SFV Lounge: Menat BUFFED, F2P SFV coming, CCCC COMBO BREAKERS coming

I really wanted one of those a while ago because of the analog stick.
Thanks for the in-depth review.

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fc4’s were the ones I had that broke. Alls I know is they were not up to the beating MKX puts on a pad.

Yeah my FC has the “sticky” button issue on a couple of the front facing ones and the d-pad doesn’t always properly recognize downback/downfront inputs, makes quarter and half-circles a real fucking pain

But I’m not too surprised since the Hori pads in general seem to have less “production value” so to speak and it’s no wonder they are sold at like 30$ new and probably half of that used/on sales, it’s specifically so that you buy a bunch of them at once to make sure you aren’t screwed out of actually playing should something go wrong with your existing pad

I wish Hori would make a proper new fightpad given how much they invest into fightsticks, as well as to have other manufacturers (Qanba, Razer, etc) to also enter the fightpad game. It’s kinda wack when you think about it and Hori and MadCatz were literally the only ones to produce decent products in this category. There were also PDP with their MKX fightpad but good fucking god I don’t even want to spend a penny for one of those - they look terrible

Like, look at this shit:

Would you seriously spend anything on this? Not to mention that IIRC PerfectLegend reviewed one of these and the buttons don’t have microswitches, which is ass for fighting games

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Your content is popular enough now you might be able to get a manufacturer to set you up with some freebies in exchange for some product placement.

Not sure who you’d reach out to to inquire about that these days though.

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naw its fine, in the end I haven’t played any game on pad where I didn’t like the stock DS4 controller the most, it just has the best dpad imo. They also seem to last the longest.

I did get sent a mixbox though the other month. I am gonna seriously give MK11 a go with that as long as I can figure out a way past the traditional stick problem of MK of where the fuck do you put the block button that makes sense.

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I don’t know why they don’t just put Blocking as a directional input like literally everybody else (well bar soulcalibur). I mean they already have back/downback to block in Injustice, yet MK keeps using a separate button for that

Not to mention they could free up two whole buttons if they removed Block and the completely useless “stance change” one

I just wish there was a DS variant with 6 face buttons.

I played Gen for years on a PS3 DS, and I had to practice up to have the hands of a magician to do basic shit. Not going to commit to that ever again.

moves are too crazy in MK for back to block to work. You’d have to rework the entire system because left/right mixups would be way too easy. Scorpion in injustice 1 before the nerf is a prime example. Even something basic as his teleport attack destroys a back to block game, and his TP in injustice is slower than his MK version.

Besides it works well enough in the system, many moves are keyed to hit high and whiff on crouchers, but will still hit if you block. So then comes the game of anticipating a high and just not blocking and whiff punishing / guy did a mid or low and called out your bluff. But yeah the main thing is the whacky ass MK offense just doesn’t work in a back to block game.

Stance change is just there to be a button basically. otherwise it would be unusued(as its just a shortcut) Open/Closed stance actually does matter, sometimes, but usually not.

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I’m pretty sure Alex players don’t know he can walk forward. I always just either see them dash, full screen elbow or stomp/airgrab randomly as a way to move around the stage.

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Slow walk speed but safe forward moving specials.

Yeah, a lot of players spaz out with it- but it’s easy to see the process that made them that way.

This game, man. Check my casual CFN for laughs. Post patch, all casual matches:

Try G, go 8-33

Try Cody go 34-100+

Try nerfed to death Abigail, go 8-1 or so

Pop in Soul Calibur, play nerfed Azwel, go 18-0 and only lose trying a new character…
REEEEEEEEEEEEEEEEEEEEEEE

This is what I get for stopping SFV pretty much cold turkey last January.

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Every time I am shaking off rust, which is a lot, I have to relearn the big SFV lessons that habits that are good in other games will get you killed in this one.

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I use the FC4 and yeah the downback inputs on both sides seem sketchy. Like ill be blocking and randomly stop blocking or my downback will just register as down.

Not sure what else to get tho.

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You’re kinda screwed in terms of options, really

I’m suprized Razer hasn’t jumped on the fightpad market. They do make Esports controllers but are more for FPS games.

people who play on pad are 90% DS4 anyway.

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SFV is one of those games that really busts your ass when you’re away from it for awhile. I don’t think any other game does it as nearly as hard as this one.

Kinda feeling a lil burnt out on SFV lately. Can’t really explain why. I guess I’ve just been playing it so much that I need to fall back from it for a bit.

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The only tiers list that matters, CA coolness.

Not about functionality or anything. Just which one looks cool and which ones are lame.

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I saw Sanford literally destroying Wolfkrone in a mirror set 2 weeks ago,despite the latter played and plays more he looked hopeless against Sanford. The skill and knowledge are still there, but I think it’s the skill gap reduction the reason he’s struggling at SFV. Atm I think only Ibuki and Menat get rewarded for displaying great execution in this game, Zeku has some execution barriers as well, but he doesn’t get rewarded for it like the other two.
SFV has even Sagat now, so he can’t blame Capcom for his character lacking anymore, the problem is himself.

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Sanford can’t play Sagat without no Inv dp.

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Balrogs CA can only be medium Tier cool, if you have Hero playing while he does it.
Because of One puuuuuuuuuuuuuuuunch!

Menat should be high because she’s Menat, I agree with the rest.