Yeah I got MKX because a friend was super hype about it and got a couple copies 4 days before the street date.
It’s fun. Not exactly my favorite game or anything but it has a nice, diverse cast and is less retarded out the gate than MK9 was. Block button and 50/50 chance to break throws is kinda weird but you can at least duck most throws.
My main issues with the game are like Dev’s. Game just becomes very centric towards rushdown and setplay. Unseeable overheads and quick lows that go into combos and the lack of cross ups limiting the pressure of characters who dont play around that as well. Quan Chi’s zoning/flood is pretty decent and I think he or Kung Jin ended up winning NWM so there is some grounds to use zoning or poke type characters. Just with how unseeable most of the mix ups are at close range I still feel the highest level of play in this game will most likely devolve to the characters that anti zone or just vortex the hell out of you (Scorpion, Cassie, Jacqui, Erron etc.).
To get on topic about SFV…um…I want C.Viper or an Ibuki that is like 3rd Strike and more footsies centric. Slow walk speed vortex Ibuki needs to GTFO.
It’s actually crazy how different SF3 Ibuki and SF4 Ibuki are. Those are just two completely different characters. Its actually a big part of why I eventually quit SF4; I didn’t even know SF had characters like SF3 Ibuki. From there I tried more characters and more games…and it was only matter of time lol.
Yeaaaaaah, not the best examples here, as from what I’ve heard both of those characters are probably among the bottom five characters. I’ve tried Kenshi, and it was frustrating as fuck. His main zoning tool does relatively little damage and is something like -50 on block(I’m not exaggerating, you can literally run up to him from full-screen if you block it), all but 2-3 of his strings of his are unsafe and slow, and his mixups are extremely lacking. He’s just terrible right now, and the system mechanics don’t help him.
It’s not like there aren’t good zoners around, but the pure zoning characters mostly got the shaft. Which is a shame, because holy fuck Kenshi has a cool character design, and I wanted to play a zoner.
How exactly did Ibuki play in 3S, really? I never see anyone play her and have no experience against her myself. Just curious.
I was aware of Kitana’s placement when I said the post and I was also aware of Kenshi’s. It was like I said, there’s less zoning style characters. Kenshi and Kitana losing their strengths from the previous games would do away with that. It doesn’t take anything from my post. Especially when you consider that Kenshi and Kitana were the only real true zoners in MK9 along with Noob…and Kenshi was a DLC character.
Right now, MKX is ironically the opposite of MK9s initial issues. They overcompensated for the potential brokenness by making a lot of characters underpowered as all hell. People whined about zoning in MK9 and Injustice, they did away with that. They whined about the constant safe pressure and restands, they did away with that. They whined about invincible wakeups and backdashes, those are gone too. 50/50s are nowhere near as strong outside of very few characters. In the end they essentially gave everyone less tools rather than more.
Oh, I don’t really disagree with you. It’s mostly that, to me, pointing towards Kenshi and Kitana as reasons why zoning is lackluster in MKX feels kind of like pointing towards DeeJay to point out how zoning is lackluster in SF4. The characters in question have so many holes that they would be terrible even if they did fit the system mechanics and metagame.
Also, how come you think 50/50s are weak in MKX? As far as I’ve seen the meta is mostly based on setplays, regardless of your overall archetype.
Well setplays are a thing but 50/50s aren’t as strong because both sides of the 50/50 aren’t as potent. Not many characters have similar speed high/low starters which means you could block both options off of a set play with enough practice and experience. Obviously don’t have to worry about crossups and pressure isn’t nearly as safe as MK9. It’ll be strong now because it’s early and people are still figuring out their own characters, and thus don’t have the ability to be able to study matchups like that. Once things settle down I think we’ll see setplays being weaker.
And as for the zoning, the thing is I point to those two as they’re the only ones that could even be considered zoners in this game, at most maybe you could throw Ancestral KJ in there too. That comparison doesn’t fly because Dee Jay isn’t the only zoner in SF4.
And I’d say something to go on topic on SF5 but let’s be real, there’s nothing to talk about.
Well I’m not very good at 3S really, so I’m sure there are things I don’t understand, but here are my personal thoughts. Hopefully @“DevilJin 01” can shed more light on this since he is known for being good with Ibuki.
