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

Ben<3

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Well, here we go. I will warm up on casuals then try to time over as many people as possible on ranked with Falke.
Today I BORE people out.

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she looks more like a black woman now, they seem to be making characters look more authentically ethic

To make it easier for yourself. Keep playing until you find the one Menat player you’re probably going to find for the week. Only ranked set where I had times outs every match was vs Menat.

I am yet to find a single Menat player in the platinum leagues. :frowning:
I will time out against Akuma players to frustrate them up to 11!

Makes sense she’s a very character specialist character so anyone using her probably hard isn’t stuck in lower plat levels.

Laming out Akumas is the best. AA the only 2 EX demon flips they have left and they freak out. Akuma players are used to having control in the matchup so when you’re playing a character where they actually have to earn control it’s easy to get in their head.

ignore him.
welcome back and happy bday.

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Alrighty then!

Now what I really wanna know is how many times had Trife quit SF5 since I did?

Probably more than you. Which you quitting was more real life things than angst over the game. It’s easy to like SFV if you play Birdie.

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Think I’ve watched enough SFIV to get a fresh perspective of the goods and bads of both V and IV now. Let me try and do a Dime. No rose tints, fresh off the stove, I’ve legit consumed about 10 hours or more of SFIV footage recently.

SFIVs plus sides to me, seem that the positioning game meant just a little more overall, the game had worse forward dashes and maintaining range in matches was crucial, no movement that felt like an insane gap closer for most characters. The games defensive options were also plentiful, the defender is probably always in a position to threaten escape/counter-pressure with the right OS or backdash timing. However on the flipside of that, offensive options in SFIV felt strangled by the necessity of certain OS tech to beat out backdash options inbetween normal pressure. So you were at most times, heavily limited to jab chain pressure to deny backdash escapes/OS them easily. Mid - mid sucked. Focus attacks made strong single hit pokes less relevant in the midrange. Lots of characters had neutral bypass tools tied to FADC, but they mean less due to how hard it is to open someone up after one. Shimmy is bad, frame traps can be avoided easily, backdash OS doesn’t usually lead to beefy damage - so why would you waste 2 meters on block just to extend, save for hit/DP FADC attempt.

I think the main thing that really differentiates SFIV in it’s feel, is how dumb good defensive options are. Most of the top tiers either had insane backdash, or a DP to threaten with FADC. When you do something like, say Change of Direction xx FADC to get in, there’s less commitment to avoid baiting options due to shit like cr.tech and backdash. But if that same option were in V, you’d be fucking scared shitless because you can’t get out of that situation easily.

Proximity normals gave some characters more range, I think the next SF game just needs to add more command normals to compensate for midrange medium buttons, if they’re intention is to design most mids around being stubby and used for pressure, we need some command normals thrown in to be used as pokes rather than just making every st.mk a generic poke option. Easy fix to the stubbiness issue.

Focus attacks sucked. Never liked this mechanic much, they were IVs mechanic that added a new layer to neutral while invalidating like 3 others. Domino effect I guess. But if you had a good focus with decent range on it like Fei or Dudley, that shit was OD to use as a quick midrange poke. Fuck up the other dudes poke or fireball game, and get a dash cancel in for free pressure if you land that lvl2.

Onto V cause I cba to talk about everything,

I actually wanted to make a table of every fast, travelling safe/plus on block special that each game has - 3S/IV/V but I’m too lazy. Same for a table of anti-fireball moves. To get a good idea on how much more or less V really has. Maybe I’ll get around to it at some point. That would help me see how truly different the games would be on a scale of “how much unreactable shit do we have to deal with on the ground.”

Vs ground is kinda hectic, it’s much much much faster paced than IV. You gotta be covering yourself with a buffer or throwing out a mid a LOT to stop yourself from getting rolled by certain characters with good dashes or walk-ups. I prefer slightly faster paced SF, but like IV - there are some inclusions that strip away layers that I like from prior games. Positioning doesn’t mean as much, because it’s very easy to fix in V. Mobility feels lighter, faster. And being forced into a bad range does not mean as much, because you can forward dash in very quickly to get out of bad spots in neutral, if they don’t cover you for that 0.5s, you’ve just broken through a bad spot. So being able to maintain solid positioning in V, IMO, is quite hard because dashes are the favoured means of movement now, not walking.

