Wish Capcom made it so that one chose between 2 V-systems rather than 2 VTs. Like each character has 2 sets of VTs, VSs, and VRs and they are grouped together under the banner of a specific playstyle for that character. This way Capcom can really play around with the strengths and weaknesses of each v-offering. Pair an Average vs with a superb Vt or a superb VS and VR with an average Vt.
I think such a development would bring the premise of the V-system closer to its full potential.
Yes Iāve also mentioned this. One version of the system is tailored to rush and one to defence or zone.
Thats how you vary the character identity per player.
I actually sort of think theyāve tried to do that with V triggers, they are just terrible at designing them. For example I thought Ryu would benifit from Akumas V2. Meanwhile Akuma players are like ānah, I donāt want to use that trigger thatās still better than any of your triggersā.
The system should make you ponder the choice rather than - this one is better 95% of the time.
Some triggers already inadvertently have good reasons to use in different matchups, they just need to do a better job finding that middle ground like with Guile and Rashid so both do enough different things well to work for multiple matchups
Personally the way I did it and the way I think itās should be done is I used Gās VT1 against fireball throwers and vt2 against non fire ballers.
Works pretty well. The armored command grab makes the offensive characters have to actually think about something rather than just running a train on G. This is even worse with his bad defense in vt1 since thereās a good chance that against those characters that they might make him block like 1 jab and then heās in pressure for days and never gets to see his vt1 activation.
And vt2 makes Cammy bleed, which is super satisfying anyways.
The cross up stuff was easy to block for me, but then again maybe his setups werenāt on point, idk, it they seemed like the ones I saw GO1 and same doing. The instant overhead seemed less dangerous for whatever reason, I donāt think menat gets the correct spacing to go for it easily.
Also, since I was using ED, whenever the spacing got ambiguous while I was blocking orbs I just mashed on PPP.
Dude actually complained about itā¦ but he didnāt manage to block one either soā¦ I guess.
It feels fun to play against really good players. This guy teched so predictably that I actually PPPād his throw tech on oki multiple times. Thatās not something I would attempt against random ass golds and platinums.
The issue surrounding it is more that she can disrupt the flow of the match too early in the exchanges.
Imagine Iām Sagat and I zone the shit out of you, you eventually get in only to then watch me put up a shield of 6 tiger shots around my body.
Iāve had a Menat player outplay me and then also have trigger. I honestly wouldnāt change her that much, I think the 3 bar trigger is fine although from a personal stand point, the design of the orb staying out is terrible, one of the worst things Iāve seen in a SF game.
After yesterdayās update one of Nashās costumes that you can no longer purchase was showing up with the 3D viewer for his Halloween costume, so itās just a quick patch to correct that.
There is something definitely off with the online after this last patch.
I never missed Falkeās vt shot xx vt low shot before. And today I dropped it all times I tried to do it.
Either it came out too late or didnāt come out at all.
Actually that wouldnāt even be that good really because Sagatās offense is so honest that it wouldnāt be a huge deal. LOL. The reason Menat is a problem is that sheās a zoner that has the offense to go in and beat you up as well. Same with Guile. A zoner that doesnāt have to be tied to zoning has the best of both worlds in this game. Which is long buttons to control opponents in a game where you can die fast, while also being able to move in and make people die fast.
I donāt think the ball staying out was too much of a problem until they added in soul spark. Now sheās full anime and the hit box will most likely get nerfed in S4.
3 bar trigger would most definitely take her out of top tier for free because I already do too well vs Menat even with her 2 bar trigger. Thatās fine though less problems for me. As long as the rumors of the game turning upside down with crazy new shit isnāt real.
Basically her best matchups are versus Cammy, Karin, and anyone else that isnāt terribly long ranged and has no choice but to run into her anti airs if they jump. Characters like them have to somehow walk into cross up range to reliably jump at her or fake a dive. These are also characters that have very limited punishes for her f+HP which allows her to poke and build v gauge easily vs them at a range that they canāt do anything about on block other than dash in.
Bad matchups are characters with a bunch of horizontal moves that take advantage of the fact that she has no real fast/safe fireball to regularly put on screen to make up for her lack of offensive strength. Characters like Boxer and Bipson. Those 2 characters can basically just do whatever they want even if itās wrong as long as they eventually land something and then itās right.
Everyone else is in the middle or generally doable even if somewhat bad.
One set will still be better than the other. And players will probably still mostly pick one set to focus on.
If anything, it would probably make tier separation even worse. The best characters would end up with at least one really solid combination, while the worse characters would likely see their better options split across separate sets. Someone like Akuma or Cammy would end up with their best VT paired with their best VS and VR, or even their second best would still be so good as to not really be a downgrade. Meanwhile, the low end of the tier list would see characters having to choose between getting a decent VT paired with a lousy VS/VR or an adequate VS/VR paired with a poor VT.