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

I dunno, I think SF5 is more like Uno. Throw a random card that fucks up the turn order of the game and then win by just switching colours back and forth to match what you have on your hand.

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Been listening to The Last Blade 2 AST while at work.

I wonā€™t lie. Wouldā€™ve much preferred a new Last Blade game to the Sam Sho one.

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jab, jab, jab xx sweep is still the best combo of all time. SFV just seems boring when it comes to combos. Viper FFF is fun to pull off to and Fuerte RSF was hot too. SFV, as much as I get hype about it, I prefer watching Ultra.

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Never played uno, but that sounds about right.

Uno is awesome. Easy to learn and quick to play. First time I played it was in kindergarden.

It also has approximately zero skill involved, and has comeback-cards that make the blue shell from Mario Kart seem emotionally calming.

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I just wish the poking would make a comebackā€¦ that and hard mixups have always been my favorite thing about fighting games.

Sf5 has terrible versions of both of these.

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Itā€™s funny I talk shit about sf5, but here we have ST playing like sf5. Very little footsies, all specials and jumpins and blockstringsā€¦ few throws as well.

Is this even ST?

gives you a overview for the pc version
https://steamcharts.com/app/310950

I wouldā€™ve never guessed pc player base was this small.

Interesting seeing where the spikes and dips in playerbase occur. Almost always around Nov-Dec a lot of people just stop putting time into it in anticipation of the next season balance patch.
People get revitalized after Evo and AEā€™s release had the 2nd highest spike next to the the initial gameā€™s release. And that G/Sagat reveal did them some good last month.

They were pretty on point with marketing this year (I just wish a loot box system wasnā€™t a part of that).

Rog completely out neutrals Blanka so Blanka has no choice but to play gimmicky in that match. Canā€™t even ball so you pull out gimmicks and get lucky or lose.

Vs Honda is another match where Blanka can only j.lk, s.lp or try to electric a Honda headbutt. If you try to deviate from that at all youā€™ll lose and if you do all of that youā€™ll probably still lose unless you get some jump cross setups

In ST, thereā€™s only really true neutral battles when it comes to the top tier battling it out against each other, or the low tiers fighting each other. The second itā€™s a high vs a low, the low tier has to do stupid shit to not get mauled in 5 seconds.

Cross play helps alleviate any issues with the player base.

Beginning of the round, Blanka is throwhing stand shorts and standing strongs to preempt rush punches.

Balrog using stand strong to stuff blanka balls.

Blanka does slide to nail Rog on the recovery of a cr.short.

Why do you hate normals being used defensively? the fact that you canā€™t have active defenses like these ones against characters like Urien or Rog is half the reason they do random stupid shit.

The fact that you canā€™t use normals defensively to pre-empt attacks may be my biggest gripe with SFV. This really sunk in when I tried to neutral j. roundhouse Mikaā€™s Flying Peach pre-emptively and got hit from half a screen away. Never mind that you of course always risk getting CCā€™ed when you stick out a poke. Normals, especially jab and short, should have better hitboxes.

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I tried to play Sagat SF4 troll style by spamming crHPā€¦didnā€™t work out to well for me :^(

Edit: Also so far Iā€™m not getting the real force of this Hurricane but the wind is blowing my big poppa pump trees like theyā€™re bushesā€¦I can only imagine if it hit us at a 3 or a 4ā€¦

I said ā€œvery littleā€ footsies. Not that there wasnā€™t ANY. Sf5 has very little footsiesā€¦ but it does have them.

Defensive buttons? Idk. I donā€™t really have a problem with them one way or another, probably what I dislike the most is buttons that cover too many aspects by themselves without a glaring weakness, backwards walking movement that has few repercussions because of how slow forward and backwards walk is along with big stages (if it takes 10 seconds to move from one corner to another with fast walkspeed in one game, another game might take say 20 seconds to get to the cornerā€¦ which basically means twice as long to bulldog someone on a big stage, which means the person bulldogging will have to be holding forward and thus not blocking for way longer, which gives rise to the shitty ass sf4/sf5 footsie tactic of walking backwards to get you opponent to walk towards you so that you can smack them with some neutral crash/bypass crap thatā€™s near impossible to react toā€¦ so defensive players ge5 rewarded for not mak8ng reads or being aggressive)

Me personally if I had it my perfect way, people would only be able to walk backwards for small periods of time and they would have their backdash disabled for 5 seconds after having done 1. Which of course sounds stupid, so to stop that Iā€™d just make the fucking stages smaller and the walkspeed bigger. Man up and move forward.

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It was more my realization that Tekken 7 pc player base is bigger than sfv pc. I wouldā€™ve guessed it was around the same size or a bit more.

How helpful or important are walking speeds in this game?

I keep hearing that the Korean scene for Tekken on PC is really big, on AutoMattockā€™s stream I even heard someone saying that the arcade people are migrating on PC because Tekken 7 in the arcades is not updated yet to the newest version.

Iā€™ve got nothing to confirm this with actual sources though, just stuff I hear around and sound like they make sense.