She doesn’t have the kunai vortex.
Her movement is very good. Her walk is much faster as is her dash. Her dash actually has a completely different animation than in sf4 and goes through the opponent up close, while Her command dash doesn’t go through the opponent in sf3.
Her normals are just better overall in SF3. Just nice hitboxes (some of her stuff hits from much further away than you would think) and frame advantage. She gets big frame advantage on block (she still has some of this in SF4 though I guess) from normals so she has a really great frame trap game upclose. Her overhead kick is faster and safe on block so her ability to pressure is very nice.
Her sweep (which think is safe) can go into her close standing round house, which leads to her air resets.
-super #1 gives her three meters, so she can use a lot more ex moves and do things like ex upkicks into super
-her command dash is more useable for mixups in sf3
-raida (hcb+p) kind of makes a good poke because its unparry-able and only -2 on block
–after ex upkicks she can do air normals on the way down to either hit you or just try for a mixup
The downside is she has terrible health and does little damage (needs twice as many successful mixups to win compared to better characters). However, she is more fun than SF4 Ibuki because she has more things she do in a match. I really don’t think people would pay as half as much attention to SF4 Ibuki if she didn’t have the vortex, because her other strategies just aren’t as impressive in SF4 or are done better by many other characters.
I’ve played 3s, remember Ibuki so damn fun in that game. Yeah apparently she was better in 2I (top tier I believer, in 3s she is mid I think). Anyways just another case of the SF4 version of a character being the worst (not in terms of relative strength but design).
Part of why she was top tier in 2i was cuz she had an easy hit-confirm super. They removed that super in 3s so she’s all finesse… then you get caught by chun’s c.mk and you just cry.
A lot of chars got destroyed in the transition to SF4.
So wayy back, shortly after SFV was announced, I had a dream. It was really ridiculous, (Ono in a Birdie outfit jumped out of my closet to give me a beta copy), but I remember there basically being “Not Guile” and “Not Dhalsim” on the roster. Now that Charlie has been announced, I think I know what has happened: I finally tapped into my inner telepath and tried to extract the SFV roster. I didn’t get much, but if “Not Guile” was Charlie, then I think “Not Dhalsim” must be Necro.
I’m not being serious, or at least not about believing that, but now I have to wonder: How would you guys feel if we got Necro instead of Sim for SFV?
Makoto in SF4 isn’t “way” better than Makoto in SF4, but she’s definitely better. So fun to play her in SF3, you can get S+ ranks in less than 40 seconds on some players, so much crazy stun and damage.
That would be awesome. In terms of gameplay, Dhalsim is one of those characters that feels out of place in the SF4 engine and I don’t want to give him another chance in SF5; also, his teleports are a huge dealbreaker for me. I’m going to allow myself to use the “doesn’t feel like Street Fighter” for once and say that teleports have no place in SF, especially teleports with no or little startup that can be used as runaway tools. It is a huge pain to advance through those limbs and push Sim to the corner as a grappler and all Sim has to do is to switch sides with teleport and you are back to square one. Necro can play the limb game in a more honest way and as a plus he can also go to offense and stun the opponent, and also has a super command grab (by the way, screw 0+1 command grab supers or ultras and give those characters an actually playable command grab).
Yeah her footsies are just much better. s.MP, f+HK, s.LP all have better range than they do in SFIV. She has much better walk speed and her regular dash is the one that crosses up so you can still play left/right mix ups while playing footsies with people. She’s not so stiff like in SFIV where you’re forced to commit to one play or the other.
Her second impact version was borderline broken as she had dumb damage off every hit confirm, but she traded damage for better footsies and mix up in 3S. She gets an actual c.MK in 3S and her c.MK slide from 2I becomes a df+MK command (like it is in SFIV) so she gets a legit low poke. Also gets the qcf+K command dash for pressure also.
U kidding me? Dhalsim not street fighter? He is one of the original world warriors, and has had a teleport since Hyper fighting. BTW he isn’t the only character with a teleport in SF4, but he is the only one in which it makes sense gameplay wise. Dhalsim’s teleport is a terrible runaway tool as well. It just puts him closer to the corner.
Street fighter is all about variety, and no one plays like Sim, plus he is still a ground based zoning/footsie character so he fits SF perfectly.