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

Big powerful white men that almost exclusively pro wrestle or street brawl and possibly live in cabin or the people who designed them likely intend for you to believe that’s what they live in

Hip TO Canadians aren’t allowed in fighters

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SF is really great when it comes to lecturing you about the world.

Didn’t know all americans have their flag tatooed on their arms.

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Both arms. Not a Puerto Rican flag on the other arm. Both US guns flexing.

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Toronto is a den of scum and villainy. The only thing of Toronto that should ever be in a fighting game is where the evil bad guys base is because that’s where the most evil energy emanates from.

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Also Wolf Hawkfield is a big powerful native guy who pro wrestles thank you, Fighting game Canadians can be white people or injuns, or sasquatches.

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Us funky metropolitans assume all very light skinned people are white or half wihte.

Sakura’s cl.HP was actually 3 frames in IV. Yeah, a 3 frame heavy. Sak players used to wake up with that button, lol.

I’m on the fence about proximity normals. I agree that without them it does make the game more linear, at the same time though they can be frustrating to use. I remember trying to AA with Cody’s far standing hp and getting cl.hp instead. Think I’d prefer more command normals, provided they were actually strong and not watered down.

If Canada had a king, it would be Wolf. Not that smug, self-righteous pansy Trudeau.

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Nah, it’s the winner’s sovereign right to do as he pleases with the loser. Don’t like getting butchered for 10 s on the screen? Don’t get rekt.

Also goes for the guys that get stunned with 10 remaining life and ragequit at the cinematic pause of the super.

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Tekken talk:
I’ve labbed Marduk most of the evening and played some matches. He’s… really weird. Extremely slow normals but very good movement, and he’s a defensive behemoth thanks to range and his stance. He also hits like a truck if he lands a counter hit, but that’s hard to do with his slow moves.

Gonna play him some more. Nice side character for now, very different from what I’m used to.

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Then at least hit me with the Brutal, bro! At least Brutalities were cool and you could combo into them and whatnot. But ehhh I guess you right, I just wanna run it back

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@Akhos you got a link to that hitboxes album?

Dammit I just linked it in the last thread geez

Here

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Was talking about cr.mp, you can hit confirm that into st.lk and it’s plus on block.

The thing with Sakura is st.lk xx dp always links, any range, that’s a good perk in SF5.

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Also Frosty your reasoning is good , but I’m with daemos. Giving me more control and the cpu less control is just better.

In the case of Sagats st.mp in 4 it was basically an AA button, so just make it a command AA, don’t make me shit myself wondering if it’s Gona come out.

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After being reminded that A2 didn’t even have prox normals and I think that game neutrally is pretty fine, I’m pretty indifferent to prox normals. Definitely not as vital to SF gameplay as James was insinuating. More things to do more variety more expression and that stuff, yeah sure just can live without em. I like getting back certain buttons that were normally only available up close as command normals or standard one button normals.

James was also saying that neutral jump buttons are really cheap in this game because the game allows you to use forward/back jump normals during neutral jumps. Well…KI is a game that has some matchups that are basically borrowed from SF matchups and doesn’t have any neutral jump specific normals. Every jump in every direction yields the same normal and some are pretty cheap when used in neutral jumps but it doesn’t break the footsies either.

Parry neutral jump button is pretty strong in 3S, but not the end of the world for that game either.

Basically the normals on this game blow for a lot of characters, so we are doing the seasonal thing of let’s come up with a ton of ideas on how to fix the entire game…that still won’t address the shitty normals.

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Yeah it’s the typical no news blues. Only a couple weeks.

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Why fix something that is working as intended, just because other games in the series were different.

Why aren’t my buttons 1:1 the same in SF3 as they were in SF2.
Wtf is Capcom thinking, why are my buttons different now, this is BS I want my money back.

In some games, proximity normals were a must, like in KOF98.
I would love/hate Ralf standing C there if there weren’t proximity normals to make it less OD when close to people.
Or Terry having his close standing C all the time instead of only close would weaken his game a fair bit.

But I am not 100% sure proximity normals would help SFV much.
I mean, sure, Falke’s st MP would only come when close enough, but the far version would be like cr mp with 10, 12f start up, so fuck this shit, because I hold that button for shot and sometimes you need to whiff it in neutral to start the charge.
And then what? Cammy would have a close HP with 3f start up? No thanks.

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