SFV should be called "Street Fighter 5-Frames"

What I’m not understanding about the op is:

How are 5 frame normals to good when done at -2?

At -2 your 5 frame medium normal will get beaten out by a 3,4,5,6 frame light or medium from your opponent because of speed and lose to a 7 frame heavy because of priority…

So I’m not seeing how 5 frame mediums are running shit at that point.

And if they are only running shit at +2… Who cares? They have huge pushback and have no throw threat if blocked.

Yeah I know, they’re frame traps, but they don’t only beat counterpokes, they also beat throws, command throws, and movement including neutral jumps and backdashes (and I know backdashes are useless in this game against anything but throws.) You literally really don’t have any option but to block, the somewhat silly part though is, the sheer knowledge that this exists is what unlocks the character who has the 5f medium’s ability to actually do something else (like briefly walk forward and throw, or if they can hit outright from where they’re spaced, command throw) and the sheer amount of how unsafe doing anything other than blocking is means the other option is almost guaranteed to work unless we can somehow hone ridiculous reaction time, or just hail Mary (now, some players do seem to have that kind of reaction time, but I really don’t think it’s most of them, and I know it ain’t me.) I guess the simplest way to rephrase this is “for some characters, it’s entirely too easy to put your opponent in the blender.”

And yeah, a player should get some reward for an offense that successfully puts their opponent in “the grinder” but it’s also possible for players to put themselves in this situation by getting a move that’s -2 on block blocked at point blank range. Laura’s qcf+lp does exactly this, for example. Sometimes it’s really frustrating to take damage, or “lose your turn” to use that terminology because you failed to hit confirm into a move that’s great on hit but sucky on block off a 3 frame jab that was actually the mathematically proper way to keep your advantage after the -1 frame move your opponent just did on your block. And this entire situation just flip-flopped in like half a second or less. When these things happen the game feels chaotic and uncontrollable, and they can happen very frequently during the duration of even just one round.

Word, can I get a ride to Final Round?

I think you’re misreading what I’m saying. 5 frame normals aren’t good when the character doing the 5 frame normal is at -2, they’re good when the opponent did something that left them at -2. If I attack you, and you block and I’m at -2 now, that’s the same situation as if you attack me, and I block, and you’re at +2. Basically I’m talking about a situation where, because of the priority system, after someone blocks someone, the person who’s at a disadvantage could do a 3 frame light that loses to a 5 frame medium. In this situation, that 3 frame light is the fastest possible non-super, non-reversal in the game, and it’s far from the only thing getting shut down by a 5 frame medium, making 5 frame mediums an incredibly good idea. It’s also important because very few normals (except usually fierces and roundhouses) are ever worse than -2 on block, meaning this exact situation is likely to occur many times per round, and as players we have to figure out how to handle that.

The threat comes form the fact that if you’re +2 and have that move, I know you’ll probably do it, and because I know you can hit a button that counterhits everything I can do I’m not looking to hit a button that stops your forward movement. Should you chose to walk/dash forward and throw/command throw, you’re more likely to get away with it cause your normals are basically unreactable in those situations. (I have to quickly go "did he hit a button? Ok, what are my options? Did he hit THAT button? Oh shit, I better do absolutely nothing.) This is a reaction time issue, and yes, it’s character/situation specific, I think we’re at the point where we all need to start exploring what options are actually good in situations like this one.

Another thing about throw threat, some footsies can be thrown at further range if the person “whiff punishes” with a throw, I’ve had it happen, but anybody doing it probably didn’t do it on purpose and tried to put a throw on the screen when it was an otherwise terrible idea and just got lucky. Probably because if you’re coming from older SF games, you’ve been conditioned to think throws are a better idea than they are in SFV.

Yes, it’s called “having a turn” and the game is based around these situations and how to deal with them and stay away from them and how to trick people into giving up their turn or take their turn away from them.

In the example provided where you are at +2 a jab will still work and it will work better than a medium since a 3 frame jab right there can be mistimed… And still have a window to win where no other move could have. The 5 frame medium however has to be timed perfectly (which in this game means hitting a pretty easy 3 frame window, but I digress, it still easy to not hit the timing perfect when using the advantage that the other person gave you)

And at the end of the day it’s just a mixup situation. A mixup situation that favors the advantaged player… But is by no means guaranteed for the advantaged player.

Perhaps using Laura has skewed your perspective since she has to be point blank when this happens so much, but as a person that picked up rashid and learned his bnbs and stuff and frame traps etc etc etc over the course of 4 days… I agree that the whole -2 thing isn’t great for him and perhaps Laura either, but that has more to do with them than the game.

They should probably be pushed out a bit more on block to skew the situation a bit, or only be -1 to a POSSIBLE +0

But it certainly doesn’t make the game " 5frame move fighter 5"

Chun as an example has no problems with these situations and indeed isn’t in them all that much in the first place. As I’m sure many other characters aren’t as well.

Chun isn’t in that situation often because that’s where her opponent is lol.

