The SFV Lounge: SRK is ALIVE. AE Hype is BACK! DISCORD going the way of DISCO

3S Ibuki had overlapping specials for all motions so I’d be able to hang. You walk backwards or forwards just a little bit wrong before hitting punch or kick and you get the wrong move.

Hmmm feel like testing something
Pssst @RAW_Guts
Abigail

You sound like your main got nerfed :smiley:

Its ok i found the secret to making it thru all the nerf buff stuff. Either always play top tier because winning matters over all else or just roll with it because you like your character as a character and not as a winning function.

Anyone find it interesting that Zeku only got one change and it was just a mostly general one?

Could be because he is the newest character and all but maybe he is a “preview” to how S3 is gonna be like?

Can someone explain why everytime I try to grab dash in I gets scooped by command grabs despite being 110% sure I reacted in time.

Because fast dashes and command grabs are a silly combo to place on a character without an additional glaring weakness

Said I was done with this salt-mine, yet I still find myself here. I’m a fucking degenerate.

The universal vtrigger scaling nerf is gonna mean more meter management… More creative resets?

I see in the patch notes many jump attacks have altered hit-and-hurtboxes, this and many intended anti-air normals also have their hit and hurtboxes altered. It looks like a way to make certain jump attacks more effective against non-intended anti-air normals, such as anti-air lights. Also by (hopefully) improving the intended anti-air normals Capcom wants people to go for these attacks more because they will be more reliable against these improved jump attacks. Even some light attacks have their hit-and/or-hurtboxes altered also.

If this is the case then most character will have atleast a good jumping attack to deal with anti-air lights, by also improving intended anti-air normals you get a bigger damage reward at the cost of it being a bit more difficult to use(actually aware of the situation instead of a last second anti air light derp) Inntended anti-air normals also deal more damage so they’ll be a bigger deterrent against jumping.

This is all speculation but if it ends up being like this then i’m very glad and Capcom actually did exactly what was needed to make anti-air lights less prevalent. We’ll still see them but they’ll be hopefully much less reliable.

I prsonally get extremely annoyed whenever i see an anti-air light being done even in high level play, seriously fuck that, it is one of the scrubbiest things in SFV.

Uh…how does this answer my admittedly salty question?

I don’t jump.

Unless I have to.

We have no idea what these changes to air normals are. In my opinion since they are also buffing a lot of AA normals to deal with crossups they are rather trying to nerf jump-ins in general.

I feel this season is gonna be interesting. I don’t think the top tiers will really change (maybe Akuma and Ibuki will go down a couple spots and Abigail/Ed will rise), but neutral might be very different than what we know.

Did rashid get a damage buff with that scaling adjustment?

If they wanted to make neutral different they would have removed these damn unga CC’s and these damn unga dashes and these damned unga 2 frames of lag.

It would also help if they made my character have good buttons and every other character have bad buttons.

I thought someone said they were working on implementing the UE4 fix to input lag?

Now that you bring it up I don’t know if I’ve seen official word (though there probably is word). Just know that people are discussing it since other games are doing it.

Tekken lowered the input delay twice. Yet Capcom hasn’t even said if they were working on it.

I remember when Tokido said that certain characters would become way too good if they reduced the input delay anymore.

I believe it was a premonition for Abigail rising to God Tier.

I don’t jump.

Until I jump.

Mix uppppppppppppps

Because you cant react. Even if you think you did. Get scooped son.