The priority system doesnt help the crush counter fishing either.
I agree with that, but you create a hole in strategy and spacing if you take away CC with nothing added in it make up for it.
As an example, highland said that when he played you, he slowed his roll on the fireballs because your st.hk was a threat he had to take into consideration… imagine trying to play that without a good fireball beater or a CC to stop it… is it possible? Sure. Totally. But is it really good the for overall health of the game… imo, almost certainly not.
What makes footsies interesting is the spacing and back and forth. When one player can use something almost at will with few obvious deterrents, that makes for bad play. Yes that’s what CC currently does and why CC is wack, but I feel like the problem will exacerbate, rather than fix itself, without them.
Increase st mp damage to 100 all across the board and it will be less than 5 minutes till people bring out pitchforks and torches, clamouring for unfair and unjust Gief nerfs.
He finally has a good button for footsies again and people would want to see it dead if it dealt 100 damage.
Even if my sthk didnt CC, I can use it the same way, secure advantage, and press my offensive options from it, it doesnt relegate its usage in neutral, it still forms the same function
I think Bea nails it here, if we theoretically had mid buttons doing 100 per usage, their utility would probably be blugeoned as a balancing tradeoff
They absolutely would and we wouldn’t get to see gems like this one:
That Karin trying bypass everything hoping st hk crush counters or random vskill stuffs his medium.
If that failed,random sweep into trigger.
I’m glad that Gief won that way.
Hasn’t their utility already been bludgeoned though? Assuming we are talking about the Chun pokey poke style s.mk most of them are pretty shit in any aspect besides range. They typically have slow start-up, poor hitboxes, low active frames, definitely no cancel properties, etc. At least currently the only uniform utility is range.
@Akhos You gonna be around today? I’ll probably have a couple of decent blocks of time if you are up for matches later on.
hitboxes, range, speed could very easily be reduced as most are between 5f-8f which is not slow, that’s fast.
Loads of shit to be nerfed if their damage got ramped up so hard the dev decided they shouldn’t be allowed to be utilised as often.
Who has a long range 5 or 6f s.mk (it doesn’t have to literally be that button) style poke? I can’t think of anyone faster than 7f.
Also I’m only considering 7+ frames slow because that’s when you start getting into heavy button startup and you have to worry about the priority system.
Also i thought the point was high damage long range pokes? Of course 100 damage is too much but maybe like 80-90. SFV buttons in general do low damage.
the last thing I think an explosive game needs is more damage, there are ways to fix issues rather than ramp up the damage to better deter people trying to get in, to do damage
I agree but yall were talking about it so i chimed in. Menat is a perfect example of how raw damage isn’t the only answer. Her buttons do regular damage but are really good so it doesn’t matter.
If we wanted a quick band-aid style solution i think the better way is to add more active frames, but then i assume that would make oki too good for some people.
I’m gonna be going to a Yugioh local with a friend around noon, but I’ll be around for the next 3 hours and possibly this evening (not sure what time)
deviljin, justakid seems to be from new york. You know him?
That KI theme music is gold (see what I did there?).
You should abandon friends and Yu-Gi-Oh and focus on SFV
Cool man I’ll be around in the evening.
I can’t have a FG local so I’m making do okay ;_;
Oh and here’s a little something else
…wish I had the smarts to use her ;_;
You need smarts to play Mika?