I am comparing it to other SF games, not Darkstalkers ffs.
you should try playing other SF games
I have. Jumpins tended to be less effective in most other SF games.
you know thats cause AAâs are worse on average not because jumpins are good right?
try playing a character with good AA and jumps in SFV are a joke.
even disregarding that jumps are way way more worrisome in other games due to potential reward, plus on block jump arc changing options, them being quicker, etc.
Of course i know, the hitboxes themselves are worse. But:
- Input Lag
- Jump Arcs (more important than people think)
- Crap (and very risky) antiairs.
- Crap ground normals.
All those factors make jumpins have a better reward than in most other SF games, excluding some jump happy characters like the twins.
Sfv anti airs: does 5% damage, might give you reset opportunity.
Sfv jump ins: leads to at least 30% damage, half a bar of stun and corner carry
all i said was mentat is cancer and asked if her antiair grab has any counter play. wasnât complaining at all. didnt rage or make long posts saying how cheap she was either. my term of âcancerâ is a character that is frustrating to fight against. like my friend shitting on me with bang from bb when it first came out cause i was a scrub.
oh is the overpowered jumpins overpowered because you cant react to them right? i remember a sanford video talking about that.
whats funny is my friend not liking guile because of how lame and turtle he can be. and im arguing with this dude like do you NOT see what mentat does lol. i think she is susceptible to jump ins though when she does special or normals right? or is that everybody in general lol
i read somewhere that codyâs birthday is in april so he migggghhhttt get released then. just speculation.
Fun Fact: His birthday is April 18, 1967. My dude is 50 man geez
Iâm baaaaackâŚi can finally log in and i donât know how to us this shit.
Yo Iâm cool with Codyâs birthday being right next to mine, which is on 4/17 (Bisonâs birthday too >_<). Although I feel like Capcomâs set on their release order, with Falke being next. But for real, couldnât Capcom have just made it so I could share a birthday with my mains (Blanka and Birdie) instead?? Crimes abound.
Jump ins being good or bad really depends on which SF game and the characters. Like ST, Alpha 2/3 and 3S are all games where you can end up jumping a lot depending on character. The only SF like games where people just dont jump for long periods of time in most of the matchups are like CVS2 and SFIV.
Like in older SF games a lot of characters have very shallow jumps where it doesnât matter how fast your reactions are youâre just sometimes not going to react to the jump. The jump ins dont always as easily convert into huge damage, but only like Abigail has a jump close to the shallowness of a lot of the stuff in like Alpha 2/3. Sodom and Birdie have jumps where other than reactions of god you have to let them jump at you sometimes.
An example match from ST. Chun Li has situational anti airs at best like in most games and Zangief has really shallow jump that can end her pretty quickly if she doesnât make just a couple good reads (not too much different than what can happen in SFV).
Second round similar results.
Just not gonna be possible to AA that on reaction everytime and if youâre too close to the corner its GGs in seconds. That wasnât even long enough to really be called a round. Just good old dirty ST. The Zangief player won mainly with just lots of hard to react to, very shallow jumps that force a block or hit on you very easily.
itâs the built-in lag that make jumps so good. if they added a couple more frames to a jump to compensate, or if they somehow lower the input lag, most AA wouldnât trade or get straight up stuffed.
itâs true that some characters donât have this problem because their AA has very fast start-up and the hit box covers a lot of area, but this is not universal (and shouldnât be because this game is homogenized enough as is). the real problem is stubby normals, input lag, and fast dashes make for a very guess heavy neutral game for most characters. unless you have Cammy-like AAâs, you have to make a lot of guesses at jump-in range neutral.
People way way way overplay the input lag when it comes to jump ins.
If a jump is about 30 plus frames total and you canât react to that then input lag isnât the problem.
Now if you say that dashes are hard to react to or fast forward moving specials then yeah,I would agree, but jumps,hell no
Final Round was pretty cool.
But I think itâs kinda funny how some people said Grand Finals was boring.
A lot of these people complained that the game is so rushdown heavy and now that they see a matchup which is more traditional for the SF series they say itâs boring.
Personally I thought it was really refreshing to see some different matchups at FR. Not only the fights against Menat, but also how the competitive players dealt with the Abigail army.
I donât even play Menat but I wouldnât nerf anything about her.
I mean, letâs face it, Infiltration is just godlike and he can play a similar style with Menat like he did with Nash in S1.
People wanted Nash getting nerfed in S1, despite the fact that Infil was basically the only Nash who won tournaments consistently.
yeah pretty much this. i already had the sense of defeat when i first saw him pick her. i miss his nash. was fun seeing people overcome it.
Hello
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Pay attention while youâre in class kid
Final Round grand finals was fun. You can see that the game is starting to pick up more range based characters as Infiltration is getting back on point. Theyâre not going to make anyone as slippery for runaway as Season 1 Nash, but characters like Guile and Menat are giving more room to play long range control games. Her V trigger is flashbacks to Rose Soul Satellite to take over neutral and set up pressure.
It wasnât the aggressive SFV a lot of the stream monsters were used to seeing, but thatâs good for this game. Akuma still explosive though so when Tokidoâs Akuma did get in he really made it count. Infil had some crazy reads on his demon setups so he was making it tough even when he was doing stuff that other players would surely have gotten caught by.
For those that like old SF, CapcomUnity is supposed to be doing a stream for SF AC around 3:30 PST (in about 6 hours from this post).