SFV lounge: London we have a Problem X. SFV gave us the Burger King again

With the new CC scaling, no thank you.
Her st hp isn’t that great to begin with. Adding CC to it would only make it worse. Specially if it is hkd CC.

St. Hp is -2 and faster than st. Hk. Way better to use in matchups where you don’t want to end block string with tatsu. (Gief, birdie, etc.)

If you end in tatsu on a blockstring you go for b.hp though

It’s kinda invalidated by b.hp

Not even Capcom knows how improve Sakura without making her retarded, same story for the rest of mid-low tier characters. They have time now to check everyone and make a proper balance, at least just to make almost every character tournament useful. Before thinking how Zeku can be improved I would to know how the characters above him will be rebalanced.

Sak is only gatekept by her terrible terrible oki options, if you gave her stronger oki from DPs she’d be pretty good. Some normal adjustments to allow more consistency and maybe some increased damage values and she’s good to go

Oki is the main problem

2 Likes

I’d be extremely afraid of a buffed Zeku.

Give Ed his crmk back


Damn those are some atrocious hit/hurtboxes…holy moly ravioli.

1 Like

Most crmks are like that



That’s just the SFV way

I just want my range back

Karin’s KINDA makes sense…but it’s still bad. It’s disgusting…it’s actually an insult honestly.

Honest question: Is there a reason the limbs in this game are stubby as hell? It’s one of the design decisions that makes me roll my eyes at this game. When button hitboxes are shorter than the length of the move it annoys me.

It’s based on the exceptionally stupid idea of everything requiring “commitment”. The basic thinking is, if you have safe ranged pokes, you can just poke from safe range all day and never “commit” but if you have short ranged pokes then you have to get in or commit to getting in, or allow your opponent to get in.

There are tons of things that are fucked about the game, the short pokes are just one of many many things unfortunately.

4 Likes

Yes. The game’s designed around risk-taking, not control.

1 Like

Stubbier normals makes it more difficult to control space which makes it easier for the YOLO stuff to work, which seems to be what Capcom wants.

That’s the view from one trash player at least.

But the stubbiness isn’t because the normals don’t reach the length of the move; most do, actually. Stuff like Cammy’s crmk is the exception, not the norm. I did a comparison between a few SF x TK and SFV normals and saw that technically, a lot of the normals (the ones that are identical in animation at the attacking point) have around the same reach:


What Capcom did is remove characters leaning forward during attacks. The reason Bison’s stmk is so stubby now is because he just kicks in place, while in older games he stepped forward before kicking, giving it a ton of range. So fixing the stubbiness is gonna require a lot more work beyond just the boxes, a lot of animations will need to be redone.

In other words, only time we’ll see non-stubby normals now is from newer characters like Menat or Falke.

5 Likes

I’d love an ex stance change that moves zeku backwards but recovers 10 frames faster… that would be nice.

Hm. I guess.

I’m actually kind of enjoying the game right now for the first time in well, ever… But every time I am in training mode trying to determine max ranges on moves and I see a cr.MK or cr.LP look like it should hit but doesn’t, I get a little triggered.

It’s a honest game.

Sf4 would probably trigger you even worse then. One of the few things sf5 does well is have better hit and hurtboxes than most other sf games… depending on what you are looking for.

That might be something else

Hurtboxes (at least when standing) are generally skinnier than the model, so sometimes normals whiffing in training isn’t because of hitboxes not going to the end of the limb, it’s because of that.

Most of the time if you just set them to crouching, it’s easier to get a feel for ranges without hitbox viewer since the hurtbox better matches (though still not perfectly for all characters)

3 Likes

Funnily enough, SF4 doesn’t. I played a metric fuckton of that game through every iteration and while some hit/hurtboxes made no sense, they at least visually matched where the tip of the limbs looked like they should hit. Like a Ryu cr.MK in SF4 hit at max range… In SFV it does not.

Hope I’m explaining myself well. I’ve played FGs all my life but I’ve hardly ever gotten into the specifics of hit/hurtboxes.