Ryu feels so much better. I got the tiniest of sample sizes but empty buffering stmp into ex donkey is serious dash in deterrent. Then the tick throw. Etc.

Idk, he feels threatening now. His footsies have some punch. His pressure is much better.

@TWINBLADES is unusually quiet.

i guess i have to blame myself for expecting something on that front.
welp, at least one room session awaits me…will see how the experience turns out there.
even back then it was much better then in ranked/casual.

ps: that shin akuma is really like a old penny grabber…newcomers will love him :stuck_out_tongue:

Where is @YorKeY also

Also Karin’s Trail 3 Vol. 2 is some shit I can do online no problem but all of a sudden it’s taking me longer than usually now. Fug these cold fingers…it’s time for some more coffee. ALSO SNOW COMING LATER TONIGHT WOO!

Also I’m sorry Capcom, it was my issue…you love modders I’m just a silly person.

Finally finished Karin’s trial 4. Now delete that bitch from the game

Glad i aint the only one.

You had ONE FUCKING JOB REST MODE. ONE!!!

I moved back to Xrd. It’s more fun.

@ā€œEvil Canadianā€ you can Vt cancel Abi’s run>punch, but I can’t get anything out of it.

My new favourite thing(s) in AE:

Spoiler

https://i.imgur.com/NbMkTOK.jpg

Initial Thoughts:

Sakura is fun. Once people start figuring out her most efficient combos, she’s going to nuts in the overall combo department. Most of her stuff can be linked and can extend strings easily. I’m getting excited just thinking what Desk and others are going to put out. However, she has a really hard time when under pressure and a lot of her stuff gets stuffed very easily. Also, I don’t think she is quite as fast/agile as she was in SF4.

Ryu is in a better place. The extended range of crouching medium kick is most welcome and the donkey kick is a great rushdown deterrent. (Especially once Ryu has a single bar)

Bison is nuts. Day 1 50% damage combos. Legit awesome buffs.

Ibuki is still pretty damn strong.

Load times are indeed faster. Also, character models and/or lighting are improved. (I’m on a PS4 pro and I immediately noticed better shadows.)

abigails design is the worst in this game
he is a character that i truly believe should be removed from this game if they cant correct even the hurtbox on his limbs and lower body

Sakura’s AA jab is good.

do you guys think there is any reason to pick vt1 over vt2 for Sakura? I’m struggling here lol

Probably not. She doesn’t seem like she’d be good enough at zoning to make it worth it. Early, but that’s what I’m feeling.

I love being able to just blow supers with Juri. Now I have a reason to spend all of that meter that I never spend

If you want a bit more range and are willing to take risk, max range axe kick into HK and EX donkey kick always works. Not whiff punishing their normal, but to catch them walking forward or dashing in when they put themselves in range of it. 208 damage for a simple buffer is pretty good. A nice improvement from the 155 he had with st. LK, EX tatsu.

Hardest trials for me so far are Nash’s and Dhalsim’s. Not hard mechanically but difficult timing-wise.

Played the game a little bit, certainly am enjoying the faster load times, even on PC it’s much faster. Still think there’s fluff in there that could be removed, but it’s nice to see the ratio to play vs. wait time is at least not in waiting’s favor anymore.

Sakura seems fun, and pretty strong to me. Her VT2 I think is a must (for me), because it lets me feel like a proper shoto when it’s active, which is nice – did a lot of whiff punishing with the faster invincible DP. Buttons seem strong, movement seems strong, but since this is SFV, I wonder if she’ll be lacking in the hammy aspect, which tends to sway games the most. I still sort of have issues with the forced move alteration VTs – had that issue since I saw Cammy’s VT. I think it would be better if it just required the same motion for the move just with HP+HK inputs, this is even truer since I think both characters’ VTs don’t have variable data based on the button pressed. Anyway, minor issue.

If I was going to pick up SFV again, I’d probably main Sakura, Ryu, or Kolin. Of those, I think Kolin is the character I would probably do best with. Not picking up Ibuki again, because when I went back to 3S and had SFV Ibuki muscle memory overwriting my Ibuki, it made me gag, so I had to undo all of that in my head.

–

AE certainly improves the package of SFV. Gameplay is still mostly the same, can’t say I notice any delay reductions for me – which I was kind of hoping for. I would like if nothing else to be able to enjoy SFV casually. It’s the only fighting game I own that I can’t even enjoy casually – it’s still the most frustrating fighting game to play for me, bar none. The struggle to play just a solid fundamental game is so hard – one of the reasons Sakura seemed fun to me for that hour or so I was playing.

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Bug issue(?):

I have noticed that for some reason, whenever I play against players (specifically once I turn on match searching or a lounge match starts), that my framerate in the game goes from 60 to 57, with a little bit of variability. At first I thought this was an attempt to kind of thwart rollback, since it does come into play due to other players losing frames, and I do know the PS4 version drops frames in certain stages and just inherently. However, you people are already talking about rollback still being a thing, so I’m thinking this might just be a bug of some kind. Certainly had no FPS drops before AE.

On the plus side, me losing FPS means I won’t be the one getting rollback, now the other player has to the deal with that shit. Which is even MORE unsatisfying. SFV please…

Anyway, if anyone else has that issue or knows what’s up with it, lemme know. I do 100% want to give SFV the same second chance I gave SFIV, which was coincidentally also during Arcade Edition, so I’d prefer not to be causing lag for people due to frame rate issues.

If anyone has trouble with this combo…after you land Fully Charged V-Skill into VT you have to wait for your airborne opponent to travel a few milliseconds back before you go in Karin’s Rekkas. This is the only way I know to make her Kick Ender connect.

If you do it too fast (Rekkas) Karin will either whiff the Kick Ender and end up in front or behind her opponent. So let the airborne opponent travel a few milliseconds before starting her Rekkas.

Edit: Actually who gives a shit, you don’t get Fight Money for any of these.

Sakura seems like a complete character with no weaknesses. Am I missing something? Seems like she’s got the whole package.

Ok so its not just me. Something seems really…off…about what goes on on the screen.