The SFV Lounge: MUTINY!

He shoots lasers and throws spinning tops at people. He’s cool. I played him a lot in Brawl.

Also, Smash game balance vaguely from memory:

SSB64: not good, but almost everyone had practical one touch kills so it was fine
Melee: Better than rumored. Most of the cast is at least playable, though the worst characters are hilariously bad and the top 5 are pretty dumb
Brawl: Meta Knight meta
Sm4sh: it was… okay for a while iirc, then Bayo happened and everyone hates it
Ult: Not bad for a game with way too many characters

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I just found out that in MK11, if you crouch and let go of block just as a high projectile is about to hit you, you take full damage, whereas if you didn’t block at all it would just pass over you. That’s such an imbecilic mechanic that I fear Capcom is taking notes and will implement it in SF6.

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And that was my point.

Smash wasn’t really supposed to be balanced, it’s a hybrid fighter with a huge roster that’s a celebration of gaming.

What?

Just crouch without blocking. Problem solved.

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Pertho leaves and smash talk takes over…
Forgive us Lord pert for we have sinned :pray:

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Like i said before when this subject poped up.
1st, the roster size came after continuous support, it wasnt a day 1 thing.
It was something gradual, with each character having plenty of space between them, giving room for the players to adapt to them.

2nd Fgs are not only developed for the competitive scene.
Casual fans, who make the majority of the player base are also a factor, and they will like to have their fav char in, it doesnt matter if they play them regularly or just dab with them from time to time.
In fgs specialy, a char being there can be a make or break for some people to even buy the game.

And 3rdly, if the problem is because 40+ matchups are too much to learn in competitive game, that is a non issue since the meta alway balance itself towards a smaller sub set of the characters.

It doesnt even matter if the game is balanced or not, because competitive play will always favor those who have better advantages.

Look at games like KOF for example.
Where you can have chars that in essence are redundancies of others in terms of functions but end being unused/barely used at high level play because other chars are perceived as stronger in 1 or 2 areas.

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I love this stupid doom and gloom shit you see pop up in some places regarding the game, like calling it dead despite having consistent play every day at every hour, lmao.

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Well, he is a smasher, so anything he says is by default devoid of logic :rofl:

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We bashing Smash tho. :thinking:

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I wasn’t bashing Smash. I love Smash.

Smashers can EAD tho.

In a game with 10-15 frame low hitting specials that travel full screen and combo? Not a great idea.

Well, Nintendo doesnt really care about competitive play, so balancing them is very likely not a priority outside some really egregious shit.

And like i said in a post above, competitive play balance itself weeding out the redundancies and characters that are seen as weak

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These two gifs represent why SFV is poopoo peepee

Anyway I’m gonna be playing this weekend.

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Bruh, Tekken is full of ridiculous lows and launchers that are 15 frames or less. I don’t wanna hear it lol.

How many characters can even combo off a fullscreen projectile? Like, Geras, Cetrion and Sub Zero?

Most games make you block a projectile even if you crouch. MK11 let’s some fireballs pass right over your head as long as you don’t hold block. I don’t see what the problem is.

Supposedly is a glitch.
I have seen it discussed plenty of times since is a problem that is not only related to projectiles but also highs and how some things make the hitboxes interactions inconsistent.

The thing is that despite being a known issues since week 1, and everyone complaining about it, NRS has not addressed it in the slightless.
Dunno if because they dont care or because they dont know how to fix it :man_shrugging:

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So Dan info, info on Tekken season 4 and something probably not that big for Strive this week.

https://twitter.com/streetfighter/status/1309243733678993410?s=21

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The problem is not projectiles hitting crouch blockers, but some instances where you get by a high projectile while crouching if you let go of block at the last moment.

Not hard enough we even had a few admit they like it, these are the end times.

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Interesting, I never knew that. I could be forgiven for thinking it was deliberate, considering all the other wonky stuff that’s in the game. Pretty asinine that they have never addressed it.