SFV Lounge: Revealed DEEZ NUTZ! They don't reveal $H1T. Momochi plz wakeup super

I don’t know why they don’t just give backdashes a marker that says they can’t be thrown on start up as opposed to make them airborne.

That change alone would fix a lot of shenanigans…either that or give people invul DPs back.

Whichever.

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Come back from one pixel, get a perfect the next round.

I may be ass but at least i’m not having to hold that.

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Oh they did. Kinda. Backdashes are grounded and throw invincible for the first 2 frames.

Then they’re airborne on frame 3 and still throw invincible (so air throws can’t hit I guess)

The airborne on frame 3 and onwards wasn’t to protect from throws but because why not

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My biggest pet peeve with defensive options is when they double as offensive options.

I feel it’s best when defensive options put you back in the neutral and give you another shot at offense… rather than do a bunch of damage or completely reverse all momentum.

There are exceptions. Kolins counters I think are in a good spot given how risky they are.

My guess is you would hear something about “Well, if they’re airborne, wouldn’t it make sense to get hit in the air,” which, sure, fine, but there are so many “airborne” moves that you still get tagged as a grounded hit in the game that that is such a ridiculous notion lol

The recovery in this game’s messed up, ostensibly done to speed up the game. And it’s not just alex, you have nash moonsaulting and if you dont tag him pixel perfect when he lands on the ground he’ll be taking his turn back, it’s like a teleport to escape the neutral. Same shit with most other specials notables ones being cammy’s divekicks or urien’s headbutt.

I would say one of the MK11 defensive mechanics does that entirely, while another has a good “chance” of doing that. IDK, tough to say.

Nah I’m pretty sure it’s to promote those “scramble” situations that were mentioned before. As a “defensive” measure if your character doesn’t have a 3 framer, and a balancer for a character’s offense if they don’t have good traps against backdash mashing (Ed’s options for beating backdashes are kinda butt for this reason unless you commit to crhp xx Psycho Shot which makes you lose your turn or just misses if they have a fast backdash)

Aye, that it could. Remember, you could be playing kage.

Do super motion.

Zeku starts running instead.

holy fucking shit man, calm down.

I’m not sure they wanted to “promote” a scramble.

I think they wanted to try and make sure the aggressor got pressure after AA situations, but the way they did that backfires some of the time.

Scrambles are always going to happen sometimes.

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Nah I’m referring purely in regards to backdashes and how airborne on frame 3 there affects certain characters’ offense

There’s a reason I started going for Ed’s crhp way more

Maybe scramble isn’t the best word though, but it’s still annoying

Backdashes specifically I think are still a bit of an SF4 holdover.

It will take a decade to wipe away the stink of SF4

Scramble happens when people rarely die trying to get in and normals have quesitonable pushback all over the place. A lot of the stuff people don’t like in this game was made that way on purpose.

Which is probably the most hilariously maddening thing about SF5: capcom wanted it to play this way.

Remember SF x TK Elena’s backdash

Had the same 8 frames of invincibility but went so far so fast you couldn’t even OS the thing

Good times. :slight_smile:

Invu backdashes has no place at all in SFxT, but that games was made largely with scraps from SF4.

To be a little fair, since there were so many juggle states in that game, you could at least get paid for a hard read.

Abel was super good at that.

Half of us were MenaRD

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If anybody interested in watching the off stream matches Luffy got footage on his twitter.

20:15 Bonchan vs.Tokido

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