I think Sonicfox could’ve done better with a stronger character. He’d probably wreck shit with Birdie imo. Fang just seems to do little sister damage.

Necalli’s st.mp is pretty great. But it loses flat out to a lot of low pokes and can’t go into anything without charge or CA at max range. And his st.hk has a host of problems due to how long it hangs out there while moving his hurtbox forward. It’s kind of like Gief’s st.hp; bait that and you can get a nice punish while he only gets a decent bit off it on counterhit. Necalli just has trouble staying in his favored range and can get bullied by a lot of the footsie characters. He’s got the tools to deal with this but they’re not that great.

Honestly, if you just made some minor tweaks like putting his TC on st.mp and letting it hit low profile attacks or had his EX Stomps move forward more I think he’d be an incredibly good character because he’d be able to play a really strong whiff punish game to make up for his mediocre footsies. But as is he just can’t really convert or bully until he gets in due to his st.mk pushing his hurtbox way forward, turning what should be a great whiff punisher into a poor one. Thus I think having one of the weakest footsie games of the entire cast next to the grapplers is a pretty big flaw. You get a great corner game to make up for it (not as good as R.Mika or Laura of course) but part of his design is “get them to the corner and win, fail and lose.”

I think you mean RRC as a fellow GG player :smiley:
I wouldn’t say that the game takes too much from Guilty though. It disturbed at when I saw that airthrows are actually better when the opponent is below you for instance!

But the big thing with Ryu is that he gets the damage at ranges where others might have trouble converting. Being able to do something like medium (blocked) medium medium is pretty huge, even if he does get less damage off his medium medium confirms at that range than most; I think maybe only Cammy and Karin can do the same with Karin requiring a CH (but gets mad damage)? But for something like a blocked jab -> medium medium Ryu seems to be on the low side of damage. That’s how they’re trying to balance him IMO

I think the general gist of the post is that everyone is very close in the tiers so it doesn’t matter as much.
As least from early impressions.

Just focus on your characters and your matchups and you do well outside of Gief unless you are snakeEyes.

Eyes were wide open to Mika. She is decent actually. I saw a good number of them when I went to FR this year.

nope, I put yrc in there as bait to see if you were going to go pedantic on me :slight_smile:

Notice I said “scales followups” yrc scales meter gain immediately afterwards, even done at neutral. This is a way to balance its obvious strength and option selects/screen checks it gives.

Of course I know about y p and r RC.

Moving on, actual,y there are alot of similarities between GG and sf5… Some of the more obvious things:

Fewer proximity normals. Yes GG has close and far slash… But it lacks far and close everything else iirc (unless some character specific stuff is around that I don’t know about)

In sf5 the st.mk very much resembles GG far slash as most characrers medium range poke. Yes it isn’t cancelable in sf5 but it is still a homogenous (this is your high priority poke tool)

It has v trigger cancels very similar to Rrc, v trigger pops very similar to Yrc.

It has gap/non gap based offense, everything is turn based with the exception of burning meter for an extra turn. Or using a high startup move for an extra turn.

And I’m sure there are more I’m forgetting, but yeah, one of the reasons why people are liking the system so much is because capcom has basically taken lots of GG mechanics, gotten one of thr best GG players of all time to be there battle planner, and made:

Guilty Gear: streetfighter version

And not told anyone.

Even backdashing could be considered to harken back to GG since backdashes are now fully CH state (harkens back to neg pen to punish backdash running away to much)

Feel free to disagree. I’m not perfectly right about all of this, but yeah, it’s pretty obvious to me that they really looked to GG at least for lots of inspiration (as GG has certainly done to them, as well)

I don’t think many of those are really GGish though. VT is straight out of KI with Instinct mode. Having a far poke is kind of a fighting game thing, not unique to GG at all. Backdashes only having throw invul is much closer to KoF than anything else. The only thing that’s at all Guilty like in SFV are crush counters which act like staggers or ground bounces in GG.

Yeah V Trigger is pretty much ripped from KI except they did a nice job of adding variety to it by giving some characters one shot Triggers, ones that last forever, ones that last a certain period of time and some that require more meter to start than others. Lot more variety in how you build meter for them and the types of them. In KI while what they do is interesting they pretty much boil down to “your character gets these power ups for 15 seconds when they get beat up enough”. In SFV it’s much more varied and nuanced. Plus there are ways to build V Gauge by winning and doing successful things and it’s not just purely for the comeback.

The V Gauge is also set up so you can spend it on V Reversals to relieve pressure or stun which gives a nice meta game where you have to decide to temporarily throw away your comeback to not die sooner.

It’s fixed now for both the sheet and the template.

I didn’t realize birdie can replenish his ridiculously slow draining vtrigger while in v trigger.

It drains faster if he does special moves.