This thread needs a better TL;DR, so here it goes:

SF4 had an issue with jabs being too good. They would be used to beat get people off you but also to start combos. SF5 fixed this by adding the priority system for attacks. The issue now becomes that when pressuring somebody, at any point you put yourself at -2, the fastest normal you could throw is a jab. This means that your opponent only has to keep in mind moves at -2 to break your offense. This happens because you can’t dissuade a slower button press by stuffing it with a jab because of the priority system. You are also unable to throw him out of the slower button press with a throw because they have 5 frame start up.

Which means that all situations in which you play your opponent at -2, the best option at all time is for your opponent to use a 5 frame normal to stuff your jab and throw attempt and very is likely to beat a button press from the slower hard normals. This means that characters which have 5 frame normals for their Medium normals essentially have one button option for stopping pressure after their opponent puts themselves in a slightly negative situation.

Yeah its a long TL;DR, just deal.

if that’s his case then it makes some sense but you have to be aware of what happens if that were to change. throw range is very small so if you were to change the frame data of mediums then the aggressor has very little to pressure you with, therefore the designers would have to make changes the other way around to make up for that: faster walk speeds, further throw ranges and maybe less pushback on block. the point is the game would start to play more and more like already existing SF games but with the V system and would have less of it’s own feel and identity.

you can always take a risk with an invincible reversal (if you have one) if you think the opponent will continue pressure off a medium with a jab or anything else. both players will take a greater risk but of course the risk is greater for the defender as it should be.

every SF game so far has some weird bullshit in it and although annoying, not game breaking. i don’t see this as game breaking so i don’t think it will end up being such a big deal.

I think the question isn’t if it’s game breaking (because it’s not IMO), but whether it makes the game boring, unentertaining, or whatever you want to call it. People have no problem playing broken games. Almost all old fighting games are pretty broken, yet so many people still love them and sometimes even prefer them to newer ones. Just look at 3S and the versions of 4 before Ultra. 3S has Chun and Yun. AE2012 had the ridiculous vortex and unblockables. And even Ultra has plenty of stupid stuff.

I’m not stating this as fact but a potential “problem” this could cause is the game being much more defensive or even flowchart-y. I personally don’t mind a game being very defensive but some people do. I don’t know. Just throwing ideas to the wind here.

The issue is that this will be a common enough occurrence over the course of a round/match that it seems this interaction is solved and done so in a way that rewards people with 5 frame normals.

At least its not jabs?

And people say my posts are long. I’m not reading that. Nope.

This WAS too much for me LOL. At least put in some meaningful bolds.

The only bolds he used were for like strange parts of his argument that you can’t really picture in your head to get a jist. He bolded the word IF by itself LOL.

Yeah I’m just generally not seeing the big issue here. If you are at negative 2 that’s your problem. Be at minus 1, 0, +1, 2 or 3 instead. This makes it sound like Chun being at negative 2 after EX legs is a big problem for her. It does make sense that something that leads to a free knockdown and meaty situation for no execution requires you to burn your bar and be in a situation where you are forced to block. Makes sense to me.

Unless we want to change the system so Chun can freely press jab at the entire cast after a blocked EX legs. That would go well.

This seems very character specific overall at best. I hear people talking about how Laura’s main pressure tool is negative 2 so this is a big issue for her apparently, but that’s all I can really see. In theory if you land some of these negative 2 moves at max range you should be able to get around the issue.

I don’t like the negative 2 thing as a mechanic across the cast… But other than that… I have no problem with it. If you want to stop the opponent from flowcharting a st.mp in their +2 situations… Use your invincible move or CA.

Problem solved.

I think people who complained about 1 frame stuff being gone can’t react or do things in 10 frames or less.

Even if you don’t have an invincible move or CA ready I would think the pushback on normals would eventually force some type of a reset for this situation any way.

Being able to input 1 frame links has nothing to do with reaction time. It’s a matter of timing and muscle memory. Almost anybody should be able to nail 1 frame links with extensive practice, while very few people are capable of reacting in 10 frames (167 ms) or less.

welcome to a real fighting game where meaty attacks actually exist and are useful. If you have an issue with 5 frame normals stuffing out a bunch of stuff like back dashes, jump outs etc then basically all I can say is…

git gud.

I don’t understand how this ultimately results in a more defensive game. If anything, it gives more options and benefit to the aggressor, which makes it more offensive. I can see how the player attacked needs to block more for longer, but at most it’s 1-2 more normals blocked before you’re pushed out of range and neutral game resets. Then you have to control space and try to get some offense going.

Things which make a game more defensive: invincible back dash frames, safe invincible reversals (srk+fadc backdash, which got removed specifically because it was too good for defense), crouch tech.

There certainly are more micro moments in this game as opposed to usf4, which I enjoy more than how sf4 played with vortex oki setups and jobber combos, but that’s just my preference. I think many usf4 players that enjoyed it for what it was won’t like sf5 or will take adjusting to the new playstyle.

At least put the original quote in a spoiler, goddammit

You don’t understand art.