SF4 overreliance on lights was an extreme even thanks to the crouch tech, SFV is an extreme also, people are using fierce buttons the most now. CCs and priority system are here to stay, no questions about it, personally I would appreciate more thoughts on some of them.
I suppose you’re a competent OG too then, good to know.
The CCs that I get hit by more often than others are Cody, Alex, rashid and akuma. Hell pretty sure that’s a by product of playing Sakura. CCs are fine imo.
If they were to get nerfed, I’d say a few shouldn’t be so plus on block. Other than that, they’re cool.
We’re discussing on a lot of things about the game when it’s all set and done anyway, only things lacking are some news from them to discussing even more. At least we’re gonna talk about what happened instead of ‘what if’.
I mean, I know it’s not only about the fastest normal and stuff, I know lights don’t have range and there’s footsies and meaty’s, I was trolling when I said debate closed btw, but I really think priority system and cc are a great addition to this game.
The scenario you discribed to Dime is you getting hit for throwing a button out and calling it random.
Rather than trying to beat dashs with just buffer normals at range, predict the habbits.
Everyone with half a brain will kick you in the face for just throwing buttons out at a range, where they know they can just CC you for doing it.
funny that everyone with half a brain in games prior to this couldn’t punish a buffered jab for like 300 damage by throwing out a heavy on a whim.
Mike is making a half-good half-bad point IMO, it may not be inherently random to just commit to a CC normal should you sniff out someone jab buffering, but it definitely enforces a throw and forget mentality. You condition with the CC threat, and once it’s established you great free reign of dashing in to start close pressure. There isn’t anything complex about it and it’s not like I can out-priority you without also just throwing out my beefy CC normal, this is a reason as to why Rashid can be so dominant on the ground, his CC game is one of the best so he dominates mid-range engagements.
Not rocket science to figure out, characters like Balrog and Ken can revolve their entire gameplan around it.
Also Cipher is really bad at FGs and his mentality for most things is poor, I’d advise taking little notice.
Fast dashes aren’t an issue when you have the appropriate environment to deal with them, CCs create the muddiness. I’m alright with faster dashing, it worked alright in 3S. CCs are the condition that empower them so much due to the threat of attempting to stuff a dash preemptively.
I get that theres a smart way to use ranged CCs. What im saying is there isn’t a current diamond/plat alive thats even thinking on that level. These are the same guys doing reversal sweep and other full combo unsafe on block stuff no matter how many times you punish. All of a sudden they developed a concept of neutral?
Well yeah, for sure. Half the people aren’t precise with what they do.
Lemme try a comparison.
It’s comparable to something like DBFZ and super dash. It swallows up a lot of options and it creates a linear ground game through it being so prevalent. So even though Super Dash is a tool that counters something, it doesn’t mean it’s inherently thought provoking.
So like Cipher said, it’s possible to get “countered” by the character hitting you with the CC, but it doesn’t mean much when that CC button can account for 80% of your option pool at midrange.
I think you’re both right somewhat. I agree entirely that the CC system is bad in it’s design though.