FR top 50 Character breakdown

Mika vs…

Ryu: 5.5/4.5 (Ryu advantage)
Ken: 5/5
Gief 4.5/5.5
Dhalsim: 6.5/3.5
Nash: 6/4
Chun: 6/4
Bison: 5/5
Karin: 5.5/4.5
Mika: 5/5
Laura: 5.5/4.5
Fang: 5/5
Cammy 6/4
Rashid 5/5
Nash 6/4
Birdie 5.5/4.5
Vega 5/5

I know that’s rough for Mika but that’s just my opinion.

And mika took out all the top chuns…

I wouldn’t give KI credit for this kind of mechanic since Capcom already had a character-specific power up systems in X-Men:COTA and Vampire Saviour

I’ve heard some people say this, but the way V Trigger works (activation with XF/GG style roman cancel that primarily builds as you get hit) is very much taken from KI specifically. Some people also relate it to BB’s Overdrives which gives you a newer game to relate it to, but it’s still overall most directly ripped from the entire concept that was in KI.

What came out first? Mvc3 or ki? I think mvc3.

In mvc3 you get XF which some people don’t know, as a power up is character specific. Hulk as an example though he gains damage he gains NO SPEED UP during XF.

Moving on… It’s really grasping at straws who made what. Tekken has rage, art of fighting had rage as well. Everyone has done the “character power up by getting beaten up” thing already. Just cause some resemble others doesn’t mean a whole lot when they are all borrowing off each other here and there.

Ki certainly wasn’t the first game to introduce power ups via getting that ass beat. They may have been the first to really make it a wide mechanic to their game… But I mean you could take these kinds of things and apply them to any fighting game.

When’s the first fighting game going to use critical hits? Whens the first fighting game to use moves that can inflict slow or poison like in RTS games?

Well in mvc3 they have 2 slows and in sf5 they have poison (poison is in lots of obscure fighting games)

When’s the first fighting game to really get behind these kinds of mechanics and make them system wide?

At the end of the day it’s a who cares kind of thing, but when the FIRST fighting game comes out with critical hits… People will say it’s the original. Not looking at the fact that it’s been in RTS forever. So yeah who did what first means not a whole lot. The point is more about where companies are getting inspiration from. In my mind, especially because the capcom battle planner is literally the second best GG player in the world right now, sf5 takes a lot of things from GG.

Yes, those huge crush counters very much resemble fatal counters in GG as yet another in the long list of examples.

And yes it’s quite possible to take inspiration from one game and transplant it to another and have it look and feel totally different.

An example:

Anyone who knows who squigly is? Well she takes “inspiration” from Johnny for her design. Feels nothing like Johnny though.

Robo fortune? Takes inspiration from GG in general.

Parasouls silent scope super? It’s the SG version of storms hail super…

Etc etc etc.

It’s quite possible to take inspiration from one things and make something very different.

Here’s the wizard of oz over the rainbow remake:

Sounds nothing like the original despite having the same lyrics etc etc etc

How good/strong a character looks depends a lot on the player who picks the character.

For example:

Infiltration once picked Hakan in EVO finals against PR Rog and won.
He also picked Chun a few times and outplayed most of his opponents.

This dude can make any character look top tier.

As for the other characters at FR:
The only Zangief who got pretty far was Snake Eyes. Only he knew how to play him.
And only Wolfkrone showed a little bit of what Laura can do. All the other players were pretty unexperienced with her.

If none of the “really good” players pick the character, then the character might look low tier forever. Think about Gen in SF4. People thought he was low tier (mid tier at best) until Xian picked him. Same happened with Dudley and Smug.

It also depends on the work you have to do with the character. I believe that the reason we saw a lot of Cammy and will see a lot of Cammy at NCR is that she is easy to pick up and pretty strong at the same time. So no big effort. And people are lazy. That’s also what Juicebox said on his stream yesterday. “Why was Tokido the only player who knew how to deal with Fang (Sonic Fox)? Because he spend the time in practice mode and figured out how to deal with this character.”

Fatal Counters aren’t even a GG thing; Ground bounces and staggers are, but the whole Fatal Counter moves and Fatal Counter on counterhit comes from BB and P4A.

SFV really has no more in common with GG that it does a host of other games.

Watch Infilitration just main the Random Select next tournament and win it all. You’ll have people calling it top tier then.

So…take out random select? That would honestly have me laughing. Either that or they go and ban infiltration. Oh man…salt is too nice of a word for that.

Characters like Gief and Laura are character specialist characters where the people who specifically main them will get the most out of them. Their optimal play style isn’t completely centered around walking around and hitting buttons like some of the more fundamental characters so you won’t have as many people fairweather picking them up.

I think it’s safe to say that Laura will never reach top tier in this game though. With a game focusing heavily on how you perform in the neutral, there’s a place for Laura in tournaments, just not a character that is going to solely run through Evo or Capcom Cup Finals in December and get 1st.

We need guest characters A S A P then.