I think the thing i dislike about fireball zoning in this game versus others, is that you can’t predictably react and neutral jump fireballs like you could in the oldschool and few characters save for guile L boom from far, could do anything about it.
One neutral jump over a jab fireball in oldschool meant that you essentially could play actual neutral (footsies) for a couple of seconds with no fear of another fireball to deal with (because jab fireball is still on screen)
In sf5, this isn’t the case. There is no “braindead” universal mechanic o reactive way to deal with fireballs that the opponent doesn’t really have a great answer to. If you neutral jump fireballs any kind of predictably as an example, the fireballer gets to use teleport dash to get up to you and put you in pressure, which at the very least eats screen space.
This is why so many characters have “braindead” meterless and metered options versus fireballs. Without them, fireball zoning would more than likely be the strongest it’s ever been. And that’s saying something.
As an example, if you are using a fireball character (they tend to have the weakest anti fireball options) and their fireball is obviously weaker than the opponents… shit gets pretty ugly. You feel zoned with not a whole lot of options outside of risky jumps and yolo fireball beaters like sakura hk tatsu or ryu tatsu.
There’s a reason why highland thinks some of sagats worst matchups are against zoner s that are better than him. Because when one zoner is outclassed by another, you have few options. Even my shitty day 1 menat was making him jump like we were playing hopscotch.
Anywho, probably just ramblings, but I think the moral comes back to the fact that the dashes in sf5 are ridiculously stupid and really make the game not play like streetfighter. There are lots more things, but not being able to neutral jump fireballs “for free” when they are spaced from certain distances, takes away from some of the best things about streetfighter fireball zoning.
So I can understand why so many characters have anti fireball measures on this game when there is no focus attack, neutral jump anti fireball avoidance is way weaker, and the stages are huge which promotes runaway style zoning, making fireballs that much better.
If it weren’t for anti fireballs measures the game would be ridiculously slow and boring and matchups would be hugely one sided and non dynamic.
I destroyed s poor chun yesterday. She couldn’t even get close to me. I legit felt bad for chun even though I was doing it.
There is no conclusion, just food for thought. Fireballs aren’t in any way op in sf5. In fact they are definitley underpowered, but it isn’t because the fireballs themselves are bad, it’s because of character specific options that were given to make them not op.