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

Personally, this is what I think the game is truly missing and should address before the end of its lifecycle in 2031:

1- Improved Netcode
2a- F2P version
2b- More or less abolish fight money, make it so that only characters and colors could be purchased with fight money, and rebalance distribution accordingly. (You could also buy characters with real money)
3- Rose.

Stuff I want but will probably never get:

1- Director’s Cut of General Story with improvements on every front but especially difficulty settings.
2- General Story 2 that deals with the aftermath of ASF and be a prologue to NG; shorter but better in every other way.
3- Cape.
4- Every character gets a unique stage.

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Uhhhh, typo?

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Maybe.

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They are actually easier to do on ST.

A little known fact about real arcade ST and pre HDR games is that the input buffer for srk was super long.

So long you could literally do the srk motion… wait a sec to see a move, then press the button on reaction to seeing a move and have that move get srk’d.

So I would just pump the srk motion, see someone jump, the WAIT for the jump to get close enough to AA then press the button.

It was like having an instant DP. The short buffer in HDR and new school games actually makes it harder to DP AA on reaction because you basically have to do the entire srk motion on reaction.

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Agreed. At the end of the day, use what works for you. As long as it’s not an actual cheatbox without a SOCD cleaner and multiple buttons for one input cough cough Daigo cough cough i say go for it.

Just play Akuma.

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Getting this late but wanted to comment on your points:

For 1: This is really common. I still do this to myself plenty of times. Daigo talked about this concept in one of the recent FGC translated videos (can’t remember which one but it was one that someone posted here). Fundamentally we are still playing this game in really small pockets of time. Adding anything to make the process more complicated is going to slow the process down, and when you talking windows of frames any delay can be too much.

Kayin has a really good article about the mental stack and reaction speed: Reaction Speeds in Gaming – [K]ayinworks

An important point to bear in mind that comes up in that article is that even when you simplify the stack you’ll still get faster the more practice you get.

For 2: Yes. The more combos become just raw muscle memory, the easier everything around them becomes. I haven’t been playing Kolin that long but even now I have moments where I’m able to use her combos do other quick mental things, whereas I used to have to focus a bunch just to hit her basic juggle. Just keep at it!

For 3: I still fuck this up too. When in any doubt, block a bunch. If you watch pro player replays, one thing you’ll notice is how much they block on defense (varies by player of course). Getting squirrely on defense is the easiest way to die in this game and it is something people do surprisingly consistently (even when frame traps stop working so consistently you’ll notice people will still press stuff reflexively in a lot of situations, something I’m still working on).

I want to emphasize two things:

  1. It is impossible to understate how much the breaks and character switching resets your progress. Not being a dick, just being realistic. Changing characters is a big reset and when you change characters a bunch then step away from the game for a chunk, of course you’re going to have to reprogram a lot when you get back.
  2. Cut yourself some slack. One of the rough things about getting better at, well, anything is that there is often a lot to absorb. You are trying to onboard a shitload of information - basic movement, special moves, timing, spacing, normals, combos, VT stuff, all your opponent’s shit, the fucky throw game in SFV, etc., etc. - all at once. You have the right idea about compartmentalizing that info and making it easier to digest, but even when you do that don’t kick yourself too hard for not internalizing everything right away. Shit takes time.

To that point: you came on here posting about how you felt lost and hopeless, then after some reflection you came up with some solid ideas that will help you. The first post was basically a wake up DP in post form. :slight_smile: Changing characters is bad for when you’re figuring stuff out; changing to an entire other game to try to learn is going to be worse. That allure of “maybe this game will be better for xyz” is one of the things that keeps you bouncing, which is fine for trying new shit out but clearly hasn’t helped you actually get better at the things you want to get better at.

And worth pointing out that you did come to an actionable, productive solution on your own. Just had to give yourself some time to come down and let things process. Sometimes that is just the case.

I have felt the way you do/did many times, especially after going like 0-50 against Akhos in a session. But I’ve found that 99/100 if I sleep on it I’ll come back to it the next day having some ideas of things I can work on. It doesn’t always translate into matches against him for a bunch of reasons but it sure as shit is translating into more and more of the other online matches I’m playing, so I get to see the progress.

Not to say don’t ask for help or anything - I’m always up for match reviews, for whatever that is worth, as are a bunch of people here - but don’t let yourself get so worked up if you feel lost or stuck for a bit. Happens to all of us, and time has shown that it is something that can and will be worked past.

Another dime length :coffee: post.

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Don’t bother with combos.
I can’t combo to save my life in this game yet I am progressing nicely. Knowing spacing, when to punish, when to pressure and to control space is way more important than knowing all your character combos.

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Bea is right. Honestly, I’d focus more on having the combos down for the buttons I use the most.
Knowing the optimal punishes and combos is fine and dandy, but at the end of the day you’ll get a lot more mileage from having stuff like Cammy’s Cr. MK xx Arrow into Oki on your muscle memory.

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Even if you don’t want to learn combos you still need at least on decent hit-confirm combo and one CH combo for DP punishes, otherwise you just have to find an unreasonable amount of openings during any round. And it’s not like combos are difficult in this game. Even charcaters like Chun or Karin with relatively difficult optimal combos have easy alternate combos.

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Knowing a basic combo and punish combo is fine and dandy.
But I see way too often people practising and learning combos for their characters and relegating everything else to the wind.
This happens hard on gold and early platinum leagues. They got no idea of what the fuck they are doing, but they know all the fancy combos for their characters. Then they don’t get a chance to use them because you are controlling the space and they lose hard.

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Shout-outs to Urien players.

Urien players don’t even know how to walk, they just randomly headbutt, tackle and knee drop to move around.

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The vast majority of people I have played online do not know how to walk forward and have never seen the animation.

I’m convinced I broke at least one person’s mind the last time I played. “Wtf is that animation, some new special??? Its like a really slow dash you can block during. Shit is OP.”

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@GetTheTables you play Laura ?

While I know full well what you are talking about.

I will say the poor walk/ground speeds in SFV make you Want to do literally anything thing else to move around the screen faster. You feel like a dog on a leash much of the time.

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Mr Wiz finally did something right, MK11 top 8 got moved to Sunday for EVO.

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Used to. I played her for the first year and change I really put time into the game, but when S4 came around I decided to jump ship to Kolin. I’m more of a buttons-y guy and I sort of hate how all the grapplers play in this game, though I still miss Laura and Mika sometimes. For more reasons than their character models. :wink:

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Soul calibur top 8… finishes on Friday. Woof.

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It definitely doesn’t help the situation. It is really easy to fall into the trap of dashing around too much just because moving around otherwise does definitely feel bad.

I think its another case of the core design of SFV naturally pushing people in the wrong directions long term. And another reason I want to get back to MK11 - it feels really good to move around stuff in that game even if I suck at it. The ramping walkspeeds as you put it work really well.

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