Defensive options in V are below average, but feel incredibly janky in some regards. But I think they’re completely trash if we keep our views focused on the games predecessor. They’re all committal but as a positive - very simple.
You walk back to slowly work your way out of throw ranges opening yourself up to lows, you backdash to avoid loose traps and get air reset if they tag it, you delay tech/jab but risk getting shimmied/delay trapped in return, you can v-reversal but it may not connect if they use a quick enough normal, or you EX.DP.
I don’t think V really has anything beyond that, there’s no sinkhole of OS tech you need to figure out. And I really like this, but I don’t feel like the game has enough defensive options within it to give the defender proper handle over certain situations.

When we take on board the defensive options are slightly below average, and then we bring the VT system into discussion. I think that’s where things get SFVish. Momentum means a lot, and VTs bring to the table overwhelming amounts of momentum if you have a good one, and with limited defensive options to escape a bad spot with VTCs, or VT pressure, they become immensely powerful and VTs can become this 10-20second period where your character doesn’t have any room to breathe, or is put at a huge disadvantage in terms of risk/reward for getting caught in the neutral attempting to fight back. VTCs aren’t very thought inducing, they’re super throw and forget - and VTs themselves range from absolute garbage, to instant god mode. Install VTs and heavy mix-up focused VTs are king, whilst quick, single/double use “utility” VTs aren’t really as strong in the grand scheme of things. A Kolin VT1 is worth like, 6 VT2s for instance. I’d still be picking her VT2 if it was at something crazy like 4 bars, because it shapes her design so dramatically.

When considering normals in V, one thing I think comes to my mind clearly is the design behind frame data. In IV, jabs were heavily + on block allowing good chain pressure and a decent amount of trap options, in V - +2 is the number you’re going to be seeing for almost everything. I think the data game in V really makes pressure structure open to mashing in a lot of spots, characters forced into weak options that lead nowhere just to cover a 3f or backdash because the frames aren’t there to get anything substantial. I think I’d like more frame advantage across SOME normals, and more actives. Or a drastic redesign to how fast/slow movelists are made.

Also, jumping in IV compared to V. Normals having less block advantage at shallow hits is something I like a lot, Vs handling of jumping attacks is kinda bad IMO.

So that was kind of just a big ol’ type session on stuff I found interesting between IV and V and things I commonly see brought up between the games.

If I were to implement my thoughts about what both games did well for the NEXT SF game -
Keep the ground game fast paced, do not slow down the game.
Do not strangle certain offensive/defensive options out of the game via inclusion of game mechanic.
Do not inject large sinkhole of OS options, keep defensive options completely on player decision making.
Simple, clean defensive options that don’t force scramble scenarios.
Beefier frame data on jabs(+3 or +4, fuck +2) for more varied offensive option pool for all characters, more actives on higher strength buttons.
Increased walkspeeds, much slower dashes to prioritise screen positioning and character entrapment in match-ups, less explosive gap closing.
Lower the amount of anti-fireball tools present across the cast.
If a new unique game mechanic is created, have it impact neutral in a way that doesn’t prioritise easily gained momentum.
Give the wake-up system certain knockdowns that give guaranteed, single rise/no rise options for cleaner oki from specific actions.
Add command normals across the cast that make up for lack of proximity normals at further distances.
Have normal animations better match hitbox data across the cast.
Have visual prompts for different rises.

Think I’m done typing now. I’ve come down with a nasty illness, so I’ve been in bed most of the day. Bored outta my mind so you get this.

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I do respect this write up.

But if there is a SFVI, it will be even more dumbed down and rushdown heavy.

Good read. I pretty much agree with all of it.

Never sat and compared but it really highlights why I prefer V.

Awww lil sincere post from Cipher. I must have done well.

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I had no idea black people had four arms.

The more you know.

I’ll give you a like just because you did that while being under the weather. I know I’ve been sick sometimes to the point where I can’t do anything but lay in bed and watch a Twitch stream.

SF6 needs Blue Aegis

I believe Emphy was Mr.Naps/Jimmy Tran’s old name during 3S days. I was trying to remember.

How am I supposed to try to play some sfv when they are buffing my main in bbtag :laughing:

About to have 3/4 screen cross ups lol

How’s Seth so far in the game?

Patch and dlc haven’t dropped yet. Imo though, seth will probably be really high up there on the tier list. They kept his captive segment special intact which I’m surprised they did for a tag game. His mixup potential is going to be nuts and probably really safe. His neutral is what needs to be seen to see how he’ll fair against the top tier. Universal nerfs will also definitely help his playstyle out.

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Effing G on wifi. Why can’t I see that my opponent is using wifi before I accept the match? WHY?

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Yup pretty real. Studying to be a health coach has been no joke. Been doing well with that and thought “hey I think it’s time to make my way back”. Besides maybe in addition to Birdie, I might pick up Dictator as well. We’ll see.

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