SFV Lounge: Season 4 is almost upon us, hide your mains

At Canada Cup I got a demonstration from the dude who made the game. Its a little jank in movement but the heart is there. The mummy character is one of the coolest and most unique characters I have ever seen in a FG.

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You on mobile or PC? I know on PC it displays a bit differently and you have to scroll down

Old guy reporting in. Won my first two games in a row ( Akuma and Bison) so that got me into top 8 somehow ( not many people I assume). Lost to a Nash 3-2 last round both on one hit, won another two to get to losers final ( I think?)

…then got 0-3 from the cunt of the turbulent winds!!!

All in all not a total disaster for different system and first offline in 5.

Time for beer.

Edit: finished 4th officially. Shouldn’t have lost to that damn Nash player. Somebody switched the 3 x buttons around and I didn’t notice til the last match lol

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Sparking more discussion based solely on universal changes they could implement.

  • Proximity based CC hitboxes, e.g Balrog st.hk only giving a CC when in close proximity, not working at tip. Abigail st.hp working towards the tip where his fist connects, but not when close. Contextual for cast, depth added to CC system that lowers abuse in neutral.

  • Sweeps no longer back techable, give them a solid purpose in neutral when used to whiff punish because their risk too high for the poor reward they give. But to alleviate throw and forget mentality and to avoid very strong VTC set-ups from them, sweeps are no longer VTC’able. Special cases existing solely for Abigail and Kolin from current cast - first hits aren’t lows.

  • Bring back old throw invincibility window on wake-ups.

  • Air resets now flip the opponent back further - no more jab left/right AAs and air resets.

  • Backdashes are no longer considered airborne, just throw invincibility - no more air resets from +2 if you use a 5f. This buffs grapplers even though it nerfs their air throws chasing backdash.

  • Maybe some form of metered backdash that can be hard read and punished, for characters who want to create space rather than V-Reversal. Possibly costing 2-bars - VT defensive option?

  • Implement a better air-to-ground hitbox system, more similar to SFxT. Current air normal system is having lots of weird interactions. Bison cr.lp AAing even though hitbox isn’t anything special.

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Proximity hitboxes seems to really negate the entire point of ranged CC… that you can hit a CC from range and convert. Otherwise, if in range for a medium or closer counterhit, makes sense to go for one of those not a heavy, especially if the medium gives a higher damage conversion.

One of the biggest flaws in sf5 is it’s inability to confirm damage from any kind of range on normal hit/non 1 hit confirmed stuff. That CC thing just exacerbates that tbh.

I’d like to see the CC thing go or get nerfed IF they were to bring back ranged cancels that do decent damage and convert from max range and aren’t shit on block. Like… shoto cr.mk converting into fireball from max range… or at the very least a decent mid hitting ranged move that can be safely canceled into and combos from range without a KD.

It’s dependent on the CC, Balrog gets his most damage from the st.hk without the CC, Bison gets the most from his st.hk when close in terms of maintaining turn. But let’s say something like Kolin st.hp that you can just press, and is currently just used at any range even close because it’s easy to throw and forget.

Tighten up the conditions and ranges - contextually for each normal - to dilute some of the throw and forget mentality out of the game and make it play a little cleaner.

That’s the whole point.

Personally I think it would be a major buff, at least at low level, for kolins st.hp to not CC…ESPECIALLY at close range. Lower level or lower reactionary players like myself will drop the cancel on the CC and end up not getting the easy confirm that her st.hp gives on normal hit. As it is though, yeah it is one of the most ā€œbraindeadā€ normals in the game… but I’m of the opinion that more normals should be that way not less. I like strong things to keep people’s stupidity in check.

Sweeps…I think a non backrise KD would be good but no VT cancel relegates it to shit tier even so. No one will use them outside sweep punishes imo since now the standard punish gets like 10x better with no backrise available.

Backrise… should have a meter tied to it tbh.

If they bring back the throw invincibility window on wake up, Gief SPDs would require a major reworking.
He relies too much on his SPD loops and 50/50 game right now and he has very few conversion options from being only +2.
He is already bottom 3. With this change without reworking his tools, he would likely be the worst character in the game.

It would most certainly not be a major buff, I’m unsure how that line of thinking even came into your head. I’m just gonna say you’re objectively wrong on that?

Sweep punishing in neutral would now lead into guaranteed oki if the only rise option is quickrise, it gives sweeps a reward for catching people on a whiff. This would make a lot of characters way more lethal when they whiff punish. Juri/Ken first two to come to mind. Especially considering a lot of characters lack effective normals to get clean whiff punishes with outside of sweeps.

Backrise having a meter tied to it would be bad, IMO.

