Yeah, I can see what you were going for, but the Presidential System makes G completely different from Rog, or any other SF character simply because you can actually prevent G from building up his resources.
I actually like G’s design, even though I think VT1 should be a lot shorter and leave him with full Prez after it ends.
Capcom really knew what they wanted out of him and it shows though. Very well executed and intuitive design.
Truth be told, with TAP and Stomp TC adjusted, Rog is pretty fair too, I always get surprised to see how under the radar he is.
Yeah he’s just really strong for more fundamental reasons and less BS reasons now (but still has BS).
Also my statement was purely just on a competitive/tier assessment of the character in relation to S2 Rog. Nothing based on like hard design or anything like that.
Can someone explain how juggle points work? I was in training mode last night and I can’t figure it out beyond “this works but this doesn’t”.
For example with Ibuki using VT2 to hit and already aerial opponent (jumping) leaves you with less options, but if you VS (which presumably leaves them in a juggle state) then pop VT2 you can hit them with anything.
Basically, each juggle point gives you one extra hit.
So for example, Ryu’s full TC ends with a St.HK that give me a kd and nothing else. But if I pop a VTC (which gives me a juggle point) I can hit them with a Light Tatsu while they’re still airborne.
If I try that mid-VT without the VTC juggle point, I get the same old KD.
But why would a VT pop give you a juggle point? That combo doesn’t work mid VT because the end of that TC isn’t cancelable and you recover too slow to link anything right?
But back to Ibuki, does her VT2 give or take away these juggle points? I assume 0 means you can’t hit them?
Some moves have some logic behind them, some should give JP but don’t, basically Capcom picks the moves you’re allowed to get your limited juggles from.
I’m not even sure if FAT has all the juggle points for every move.
It’s basically very close to the same juggle system that’s been in since ST. Certain moves have infinite juggle points which means they’ll juggle off anything that puts someone in a juggle state all of the time then others are limited to points. Basically easier to just experiment than worry about all the science behind it.
I wonder who the fuck thought it’s a good idea to announce a “new challenger” on the SFV twitter account during a content draught only to have nothing to do with the actual game.