SFV Lounge: No News after the grass, 10K POWERRRRRRR

NRS rules are just different. Don’t let it scare you. It makes sense when you don’t try to apply other FG rules to it. Some things translate. Others don’t.

I have to agree with DJ on a few things that i currently dislike.

-Tournament variations not being default.
-Some throws taking too long.
-Every Fatal Blow taking too long.

The throws and fatal blows take you out of the action for too long.

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The super long combos are mostly from a small handful of characters. Most of the hits are fluff. Like Jaqui has a special thats just 10 of the same kick that ends in a bigger kick.

Most of the cast isn’t doing that.

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That’s what I’m figuring. If I can keep the not long combo character (I’m assuming Skarlet will be one) viable then I’ll live until Sam Sho. Otherwise Sonya until Sam Sho.

It’s still inherently a problem especially if those long combo characters become high tier. Like not everybody played El Fuerte, but you knew when you did that shit was going to be stupid.

Yup. The throws and fatal blows are more of the SFIV problem of the Ultras just lasting way too long for the impact they put on the opponent. Especially the half ultras or ultras in scaled combos that do barely any damage but lock the game up. Like ok if you do all of that and you make a real comeback and win the round ok. Like sure it’s the same repetitive movie but at least it made the impact in match that it was trying to make in video. Otherwise it just stops both players from playing unnecessarily long.

I would even be fine with the neutral throws that lasted 5 to 7 seconds if maybe they did more damage and had like camera transitions. Like something trying to be as long and edgy as Geras’ forward throw should at least have some damn camera angles/cinematic going on. What’s the point of just locking up the basic viewing screen and gameplay for 5 plus seconds while he matrixes around?

It also seems to reposition where both characters are on screen or he’s moving around so much that you’re trying to figure out if you’re in the same place you were before. It’s just mad extra for no reason. A throw like that should be like a 23 percent damage command grab with cinematics and stuff.

You can’t keep doing krushing blows. You only get a combo like that once a match.

God forbid NRS function like a regular fighting game…?

:thinking:

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Even then you’re already ass cheeks in the corner at a 50 percent loss and then you just take more combos that are similarly as long and do 20 to 30 percent until you’re dead. That’s not the Neutral Kombat I was told about. Sonicfox always gotta find a way to stupid up an NRS game.

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Lmao just fyi the unga bunga gorilla damage characters are Baraka, Jax, Jacqui, and Kotal.

Edit: Kotal is trash though. The other 3 want to get in and maul dat ass something fierce.

Still not 100% sure on dropping 60 for a game i probably won’t play after 2 months.

That said if I cop I’m 110% going Jade as my main.

I’m also a bit worried about SamSho’s netcode. Haven’t heard anything about rollback so probably not happening.

At least SNK seems to be getting a bit better with each new game. KOF XIII online was almost unplayable, KOF XIV was better but still not good. Hopefully they improve it even more for Samsho.

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The interesting thing is I don’t even care about unga bunga damage. Like SFV has unga bunga damage from some characters, but it happens fast and you get back to another oki or neutral scenario. In Samurai Shodown single buttons will do unga bunga damage, but at least that’s a quick thing and you’re back to the game.

It’s just the whole new era locking up the game for long time with long ass sequences of hits that I’m just tired of. These NRS characters be making Ibuki’s combos look short.

Like this is the shit I’m talking about from Sonya.

Start of the round, no crushing blows. Two long ass combos from a 3 hit string that ends in a mid hit that I’m not sure how the guy keeps getting hit by. He blocks the overhead, but then gets capped by something you can block high or low then goes for a ride.

Not sure how unsafe that whole string is if he just blocked it, but the ride she makes you take if you get hit by even just the last knee is hilarious.

My interpretations on the MK11 cast:

Sub wants to play 50/50.

Scorpion acts like he wants to play neutral, then does degenerate teleport shit.

Sonya solid all around.

Noob amazing footsie buttons, good projectiles, oddly high damage.

Erron lol drop dropkick, lol slide acid, stupid safe overhead string.

Liu loool corner carry, fast as fuck fireball.

Geras fuck you I do everything.

Baraka gonna bleed ya and do retarded damage.

Scarlet MK Falke with a teleport and good fireballs.

Jade also MK Falke and says fuck zoning.

Johnny solid, good pressure.

Cassie mad solid.

Kabal is gonna be top tier, just watch.

Kano High/low mixup and a command grab.

Raiden nerfed to shit.

Kung Lao just block low.

Jax unga bunga.

Jacqui honest unga bunga, no projectile.

Kotal trash.

Shao Khan trash.

Devorah trap character, will end up top tier.

Kollector :man_shrugging:t4:

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Think peeps are still getting used to character strings and not knowing when to swing. Dude is just mashing.

Frame advantage on block is hella nerfed across the board. Most strings are negative on block and you take your turn or punish. There are a few outliers that are plus, but they aren’t handed out to everyone like previous games.

Off the the top of my head Jacqui has one string that leaves her +4 on block and knock downs on hit.

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Peeping at sonya’s data none of her strings are + on block. She does have one that’s -3 and another that’s -2. :thinking:

Yeah I’ll wait it out and see where these long ass combos go long term. Not liking what I’m seeing week one/2, but it’s NRS so they could flip it upside down tomorrow.

It’s also NRS though so it’s never going to not be stupid LOL. Just have to accept good characters doing good character shit.

That’s reminding me of SFV though.

Minus 2 in a game where your fastest button is 7ish frames in theory might as well be plus.

Long combos are a mistake. Its cool when they are situational. But as a feature for a game, they’re trash. All they do is ruin the pacing.

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Few outliers cougherroncoughgeras that got 6 framers. But yeah you’re right.

Also worth mentioning some strings are interruptible mid input.

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I think it’s time for Capcom to give us some news.

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I don’t want to be a 50/50 sub but ex ice ball and overhead into ex ice ball are so good

Opinion on Kitana or that one elder god with all the elements?

Part of it also is “fake” long combos where the characters have special moves that put people in capture state attack throws that do multiple hits and buy up time/combo hits. As you know, Marvel 3 was full of that shit.

In Neutral Kombat it’s like multiple characters have variations of Seth’s kick capture state move where he hits you with a million hits at blinding speed. Except even that move was shorter than this shit.

Seth’s combos were a lot of that “why is this shit not over yet” shit. He’d fit perfect in MK11.