You really didnt see that match coming did u
You…You sly dog…
But yeah, it really came outta nowhere. I love seeing players like Sven and Brolylegs show other players that limits is something we usually place on ourselves.
If Soulja Boy can sell emulators, then why can’t we use MUGEN to make the best Street Fighting game ever.
I’m afried to ask what would be considered a “perfect” Street Fighter game though.
You know that nigga browses this forum watch he steal my MUGEN idea
With sakura you get a meaty st hk on backrise. If they press a 3/4 frame you get a hit confirmable st hp, if they dont press any buttons any hit confirmable button whiffs.
thats for MP.DP
Is Frost saying he has setups that cover both options or is he saying you can react to backrise and get a stronger setup?
That aside, I agree back rise should cost meter. I feel like there are too many situations where you knock someone down and the only thing they lose is a bit is space. How many times have you guys been swept and had to face real oki midscreen? It also makes it harder to manually time meaties, which makes pressure overly reliant on specific setups.
Getting away from knockdown pressure should be risky or have a cost.
You also have the quick rise with 3 frame. And it works alot.
you just react to backrise, I have options that cover everything, you need a character with a 4f active normal to cover both - like Karin or Sakura
Isn’t that what you were referring to? ex tatsu gives you oki everytime.
doesn’t matter now, was just talking about characters who could cover both to Dime, and mentioned Sak got new oki options from MPDP, and that EX tatsu/HPDP midscreen give throw meaty
The main positive with back rise is that it allows you to react to the opponents next move since dashing a 2nd/3rd time will leave them minus. If you can react to laura/alex dash after cmd grab then you can pretty much do the same with every char.
I would be cool with backrise if SFV stages weren’t fucking enormous. Eating a KD midscreen should be a choice between “get cornered” and “hold this 50/50”.
lolwat SFV stages are tiny
Yeah. I mean unless you’re playing against Dhalsim or FANG you’re pretty much in the corner as soon as you get hit by something.
What? If you sweep someone midscreen they can still walk back for like 2-3s straight before hitting the corner. Most button buffer combos aren’t cornering anyone with burning a bar.
Yeah you can corner someone with one full combo but that’s not really what I’m talking about.
I don’t think corner pressure is too opressive in this game (except for few characters) for it to discourage backrises, especially considering that a lot of V-reversals switch sides.
How about adding 3 recovery frames at the end of the backrise? Given the distance it’s not punishable by a lot of things but the backriser could eat a sure projectile or a super if it’s on stock.
V stages are smaller excluding stage breaks like Chinatown
Smaller than what? Idk what you are comparing it to.
But even if I agreed they were small (they’re not), most characters have walkspeeds too poor and buttons to short justify the current size.
And to be clear, when I say cornered I mean back fully against the wall with the aggressor no more than a character length away.
I don’t think the stages ever actually change in size, even the ones with interactive stuff like Chinatown: the bus on the right moves closer if you destroy the restaurant’s door.
I just wanted to comment on the Problem X and Tokdio comparison.
It is incredibly unfair to say that Problem is now strong cause SF5 or that he wasn’t as strong as SF4 as Tokido was cause he was still developing as a player. Tokdio been playing fighters for more than 20 years now.
If you think that guys like Du, Mena, Punk, Problem and many of the dominant faces now wouldn’t have been good at SF4, then you would have another thing coming.
If anything, its way harder to be a strong consistent top player in SF5 compared to SF4. It doesn’t make the game itself worse at all.