The SSJ5 General Thread: E3 happening but Ono doesn't Spirit Bomb

@Highlandfireball this post is pretty damn close to how I play the game as well. Basically minimize risk and let the other person screw themselves over. With ibuki this can be really helpful cause anti air leads into raida witch they can only neutral tech so I can start my offense.the play style works well at the lower ranks to cause they tend to go ham. They generally just kill themselves.

Edit: then when you do get offense the point is to not let the opponent get their turn back. I feel like the lower level play emphasize the stuff everyone dislikes about the game but when you progress that stuff becomes less prominent.

When I picked up Rev I just kind of ignored all the shit I couldn’t remember until I felt I needed to learn it. Trying to utilize everythingat the beginning is like trying to use FADC in SF4 on your very first day.

Also shouts to @Highlandfireball for his post. I dig what your saying but honestly unless some big changes come to the game I just really don’t plan on sticking with it. Game is just designed to emphasize play I just don’t care for. Just waiting on another fighter atm.

If you can play solid at sf5 you can pretty much play any game well.

One thing sf5 Drills into your head is fundamentals.

The one thing it won’t help you with is your execution as most things are super difficult to do.

Wasn’t useless at all.

Also, just wanted to add, that primarily because of his dash, Bison will never be Top Tier in this game, unless its start up is shortened or it’s invincibility is extended or it’s overall animation is shortened.

However, for this reason alone, Bison is more honest than he otherwise would be and more honest than much of the cast.

The reason why I love him so much, is that he still feels like a Street Fighter character in this game. I will gladly play with a character that has good range on his attacks and a decent dash (because of unique properties) and shitty walk-speed, over other characters with booty hitboxes and shitty range on their normals.

They did a lot to fix the Dic in season 2 and waiting the whole year for some buffs was worth it.

Not really an apples to apples comparison though.

  • Throws are 2 frames slower in SFV, so dash throw is “only” 2 frames faster on average. Also mid screen throws on average don’t lead to pressure in V, as compared to 4.

  • Confirm damage off stray jabs in SF5 isn’t nearly as scary as it was in SF4. Plus, pushback is higher. So dash-button might be easier to get away with in V, but the reward is much lower.

So in general, it’s easier to pull off dash ins in V, but successful dash ins are less rewarding than they were in 4.

I think this goes back to what Highlandfireball was saying earlier about the game rewarding tighter play. Yes, you’re more likely to get hit by dash throw in this game, but pressing random buttons to catch dashes sometimes has a worse risk/reward ratio than blocking. So what we think is the meta right now might be far from what the end game meta will be.

Wow looking back at SF4, I never realized how short the dashes were (compared to SF5). I agree with everything you are saying too about them being better in SF5 for all of those reasons.

To Highlight what I mean, you can actually start to take a look at whats becoming “meta”

Your fudo’s, punks, and du’s are all VERY good at fundamentals maximized damage and footies.

And they are all showing lots of consistency.

Gimmick’s are nice and if your a top player you’ll steal tournaments with them but over all this game is shaking out to be heavy on strong footies and maximized damage.

He is right. If you have the fundamentals and the reactions to play the “smart” game in SF5 then you can pretty much play anything else. 100% agree.

Justin is just along for the ride until Marvel arrives.

That’s the thing though: you don’t have to figure out all of them at the same time. There are really only three mechanics you really need when you’re starting out; burst, roman cancels and faultless defense. Having a good grasp of all the other system mechanics is a plus, but they’re a lot more situational.

Outside of a few characters, execution is fairly straightforward as well. Pretty much every character has something difficult to learn, but almost everyone has easy options for when you start out (or situations where the optimized stuff won’t hit), where the difficult stuff is mostly optimizations.

And, finally, don’t underestimate how much the most basic of FG-fundamentals help you in Xrd. Something like 80% of my damage as Ky comes directly or indirectly from simply making people jump and anti-airing them.

I wanna take you for ah ride

You need strong fundamentals to be consistent at any fighting game. Even crazy shit like mvc3. Except for KBR’s team :smirk:

Sounds like Marvel.

In SFIV some of the characters have pretty OD dashes also. Ibuki’s, Juri’s and Makoto’s forward dashes for example are about as ridiculous as any of the dashes in V. You’re not going to react to Makoto’s forward dash much at all other than maybe input lag saving you and it moves about as far as Vega’s does in V. This is on top of the normal being able to hold focus dash to blow through a normal and then dash in.

I always had trouble reacting to bisons goofy ass looking dash in sfiv for some reason lol. I guess more so in sfxt since I didn’t play 4 after super.

I think he is just riding along, period.

Poker is 100% thuggery. My younger brother and I used to play with some older dudes (ie: dads) in our neighborhood and would pretty consistently win cash off them. I always played pretty controlled, but my brother was a HUGE shit talker (not something he does normally). There were definite occasions where these 50 year old dudes would want to fight my brother lol

The horse gallop compels you.

Cody’s forward dash is another OP SFV dash too and he has good forward walk so he can invade pretty easily too. Not to mention one of the best focuses so can play a lot of focus dash games to get through normals.

Playing in training mode and I remember how molasses slow they made Rolento’s walk speed in IV. They might as well not put him in V then because he won’t have the ability to walk and will have to use his pogo stick to move along the ground or something. That character just doesn’t feel right without good walk.

some sf4 dashes go quite far, and there is also transition frame cancels that can extend their length.

Ryu isn’t really representative because his dashes are short, both forward and back.

How could people forget Juri dash? If you timed it properly you could dash under a lot of shit. I remember when I dashed under a Cammy cr.mp and it made me say “WTF”.

I could be remembering it wrong, but I remember dashing under hers and Ryu cr.mp before.