I thought everyone agreed a few pages ago that if you have godlike reactions you get to play “smart” SFV. Otherwise you just derp around and hope to out-derp your opponent.
Yeah, the Poker scene is awesome, Poker on Twitch is fun to watch too. I told myself that when I hit 30 in a couple years i’d learn Poker and play Hearthstone, cause apparently all the cool 30+ year olds love card games. Kappa
Okay, so first: Highland’s risk-reward post requires a slow clap. Great stuff.
So, the other thing I wanted to answer:
Agreed. It’s a good description of why I stopped playing as well. The stuff I liked doing in an FG wasn’t really rewarded, and I never cared for competing in a game for the sake of competition alone, so I went to other games where those things are emphasized.
Which games are those? Not trying to be a jerk, I’d really like to know. I don’t enjoy SFV as much as I’d like and while I had some alternatives last gen (UMvC3 and SCV were my favourites) I haven’t yet found something this generation. Killer Instinct is bollocks since Season 3 and GG Xrd feels impossible to get into for me. I have KOF XIV and messed around a bit but I don’t know if it’s the right game for me, execution requirements seem pretty tight all around.
Xrd, and ST on Fightcade. I’m having a lot of fun with both. Occasionally I’ll mess around with SFIV and 3rd Strike as well; I’d probably play 3S a lot more if there were any locals willing to play it now.
Planning on picking up Tekken 7 once that game hits too. It’s fun once you get past the gimmicks, bloated movelists and the initial hurdle of the movement system.
Some other comments:
Xrd has a really good learning curve, and is a lot easier to get into than rumored. Could I ask what exactly is it you think is difficult about it?
I haven’t really played KOF XIV much, but there were a few input tricks in KOF XIII that made the execution a lot easier, and I don’t think SNK axed those in XIV.
Xrd learning curve is really variable depending on your character choice too. I play Raven and it’s easier than UMVC3, most of my hard stuff is subtle optimizations, though his complexity will go up a lot in rev2.
KOF 14 is not hard for the most part. Oddly enough the hardest thing for me to execute and get comfy with was the different jumps. Hopping still feels weird to me but the actual combos and execution is easy.
I played Xrd -SIGN and the advanced combos (played I-no and Ky, Ky was way easier )are leaps and bounds harder than the KOF stuff. The timing is strict unlike KOF where things are pretty lenient. In KOF for example you can do 2QCF +P and hold the P button and the super would come out at the first available frame that you can. It makes juggles way easier.
Good connections are good and bad connections are bad. It is a modern delay based netcode, better than Xrd -Sign for sure and ofcourse SF4. Overall it is fine but the player base isn’t huge.
If you could get into UMvC3 you can probably get into Xrd too. Combos in Xrd are easier than in UMvC3 imho because they are designed so that you don’t have to input all sorts of odd delays into them.
btw LoyalSol’s post about unreactable dashes made me curious, so I compared the duration of dashes in USF4 and SF5. Here’s a visual representation of the dash speed in frames (one tick = one character):
USF4
15 I
16 IIII
17 IIII
18 IIIIIIIIIIIIIIII
19 IIIIIIIII
20 IIIII
21 I
23 I
26 I
32 I
SF5
15 III
16 IIIIIIII
17 IIIII
18 IIII
19 I
20 I
21 I
22 I
23 I
25 I
One can pretty much clearly see that the dashes are in general about 2 frames faster, and if you count the additional input lag it means that you have 4 less frames to react to dashes in SF5 compared to USF4.
The rule about the 2 less frames is confirmed on a character basis too: Ryu, Akuma, Cammy or Ibuki all went from 18 to 16f, with all the other characters losing from 1 to 3 frames - or even 10 in the case of Dhalsim - with the only exception being M. Bison because of his redesign.
I honestly think there are only about five characters where the learning curve is really steep. Everyone else gets easy stuff to start with and the hard stuff is mainly optimizations, matchups and just the game overall.
It’s been a while since I gave it a try but I remember feeling overwhelmend by the amount of mechanics put into the actual fighting system. SF is pretty simple; there’s hit, block and grab and maybe some universal mechanic that works the same for everyone. Every once in a while we get a Hakan or FANG with some extra stuff to think about but that’s about it. So with that background it’s kinda hard to grasp how GG actually works because IIRC there are at least two more gauges in that game, one of which was for combo breaking shenanigans and the other I can’t even remember. So on top of learning new characters and ‘new’ movement options the thought of having to figure out all these mechanics at the same time and that just was too much for me at that time. Not sure if I’m ready now, especially since everyone else has had the time to practice the game for a good two years.
This is just speed though right? The distance is also a large factor. It feels like generally characters are about a character length more on the forward dash which means they can dash from outside your poking range.
It basically looks like as far as ryu is concerned his dash got around 170% of its range from sf4 (in sf5)… or a net gain of 70% which is almost twice as long but not quite… while also shaving off 2 frames of startup.
Combine that with sf5 having stubbier buttons, more input delay, faster dashes on the whole and mediums that animate slower and it makes sense why dashes are so hard to stop in this game versus sf4.
Watching that first sf4 match above and the dash is puny range… to the point that if you dash into point blank… you were already basically in anyways.