An increase in it’s throw active frames solves that. I think?

I know that’s the point, I’m saying that it’s a non issue because no one is using CC from that close anyways… except for rog and bison, and there’s being plus on block pretty much shows that’s how they are MEANT to be used up close or from far. Like making it only tip for urien… 1. Doesn’t hurt him much because he only does it from tip anyways. 2 hurts him a lot because he can’t get conversions from the tip anymore so he has to use it at like 80-90% range if he wants to get anything more than just a naked cr.mp

IMHO, you are looking to nerf like rog st.hk and bison st.hk… but those moves are pretty much designed to ruin your day anytime within range and those we charge characters, the point being they can walk up and do those moves without being negative, unlike the motion characters that can do the same with mediums and get conversions whereas pure charge can not in most cases use staggers and get conversions.

Examples of CCs being used at ranges outside of intended usage -

Balrog uses st.hk at tip, Kolin uses st.hp close, Abigail uses st.hp close, Blanka uses st.hp close, Necalli uses st.hk close, Rashid uses cr.hp just about anywhere, Akuma cr.hp is used majority of ranges, Menat st.hp, Cody st.hk.

Oh I forgot a good one - Alex lariat.

I can continue if you’d like.

Looking to give the CC system depth so that CCs are more intricately woven into ranges rather than their only activation requirement being a counter-hit. Not looking for nerfs, as Balrog’s and Bison’s CCs will still work at their prime ranges, but won’t give CCs when tip spaced if they beat out a mid poke, which is currently something that Balrog’s st.hk excels at - hence it being the example.

Just take the first one as an obvious example, rog st.hk.

If it weren’t designed to CC at the tip… wouldn’t they just… reduce its range?

Or wouldn’t the have made it so that it has an early no range ā€œcancelā€ animation, that doesn’t cancel, and that’s the hit that can CC? there are multiple ways around this if that’s what capcom wanted.

Maybe it’s a good change, maybe not. I’m thinking not, because charge, but… a good argument could sway me, personally. Haven’t heard one yet though.

I think you’ve like, completely missed the point. It’s not to nerf normals. It’s to nerf the CC properties tied to them. I don’t want to nerf his st.hk, I want to nerf it’s effectiveness as a throw and forget CC - CCs universally.

Balrog can still use st.hk to get +3 when he tips it, the threat of a CC is gone though. Are you like missing something here or?

So when you do see a CC you are more inclined to think Oh, a CC! Nice. As opposed to Oh, a CC.

Like it’s not because of the st.hks range that it’s being used that way, it’s due to it’s CC property, same goes for like majority of the CC normals that are used frequently like Rashid cr.hp as another example.

I understand what you are saying, I just don’t necessariky agree with the sentiment. And I use neither of those characters so it’s not a ā€œdon’t nerf my characterā€ thing.

If you are convinced it’s not a nerf. Go into training mode and show me how rog or bison convert on CH from max st.hk range for each character, WITHOUT having a charge or VT cancel available. What button do they use in its stead? Do they still get conversions without the CC from max range? If not, it’s definitely a nerf and a pretty big one at that because defensive players know they can press buttons there Willy nilly because they can’t be hard punished for it.

I already do this against people that don’t show ranged CC/ranged conversion so I know the strat is valid.

They don’t. That’s the point dude.

So it’s a nerf then…

To CCs ye. Their normals go unchanged.

You do realize that if you nerf the CC properties of a normal, you nerf that normal…

You don’t get to perform surgery to a finger on person 21 and say that you didn’t perform surgery on them and only performed it on their finger. What affects the micro afffects the macro, obviously.

Yeah, it nerfs it’s CC property. Range and frame data go unchanged, Balrog can still use it in the same way as now, without having access to a CC. And remember it’s a universal change targeting the CC system - not normal application. Application is same - reward is cut. Is it a foreign concept that close range normals don’t convert into a full combo on a ranged counter-hit or something?

Personally I think it’s a pretty terrible change. If it weren’t intended I doubt it would be like it is. I’ve already showed that it nerfs those characters anti button range, horribly.

Wouldn’t be nearly so bad if they were motion characters that had safeish on block specials… but they aren’t. And they also don’t have fireballs so upclose is where they are supposed to shine.

But as a universal change as well? Idk. I’d have to see how it would be implemented. Like the Abigail one seems ridiculous. If the move needs to have its upclose ability nerfed, make it -4 to -6 on block. Now characters can punish it, but the CC is still there… and that’s not to mention that that normal is slow as batshit and upclose is a normal that has around 20 frame startup but is contending with 3-4 frame jabs and 5-7 frame mediums. Like you get CC by that move upclose and you seriously deserved it outside waking up in the corner.