SFV should be called "Street Fighter 5-Frames"

To me, the whole thing I was thinking of while reading the original post was “parrying” and “3rd strike”.

Parrying by itself being such a key defensive mechanic makes every split second risky and absolutely nothing safe.

Same in the air, it actually creates an air-game. SF5 has some 3S element but without parrying, it does kind of fall apart.

And I sure as hell would be for 3S parries in this game, so I can’t disagree with TC’s post, although I think his point is exaggerated.

Its not like SFV doesn’t work as a fighting game. But I sure would prefer it to be far more dynamic, which is what 3S does so well.

Who is that in your av?

So is OP mad because SFV gives you more opportunities to rush down and do big damage? IMO this game is kind of simplified to a fault, but still fairly enjoyable.

I was expecting a long post. Not fucking War and Peace.

Either SFV Frames or Normals. I love sf and I’m trying my best to get better at V. But compared to 3s and 4, the normals literally win the game. I feel like im playing SSF2, the normals are too strong.
So, that in turn goes back to the charts, Study frame data and you become a GOD in sfV. Combos aren’t needed to win and that bothers me big time. But Im still gonna make a effort to play just for the fact I love sf. That’s the sad part about it lol. Thats at least my two cents and I apologize if my comment doesn’t match your situation.

I thought for a second that I was on Eventhubs.

Keep weak buttons in anime fighters.
Keep long combos in airdashers and tekken.

All I will say. I like how much damage doing nothing does. I like doing a 3hit combo to see a chunk fall off.

Isn’t this only an issue when your opponent is so close to you AND at plus frames that you can’t just tech on reaction? I don’t see why that situation would be happening often, and when it does why you wouldn’t just eat the throw. I’ve noticed that people seem to be just inherently horrified of being being thrown. There aren’t any safe setups to catch quick rise after so pretty much every time its you are back to neutral game. If you get put into a -2 situation again after that then that’s on you. If you can’t afford to take the throw damage, then gamble with your reversal. Almost every character in this game has either a dragon punch, throw immune ability, or armor move.

I highly recommend you seek out psychiatric help. This is a word salad if I ever saw one.

Remember, this happens when your opponent does something that puts them at +2 AND when you do something that puts you at -2 and close to opp…which is actually a lot of stuff when you go over the list of moves. You’re wrong that there aren’t setups that catch quickrise, laura for example has a meaty setup off quickrise for every possible knockdown option. You’re also, wrong about gambling, slightly. That was the entire point of the OP. 5 frame normals in that situation beat everything but blocking and DPs. Armor moves in this game lose to meaties. Throw immune actions that aren’t a DP lose to meaties.

I don’t know when “I didn’t read, so ur dumb” because good discussion, but for another tl;dr: His point isn’t that “offense is too strong in these situations”, it’s that “offense is too BRAINLESS in these situations for characters with this option”. With a bit of “this situation happens a lot more than you’d think” thrown in.