Why? I didn’t see Rog or Bison having major issues comboing after their ones.
They don’t but that’s because they can use them somewhat freely. If those buttons were nerfed on either rog or bison the character’s would be significantly worse.
Rog more so than bison.
You never have enough tools to deal with accent core slayers BS lol.
Accent core still best game doe
Oh you didn’t love getting hit by Big Bang Upper? Whiff punish Big Bang Upper? Reversal Big Bang Upper? Big Bang Upper into Big Bang Upper?
This is part of the reason we disagree. Ranged buttons across MANY versions of streetfighter HAVE converted to either full combo or high damage or some form of hard knockdown.
3s chun cr.mk and BHP… both hit from further out than max range, many other characters have ranged confirms as well, and there is no more amount of randomness to a CH confirm than a normal hitconfirm. That is literally all a CC is… a ranged CH confirm.
Second reason we disagree is because you… for some reason have it in your head that proximity normals are put into sf5 without balancing considerations. This is imho, wrong. Chun has st.mp. It is basically a close range proximity normal. So what else does she have? Well she ALSO has fmp as a command normal and this takes the place of her ranged st.mp from previous games… and she was one of the first character designs so if capcom could put in a way for her to differentiate between those normals, it was certainly within their ability to do the same for every other character.
So the presumption that they did this unknowingly just isn’t a smart or logical presumption at all. Even in rog he has this consideration. St.hk for closer range, st.hp for further range. And yes st.hp CC’s from ranges FURTHER THAN ST.HK MAKES CONTACT… so if within range for st.hk it’s pretty damn obvious it’s designed to CC from all those ranges no matter the spacing minuteua. Even his damned crouching fierce is designed to CC, this character is designed to CC you into hell whther you are on the ground or jumping at him or doing lord knows what like sticking out jabs at his max st.hk range.
And last but not least, to basically everyone in general that continues to say this: CRUSH COUNTERS ARE NOT RANDOM. Not at all. If you consider CC to be random then you also have to consider hitting your opponent instead of them blocking, random. It’s not. We press buttons. Sometimes they hit, sometimes they get blocked, sometimes they wiff, sometimes they get countered. OUR OWN ABILITY is what designates what happens more than anything else. If you are good more of your attacks will make contact/not wiff/not get countered/hit at a higher rate.
Long time lurker here. Finally reached super gold but feel like I’m at my peak at this level. Anybody got any tips on that "aha"moment with this game? Like when it all clicks for you.
Sometimes I body people and feel like I don’t even know what exactly I done right. And getting bodied too lol. Not sure if it’s because I play Laura which in itself feels like all or nothing and her stubby buttons don’t help. I’m sure it’d all come together for me if I could play more but I’m a truck driver and I have a newborn at home so I can’t really play anywhere near as much as I want/need to.
Force breaks were pretty ridiculous in general in that game but slayers was on another level lol
I disagree with that, sometimes they are. It’s beyond the ability to avoid them, counter hits exists for a reason, the difference from previous SF is the reward. Some characters use CCs to fill the mid-range, even because of them this game feels so jump-friendly sometimes. I don’t think every Necalli or Bison use their long range CC because they know you’re going to press something, most of the time it’s like playing roulette, let’s roll and see what happens.
I don’t mind CC’s (I actually like the concept). I just hate CC buttons that are safe on block (all should be -2 at best).
They should also have extra recovery on whiff so people aren’t just throwing them out, trying to catch a big reward for little risk.
Take all this for what it is worth - I just got to SG with Laura myself but I’ve been plunking away at matches in Gold for a bit. If you aren’t seeing consistent results at this level it may be something mechanical (i.e. you need to work on your mix ups, damage conversions, pressure sequences, etc,) but in my experience it is all based on observation and being able to pay attention to your opponent.
A lot of people in the Gold ranks are just playing RPS: throwing rock, paper, rock, scissors, scissors, scissors, paper, and so on, hoping to get something going. Very few players are actually mindful of how their opponent is playing or what skills they demonstrate. If you can cotton to what they are doing, you can make some matches surprisingly easy, and it can make up for a lot of other deficiencies.
I’m none to fast when it comes to reactions and I still botch shit all the time, but I’m steady climbing up the Gold ranks because way more often than not I’m running into people who just want to run their game and play purely by gut. Which is great when it works but if you get figured out chances are good you gonna die.
It is very, very easy to fall into this habit playing online, and also due to how much this game rewards a couple of good, “lucky” interactions. You see a lot of people who get very far that way, but I find even this sometimes maddening game very fun and rewarding because as an aggregate you will do better the more you practice mindful play.
Also practically when playing online the more you observe and mentally catalog, the better off you’re going to be running into the randos of the world. This game isn’t especially deep in terms of character mechanics and a lot of players (at least at this level) are looking for easy answers to the question of how to win so you see a lot of repeat behavior when you start noticing it.
