Damn, wish i could try this out. Looks hella fun.
Funny thing about that Jibbo vs Chakotay video, is that Chakotay won the 2 games, where Jibbo took round 1 and never got another round after that.
As a matter of fact in match 2, Chakotay did a dropkick and Jibbo completely froze and took it.
You are proving my point Jin more than anything.
Aside from teaching new players those concepts, the game would also probably be a lot of fun lol
Yeah I don’t think this game is lacking in defensive options. When I think about how my character’s only true way to force a legit (not fake) throw/button guess situation is to get a knockdown with very specific special moves, and then I remember they can still wake up with two different timings, I’m like gtfo with that wanting “more defensive options”. What more do they want? Auto-block/throw-tech gems and invincible backdashes (no please)?
He’s not a hard Cody main and there aren’t a lot of high quality Mikas left to play on or offline so he’s not going to have it 100 percent, just showing the idea that the reaction can be done and that if he did put more time into Cody he likely would shut down a lot of her charged drop kicks.
I expect Momochi and Sasaki to V Skill the majority of charged drop kicks to the point where Mikas wont use them in the matchup vs him very often, if at all. Cody also has decent counter poke buttons vs the charged drop kick also if he wants to mix it up or is afraid of the “delay” fake charge. Im expecting Cody to do well vs all of the grapplers with his overall toolset. There isn’t much any other character that has that complete of a toolkit vs grapplers. Only one that comes close is Guile, but Guiles have to take more throws if they get the gap closed since they dont have meterless throw invincible 2 button press attack.
That 2 button move also takes care of near any attempt to jump or cross over which the grapplers tend to go for when they are desperate and dont want to risk whiffing a command grab or getting throw teched.
Let Cody players develop their reactions and you’ll see a LOT of stuff punished. Day 1 me vs Cammys and Mikas I was having a blast reactig to drop kick, vskill etc.
Yeah that brings up another point. If Cammy V Skills it’s basically free V Gauge for Cody. Even if she gets it in that ambiguous spot where it can cross/fake cross just hit 2 buttons.
To piggyback off of what you mentioned, I was thinking about this the other day when the topic came up (either here or in the discord).
I think when the average player says that they want more defensive options in this game they are more expressing frustration with how it feels to play defense in this game. Defense is mostly passive/reactive decisions: AAing, controlling your spacing, knowing when you can microwalk or backdash out of pressure, knowing when to tech, mixing up your wake up timings. All stuff that works but isn’t as clear or frankly easy to apply as an invincible backdash, a pushblock, or even a decent coverage defensive OS.
I don’t think most FG players like being passive (hell in my experience most players of any game prefer aggression if given a choice) so having that be the kind of defensive stuff you need to get good at in SFV probably frustrates a lot of people. Also why you see EX reversals and CAs flying around online. “Fuck this I’m outta here!”
But if Capcom suddenly opened the game up with a new defensive mechanic they also need to turn around and give 75% of the cast fucking Stand powers for offense or else the game is going to be the #1 cause of sudden onset narcolepsy. Offense and defense are both super limited in this game, for better or worse.
Rambling while I’m testing shit at work.
I feel like some moves over time will guarantee a Cody player V meter if they react correctly, Akuma DF, Rashid VS, Ken VS and the like. Cody will be a problem if he can get two VTs per round. Especially VT II.
The only thing I want defensively is being able to react without the input lag coming in to play. Sometimes -too often- it’s seems to play into the mud where even dp accordingly looks harder in SFV. Not to mention the horizontal godspeed ex moves all over the place. All of that plus the Crush Counter mechanic working even in neutral makes the game a bit too messy. The level of focusing in SFV compared to the previous titles is really unmatched.
Was playing a friend and I had to quit 3 sets in cause of how he was playing, zero neutral interaction he just did things that attempted to circumvent it over and over again
EX Tackle
EX Headbutt
EX Knee Drop
I can’t take 3 sets of just stopping random special moves, how he found that fun was beyond me. Surely, you’d stop after it didn’t work for 2 sets, but no? This games fucking dumb cause it promotes playing this way cause of the low risk of shit.
something I don’t get is when people complain about V’s neutral but then also ask for better ways to reset to neutral. if the neutral sucks why do you want to spend more time playing it?
wut?
That obviously means they want the components that make the neutral sloppy fixed as well if they think it’s bad xd
Btw kinda same people posting here,used to be more. You people just chilling on discord or ?
couple people who don’t post here any more are on Discord yeah
they aren’t going to completely revamp the way the neutral is played let’s be honest. they could make some tweaks like increasing CC recovery but ultimately if you don’t enjoy the neutral now you aren’t likely to enjoy it in s4 or s5 or s6.
yeah I’m just saying that the reason people ask for more resets into neutral scenarios is because usually they also want the sloppiness fixed too, that was your question
Fighting games in general are about abusing the lowest risk tools. If you aren’t doing that you’re not gonna win. Find your lowest risk options and abuse them
Yeah that’s not the problem, it’s that the low risk tools in V circumvent shit rather than take part in it.
walking in with a cr.mk xx fireball was low risk and shaped together a lot of characters core gameplans in IV yet you had to take into account your opponents options to utilise it.
Low risk doesn’t have to mean thoughtless.
The way I see it is, the sloppy ass neutral is just part of the game at this point. If you take it away, it may make it a better game…but SFV would still be inferior to many of the past SFs neutral.
If anything I’d rather they go MORE all in on offensive stupidity rather than half assing it both ways.