SFV Lounge: Lupe please comeback! DevilJin moving to Mortal Kombat 11

I haven’t watched it yet but most people players in this discord I’m in hates the idea of bringing back proximity normals. They want to be able to rely on their normals with a simple press and just have command normals for other buttons if needed. I’m conflicted, I kind of like proximity normals just because every character had at least 12 stand normals. But I want reliability as well.

I really do wonder how much SFV will influence the SF series going forward. Will the lack of proximity normals be in SF6? Will the lack of meterless invincible DP’s be in SF6?

2 Likes

Trends are usually whatever people hated in the last game will go in the next game.

MVCI is kind of a taste of taking a lot of things that were a bit too crazy about older Marvel games and making it cleaner. It’s still cheap but, a fixed cheap where you can only do so many chained lows like Skullgirls and such. Game was obviously built around fixing what scared people to death in MVC2 and 3. Then toning down the new cheap things that got too cheap and then whatever else is cheap gets to stay and be cheap.

I have hated proximity normals since my upclose stand medium punch with Juri whiffed on Hugo. Fuck that noise.

The game needs balancing at base level but it’s not broken because proximity normals don’t exist. There just needs to be more effort to make the buttons more different. Mediums too fast well make them more risky. lol

Yeah you can easily galaxy brain a lot of different ways to mess with the system. James Chen makes it as if they can only follow some golden path that revolves around proximity normals working as they did before.

Which he even brought up that Alpha 1 and 2 didn’t have have prox normals (or at minimum there are clearly characters that that have none) and it wasn’t until A3 that they gave a few people prox normals and then V ism allowed you to use them as command normals any way.

Yeah he’s right. A1 and 2 didn’t even have prox normals. Just press Rose c.MP all day lulz. A2 seemed to work alright without prox buttons any way, but he brings up that SF can’t work without prox normals even though lots of other fighters get away with not using them. He was just all over the place in that video lol.

2 Likes
4 Likes

Juri has become as Gods

1 Like

I think I got 10 minutes past that part that was linked and I’m losing brain cells at an ccelerated rate watching it.

His thinking, while it does have SOME merit in places… is horribly flawed.

He says the moves like Vegas fhp and chuns st.hp had to be nerfed in certain ways BECAUSE PROXIMITY NORMALS…

Like I get what he’s saying but my god it’s fucking stupid. Capcom could have given every character one long ranged move like the aforementioned ones, then they could have given every character a medium ranged move like all the sidekick style st.mk’s in the game (Cammy, Chun, Karin, ryu, urien) and every character an upclose normal like st.mp

… but they didn’t, BECAUSE they wanted the fucking game to stubby to promote infighting and so that you can’t properly zone other characters out and keep people in your perfect AA range so that you could always just use the same AA all day. Capcom basically wanted this game to have nothing cheap and be reliant on high end reactions and move selection/move rotation styles of play.

They want everyone using different blockstrings everytime they get close, that’s why there are so many different types of confirms. They want the game to hyper loaded with soft mixups where people don’t feel FORCED to do something, but still need to do something…eventually.

The game is very obvious In how it is designed. The only thing that is really confusing is that it’s capcom so you never know if certain design decisions are deliberately to troll or make a character weak or if capcom truly thinks something that is wack, is actually good.

3 Likes

Yeah like making the long buttons that are already in longer while making the hurt boxes less big would help on its own. He says stuff like Cammy’s s.MP and s.HP would be useless if they made her other long buttons longer, but then A2 and A3 basically wouldn’t exist with that logic lol. Sakura could still definitely use her b/f+HP in V ism to blow up lots of long buttons and Rose does fine with c.MP acting as a catch all crouching version of a prox button.

2 Likes

Not watched the video, there’s no explanation that I could buy why proximity normals are a good idea.

7 Likes

St HK is good at checking dashes too you can get get big damage if you catch someone up close. St mk can also keep players out and has absurd range and good recovery. You can also throw out the occasional fw HK if players like to jump.

1 Like

Sakura whole design works worse than Ryu. In some ways it’s like S2 ryu on steroids. Sakura can’t zone, Ryu can do it, on top of that has stubbier normals which is a common complaint of shoto users (sakura has the slowest normals, least range and more recovery of all the shoto), a slower tatsu, huge pushback on m normals, worse anti air options, more recovery on normals , and a useless v skill.
Sakura shines in some areas such as a better v trigger and once the char gets in can fish out more 50 50s with h tatsu, better corner carry of heavy attacks and more potential for damage in the corner but these are too situational considering most of the time you will be relying on st lk which goes into nothing but MDp which gets you no Oki. Ryu’s slightly inferior st lk on the other hand goes into tatsu, h dp, or ex fireball.
Playing the two chars I feel Ryu just functions better and gameplay is more stable and consistent

1 Like

Playing a controlled zoning style is the weakest way to play Ryu, it’s how daigo plays SF and he had no success. Tokido was the best at the char because he rushed down. It’s a similar to sakura, once you play crazy your character feels strong because its sf5. But once players beat it and force you to play neutral you it’s an uphill battle.

1 Like

Why does he have to be such a fucking hipster? It makes me so mad that he choose the fucking horrible trigger instead of the good one

It’s Jibbo, so I’m guessing your question is wholly rhetorical.

2 Likes

Rumor mill starting to churn for MK11. This thursday at the TGA’s perhaps even…

Get ready to the sequel to this generations best footsies based neutral heavy fighting game!!!

Lord Boon’s blessings upon you all!!!

5 Likes

2 Likes

after you denied my gift you are not allowed to quote him on that :angry:

Well I am going to assume thats your own (wrong, and immoral)personal bias at play, because nothing in my statement can be faulted as MKX absolutely is the best footsies based 2d fighter on ps4. Big, strong buttons, into satisfying hit confirms. So juicy I can taste it!!!

Regardless of your sass, I come bearing gifts though

You have been profoundly blessed by the gaze of Boon

1 Like

Reptile better fucking be in MK11!!!

1 Like

I found them to be much closer in strength than you make out. In the end I decided Sakura was probably slightly better than Ryu.

She can check walk back better than he can with cr.mk xx EX tatsu , her CC fishing is much better conversion wise and back fierce buffer trigger is quite powerful at the mid range.

Despite having generally crappy normals her st.lk is probably on the short list for best punisher in the entire game.

Good walk speed and one hit confirm cr.mp.

If there’s anything between them, it’s very little.

2 Likes