I’d love to hear the internal logic of why the SF4/SFV dev team thought removing blockstrings was a good idea. At the same time I’d love to hear why anyone at capcom thought slow walk speeds would be fun.

We’re asking those questions about 7 years too late, no?

Naw, them questions have been being asked since 2k9 when the first ken and cammy scrubs mashed dp through blockstrings to their hearts content.

I’m not a fan of number notation either, but this does apply to when the game is played at top level.

And Karin vs Guile constitutes what most people would refer to as a 7-3.

It’s pretty clear someone at Dimps prefer it that way. I have no explanation otherwise, it really confuses me as well.

True but I still wonder…why capcom why!

Tier lists and match scores are theoretical. It’s if you had Streetfighter robots playing 10 game sets. Tools against tools.

It’s one of the reasons I personally don’t get hung up on scores or character placement as much anymore. I think that in order to properly absorb the numbers, you have to take out the human element, which is the absolute largest factor in a match outcome by a very wide margin.

So it’s true that getting a perfect 70-30 split on 100 games probably won’t happen with equal skilled humans. But that’s because we are human and we adapt. We become unfocused. We get tired. We aren’t SF robots.

Cammy beats Fang 7-3

I don’t think Cammy beats FANG 7-3, I give the MU a 6-4
She can disrespect him and DP trough a lot of sh**,but it’s nowhere as bad as Sim.

I mean, what tools does FANG have which even work properly in the Cammy MU? cr.LP and the DP let Cammy blow through many of his trap set ups, EX dive lets her start pressure for free against a character who struggles on defense, and EX Spiral Arrow blows through FANG’s projectile zoning. Even playing footsies is hard because Cammy has a lot of mobility and priority but still gets decent pokes like st/cr.MK. Cammy wins at neutral, can “spiral” the match out of control because of FANG’s terrible defense, and has the tools to interrupt FANG’s actual game plan should he get going. There isn’t really a situation where I’d rather be FANG in that fight. 7-3 is accurate.

FANG does have some matches he wins 7-3, so I can’t complain too much. Of course, Cammy/Necalli are way more common than Zangief/Birdie/Alex.

What traps does cammy get out of because of her cr.lp?

Sorry I don’t know much about fang

st.HK is only +1, and the best follow ups are his 4f jab or 5f st.MK. He basically can’t pressure her from it because cr.LP can beat out or trade with whatever he does. While he does have +2 options, cr.MK pushes too far back for real combos and his coward crouch kicks need even more time to set up than st.HK.

Gais I have the perfect buff ideas for Fang!
[list]
[] Make st.HK +2 on block
[
] Make his back throw cause a hard knockdown
[*] Make df.HP an overhead
[/list]
Pseudo-vortex setups for days!
I’m obviously joking take none of that seriously.

st.HK totally should be +2 on block though. It’s only a true frame trap in about 50% of match ups.

Cammy her f.hk should be +1 instead of -2.

There.

Totally. Lol

Chun bhk should be +1 on block and hit all crouchers.

Fang cr mk should definitely hit low

Why not?

Cammys divekick should work like Eltnums from Uniel.

What? I taught we make whishlist about stupid changes.

One thing I would like for Capcom would be to leave the upper tier chars as they are in current state and try to bring around the lower cast up to their level in general , i know it has been stated multiple times and they said this themselves back in last years EVO so I am curious

I do see a nerf to Ryu’s jumping lk hitbox or height restriction to Chun’s LLs but other than those i think the upper cast is in a perfect state