Street Fighter V Lounge "We on South Central crack addict status"

It’s a fighting game, you will almost never see a case where all characters can win a major. That is [the cost of having a unique cast of characters](Prelude to a Diss (Some preliminary remarks on Balance)

I would love to see footage of the buttons and stick being handled in paralell with the game screen as seen on some youtube tutorials. It might allow us to infer the most important issues remaining: the presence / absence of autoblock, the frame window for links and reversals and the presense / absence of input shortcuts.

My stance about them is: no autoblock at all, same frame window for both links and reversal (best if 2) and absence of input shortcuts but no 720s or doublé half circle moves.

You do realize that autoguard has been in every Street Fighter game except 3rd Strike (due to Red Parries) right?

Er… um… ok, I had only thought of SF2 as the game with autoguard (it doesn’t matter there since pushback is so big that blockstrings are scarce), but the point still stands: all autoguard is good for is helping mashers pull reversals. That is an understatement: with autoguard, not mashing invincible reversals or ultras in the middle of blocked pressure is the scrubby suboptimal play most of the time. If “it has been in every SF besides 3s” the only reason to bring autoguard again, then there’s not actual argument for it.

Try mashing in sf2.

What’s the big deal with that autoguard shit? You’re just stuck in blockstun, that’s what it is.

Besides, good luck trying to mash out special moves and reversals in SF2. Reversals are like 1f.

The point is, autoguard is a valid fighting game mechanic. As has been pointed out, it’s the reversal windows that are the problem.

It’s never been a problem in any other game than SF4(or SFxT) to my knowledge, because, as people said above me, other games don’t have the reversal window SF4 has. Trying to mash a DP in a true blockstring (another thing SF4 has relatively little of compared to other fighters) can also result in you shifting your guard from crouch blocking to stand blocking at the wrong time, which could get you tagged by a low attack.

Any word on when the next Vesper Arcade analysis video might drop?

Why don’t you ask @VesperArcade‌ himself?

When there’s more stuff to analyze… so probably after the Taiper showing in a couple of weeks. That is, if they don’t reveal the game’s mechanics yet.

Evil geniuses on what they want in SF5

evilgeniuses.gg/Read/490,Street-Fighter-V-Team-EG-Reacts/

Interesting. Differing opinions, but all want guard crush to return.

Is it weird that i care more about what you guys want for SFV, then what EG wants? Am I a EG hater deep down or something? Saw the title but didn’t bother to read the article, PR rog is cool though, dunno. >.>

I don’t know how I feel about guard crush. On the one hand, it makes things more exciting. But on the other hand, I respect people who are able to block well.

I honestly think guard crush would made Yun go up the tier list, especially if his dive kicks were safe as they are now, or imagine AE safe. O_O I’d be breaking kids shields for days with aggressive dive kick play, and the typical players who can’t anti air properly with normals would be crying salty tears for Yun nerfs. I honestly think all dive kick characters would benefit from this, even if it’s just a little. Dive kick- target combo- shoulder, repeat motherfuckers.

EDIT: SFV is an entirely different engine after all, and seems different in lots of other ways too, not sure if moves that alter your jump arc will be as dominate as they are in SF4, a game where those moves are dominant. But then again, look at Umvc3 as well, maybe those moves will always be dominant, they seem to throw humans off cause they cover angles of approach that haven’t been programmed into their auto pilot program.

I think at this point they’re hinting that Guard Crush will be a character-specific trait. If it were universal then why couldn’t Chun do it? It is possible that they included it with Ryu and wanted to gauge interest.

I’m gonna ask this so someone can enlighten me: what is the big draw and appeal of guard crush? I am so 100% opposed to this mechanic, but I’m willing to see if anyone can really explain to me why this is such a great fighting game idea. Daigo loved it in Alpha 3 (though I thought it was horribly done), and with the EG dudes all wanting it, I just wanna hear some valid reasons why it is wanted so badly.

I doubt Capcom’s implementing it in SFV, and like I said, I personally think the recoverable health blocking that we saw is the better way to go.

Given how little we saw it’s perfectly likely that Chun just didn’t land a guard crush. The requirements could be kind of high, or maybe the amount of guard bar is different for each character and chuns is lower than Ryu’s. Maybe Ryu’s denjin stance increases the amount of guard damage he does and makes guard breaks easier rather than just making them possible.

Honestly I think any of those are much more likely than it being specific to Ryu.

Guard crush of SOME form is confirmed as we’ve seen Alpha3 style blowback animations after Chun blocked something from Ryu. How it works is unknown at this point but there IS guard crush at least in these early builds. Things could still change drastically before release. SF4 allowed for heavy attacks to cause a knockdown in Air2Air moments and also the hitbox system was totally different during early location tests and showings. SFxT didn’t have gems or boost chains in early builds of the game.

Is it possible they might have a groove/ISM/Variable system!? O_O

Ricky’s comment about wanting no dashes is interesting. It would definitely freshen things up.