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

The post above was saying that the NRS scene isnt big enough to support 2 yearly releases and maintain a player base for older titles.

My point was what are NRS supposed to do? If there is a demand for the games, and there certainly is, then they would be insane not to capitalize.

And those casuals are the lions share of their revenue.

The 90’s were very much the glory days so I don’t think that’s unusual.

Hell, Capcom pumped out fighters like mad from '91 to 2K.

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Buff 5 things in SFV, nerf 5 things in SFV.

Responses below bois.

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Like characters or game mechanics? Both?

Okay, these are fun. I’m going to avoid things that would require a whole new animation, or similiar.

Buff-
-increase all walkspeeds
-make all hitboxes match animations better. This will typically mean increasing the hitboxes so they extend just outside the model, rather than the reverse as we have now.
-increase throw range to 1.0 for all characters
-Delete Rashid
-improve Vgauge gain for vskills

Nerf
-Vgauge gain for taking damage reduced
-More grounded frames on backdash
-Reduced Vgauge on CC
-more pushback on normals
-reduced hitstun on Jumpins
-increased VTC startup

Change:
-mid air flip out altered to characters flip out further away
-change throw system to mirror an Arksys system. Longer throw tech window, but improper techs lock you out of teching for a period. Similiar to parry lock from 3S. All throws toss enemy further (eg Karin/Zeku).

All you SF OGs are free to rip me up.

3 Likes

Regular DP shouldn’t CC anymore. Priority system is hwaack. Buff v reversals. Give cammy her and Chun their nips back. :ok_hand:

anything, freedom of choice

here’s mine.

Buffs/Good Changes

  • V-Skill meter gain increased
  • Backrise given a unique character spark/glow
  • Backdashes no longer airborne from 2f, now airborne on 3f
  • Cody VT1 knife normals completely reworked, meter drain for using knife normals greatly reduced
  • EX.Reversals and meterless DPs CC state removed
  • EDIT** normal ranges extended across the board

Nerfs

  • Ken/Chun dash 16f(Just don’t like the concept of sub 16f dashes on anyone but Makoto.)
  • V-Meter bar gain lowered for taking damage
  • Ibuki v-skill hurtbox pullback greatly reduced
  • Ibuki EX air kunai advantage lowered
  • VTCs given more recovery across the board
5 Likes

Ours are remarkably similiar.

I avoided character specific changes (other than Rashid), but yours would have been high on my list.

Oh the jump-in one is definitely one of the better nerfs, the dash one is just a pet peeve. I don’t like unreactable dashes clogging up the midrange lmao.

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Just react to all dashes like pook.:grinning:

2 Likes

Pook prolly just spends half his time jab buffering to stop said dashes. That’s how the Ken match-up feels a lot of the time, it’s not very fun lmao

I really don’t mind the dashes as much as other people. I think the problem is with the other parts of the game.

Though if walk speed were less glacial, you wouldn’t even need the dashes so much.

Maybe they just need to have fewer characters on the 17 frame camp. 3S has fast dashes, but only for a few characters so it was more of a character thing and less of a system thing.

could be the aforementioned range on my buff list, you can’t reliably poke outside of dash range, so you’re constantly in it. It makes you volatile to getting ran up on

haha, time to get flamed :frowning:

Buffs

  • When you air to air an opponent, you should land before them
  • Put crouch teching back. It provides a defensive option, it provides less offensive opportunities because cr.LK isn’t good in SF5 and leads to less, meaties are easier to set up due to the buffer, etc. It won’t be half the problem it was in 4
  • Backrise should be easier to see
  • More range on shoto pokes, and more cancellable lows
  • Make chun air legs 0 on block, most people AA it now anyway

Nerfs

  • Nerf ibuki v-skill, lol
  • Delete Akuma
  • Birdie VT2
  • Too many command throws, remove some of them
  • idk

cr.tech in SFV would redefine the meta, shimmies suddenly aren’t as applicable. I’d be interested in seeing it, you’d be a bit better on defence and delayed traps would become a bit more important.

I’m sick of seeing shimmies at this point anyway lmfao.

Buffs:

  • Better v-gauge gain from v-skills
  • Improve v-reversals. Make them faster, maybe even throw invincible or something like that.
  • Remove tundra storm from the game
  • Make Gief’s st mp 6f again and reduce it’s recovery so I can wall people out. :stuck_out_tongue:
  • Either give everyone a 3fs or make all 3fs 4fs.

Nerfs:

  • Bigger recovery for whiffed normal throws
  • Jump ins must hit deeper to allow combos
  • Ibuki’s v-skill hurtbox fixed so it doesn’t retract too much (improve v-gauge gain to compensate)
  • Remove Akuma’s whiff fireball VTC
  • More pushback on all attacks on block at least
6 Likes

I’ve been saying crouch teching in sf5 is the answer to a lot of the problems people have with the game for a while. It wouldn’t have the problems we had with it in 4 because you can’t convert to long combos from jabs really, and at the range you’d get a cr.LK you’re at best getting one hit for most characters though chun would maybe get cr.LK x ex legs. it would also make the CC mechanic more interesting because you’d be able to call out delayed cr tech OS with it, right now people just swing with them in neutral

LMAO fuck that got me

Yeah kinda agree here, given SFVs frame data philosophy, some characters just outright can’t deal with 3fs. They aren’t given the necessary data to fight them.

Seeing Tundra Storm gone is the buff at least 90% of the Gief players want.

What about - make it parry all kick attacks and it also has a +3 oki after dashing in