invul, on neutral wake-up? (shrug).

Disarm. Being able to camp the screen to prevent a weapon pickup is dumb. Its a legit strat, sure, but its not really a fun or interesting situations for either player, and creats a simple, and silly “checkmate” situation some times.

Also, I’m torn on balance. On one hand, the high damage means that almost any character is scary, but on the flip side, there are fuckers like Genjuro running around who are basically “strictly better” than half the cast.

Lastly, the game itself is pretty bare bones. So, it doesn’t really work as a product outside of playing against other people… which is hampered by the netcode from the turn of the century.

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I like how scrubby western players, talk down Punk’s achievements. But the Japanese elite, that they worship, constantly mahvel at his play. People make no sense sometimes.

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So good

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I would kill for horizontal movement and momentum with Gief like that.

I would just drop the sticks if Itazan hurled his ass at me.
Fuck the Top 8, I’m going home.

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Both the meterless Super that can only attempted once per game and the WFT super are not meant to have any invincibility at all as far as I know, any move can stuff them.

Exactly, but that’s my point. Neither is a reversal.

I don’t like huge damage off reversals as a rule of thumb, no matter what form it takes.

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Probably. Not Gin though , jacks.

I’ll totally retire if they make it super easy , which is honestly where I think they’ll go with it.

All them old man skills will be worthless in the land of gamer Girl piss in a jar.

Necro, Hakan, Elf, Makoto, and one new character for season 4

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So even though you haven’t played long, what other fighters do you think this game is better than overall? What games are better than this on also? So is the netcode a 7ish? And what score would you give the gameplay?

To early to say if its better than anything else. Its very difference from the other modern games, so it kinda has its niche to itself.

Netcode, I’d give it a C. Its passable… and nothing more.

Gameplay, is also too early I think. Gun to my head I’d say 7-8. That could go up with some light fixes (the burst punishes for example), or down if the game “solves” itself quickly. Like I said, the game kinda has its own Niche for better or worse.

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https://www.youtube.com/watch?v=dbJ-_2UInRs&t=7271s @1:33:14

Really hope this whole new trend of making fighting games simple to attract casuals comes to an end. Making things simple doesn’t equal sales and you just end up hurting the experienced players in the long run. Casuals don’t care about mechanics, they want good graphics, a large nostalgic roster, stages and content.

We’re at a point where a lot of new FG’s are soon to come out: Guilty gear, KOF XV, SF6. So hopefully the message can get through to these fighting game devs to not strip out tools/mechanics/combos. Just make the game fun with some depth.

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