Not trying to preach or anything, but when you say you don’t know why you win or lose sometimes that reminds me of when I felt the same way, and what I started to do to turn that around. It never really stops either; you have to keep checking in from time to time with yourself to make sure you aren’t backsliding into old habits.
Last bit: Laura can really exacerbate this problem because she by design is meant to win the game off a couple of interactions and mix ups. I think it is also warped this season because she has sort of fallen by the wayside so you run into a surprising level of unfamiliarity when people fight her.
She will always be a fucked up robbery character but IMO having those observational skills are crucial to long term success with her because you need to get a good feel for opponent defensive habits. Otherwise you’re just kind of throwing stuff at the wall and hoping something sticks, and with her t-rex footsies and general grappler weaknesses that is going to go against you just as often as not (in my experience, very not when fighting the common top tiers that she has issues with).
Lots of words, hope it helps. I know the struggle, especially with not having a lot of free time to put into the game. Good luck!
You’ve pretty much confirmed what I already thought.
Hitting super I’ve noticed I play on a low level auto pilot throwing out the same strings and obvious tells when I’m going to do something. Everything you’ve talked about I’m slowly working into my game, overall defense and I need to start to throw tech delay because I’m getting blown up on those. Maybe I need to learn a new character so I’m forced to rely on Laura’s offense less.
How is this any more random than fishing with any other button though? Fishing with your long range buttons for “random” conversions in damn near a cornerstone of SF neutral.
Nobody is calling Ryu fishing with cr.mk random though.
I liked the concept of the game in the very first beta.
Chun Li vs Ryu.
The v triggers “augmented” the characters strength further.
The CC buttons were good, but had a situational use ( Chuns needs to be close, Ryus only hits high).
There were tons of cool juggle combos.
Then …they put more characters in and forgot about the whole thing.
Same thing can be said for anything that isn’t “guaranteed”
And I’m pretty sure you are dead wrong for the reward. Chun and multiple other characters could do 1/3 to half life on you for hitting you with a cr.mk in previous games. In alpha 3 lots of characters could GC you, and akuma was the worst, who could activate at like fullscreen, get in and CC you and then do massive damage to you.
In sf4 you can eat a sweep, then an ambiguous crossup tied to an os to beat your defensive options, get combod back into the same exact scenario again… for no meter.
In cvs2 (and A3) you could get custom combod from far away. In sf3 your ranged move can get partied into a punish. Etc etc etc
None of those require a CH, which is actually harder to do. None of those require you to use a move that is 10-15 frames of startup to get the CH which is even harder to do.
In sf4 you can lose entire rounds because you ate a sweep, I’ve don’t it to people and had it happen to me… regularly. So I’m not really about this whole “the reward is too much” stuff. The reward is demonstrably lower than most other games, uses slow ass moves and only works on CH.
The problem will always be the same for this game , the counter to the situation is three times as hard as the option itself and for much less reward to boot.
I mean go into training and record Rashid doing cr.fierce two or three times in a row. You can’t find the range, you need to be literally perfect. You’ll either think you are there and he will still put you in block stun, you’ll be too far away ( because you think your standing too close even though visually it looks like you aren’t) or…once about every 4 times you’ll get him and that’s when you know he’s Gona do that. To do this in a match ? Forget it.
So the solution is to just give up the space ( not really SF) or just whiff lots of lights hoping you stop something.
It’s a good idea, just terribly implemented. It won’t change though, it’ll just stay like that.
Rashid cr.hp is a special kind of dumb… but idk. That move isn’t exactly some new kind of stupid. Lots of shit is stupid in older games. This doesn’t mean he should have it, but it doesn’t mean he shouldn’t, either. Personally I’ve never had that much of an issue with the move, but meh. The “counter to it is to walk into its range and hit its startup, or fireball it, and wiff punish it if you are l33t like that. Obviously with rashid these things are easier said than done because of his walkspeed, the range of the move in general, and his anti fireball abilities. But I think he specifically gives shoto style characters a hard time… just is what it is.
I rarely see that button CCing though anyways so… yeah.
The only thing I’d personally do to the move is slow it’s startup down by 2-3 frames so that beating it from the front is easier. If that weren’t enough I might also slightly pull back it’s hitbox to reduce range.
That’s it though. I’m not really against characters having good things, usually and I like strong normals in general.
Watch oil king, he will literally do it 4-5 times in a row vs top tier players.
Disagree. A plus on block move is legit if is solely reserved for close range pressure when the opponent has screwed up and let you in. If Dudley make it in S4, his st.HK should be CC and plus on block since the whole purpose of the move is to frame trap after getting close and start an offense.
it shows “all categories” then “all tags” and then the red box is “categories”. i must’ve pressed something unintentionally while on the mobile version but i mostly use it on PC.