I thought it was always down and I thought pressing the buttons were for delayed. I hate it when people don’t tell me correct information! Can anyone confirm how you tech knock down in SF5?
The inputs for delayed are the same as quickrise just a matter of what type of knockdown it was. If you wanna learn more about SF4 there is a whole huge wiki maintained by people like me, james chen, gilley, m16ghost, and many many more people I can’t remember, there is a huge menagerie of falks who put a lot of work into this tool nobody uses
You can tech with either hand, so to speak. You can press directions, or you can press 2 of the same type of button. Punches is regular quickstand, and Kicks gives you backroll.
I always tech with kicks in SF4 so that’s a little weird to get used to. If you get thrown you have to react and swap to punches.
There are numerous ways to make Vega an all round better character, many of them do not rely on changing the mechanical way he has always played.
We know exactly what we want by the way and we want changes that make Vega better, keyword being Vega because Vega is a charge character. Motion Vega is arguably someone else, that shares superficial similarities with his predecessor but plays quite differently.
I do use the wiki, but never did for that particular topic. One of my local friends told me and the reason I trusted him is he’s actually good at the game. Well, learn something new everyday.
Which game has back roll? One thing I would like to see back in SF5 is rolling from SFxT or Alpha. Are you saying rolls are in SF5 now, or is it character specific?
Two types of tech. One stays on the spot, the other you kind of scoot backwards and I think it wakes up slower than regular quickstand. The second type isn’t available from throws. It’s pretty obvious when it’s happening if you look for it, for example Birdie kind of slides backwards while sitting up.
I think comparing it to other games can be confusing/inaccurate, but if that makes more sense, imagine you have both SF4 quickstand and also SF3 quickstand.
Vega being a motion or charge character ultimately falls down as a matter of preference to a player
I can see vega players being disappoint due to the fact that grew up with him as a charger while i also see players being more than willing to welcome these changes
id say he would work well as both a charge or motion char
ya but it would all depend on the speed of the blanka balls. People can deal with shotos spamming fireballs and shoryukens I’m sure they could deal with a no charge blanka
I’m liking Capcom’s changes so far. In fact, I think they should go a little further and ditch the half-circles. While I don’t have issues with using them on stick, they’re a bit of an annoyance when using a hitbox/keyboard. (I’ve accidentally skipped down so many times…)
I don’t really see a functional reason for them to exist when they could so easily just be quarter-circles. You COULD use a half-circle to differentiate a move from a quarter-circle, but that sounds like an awful thing to do.
They probably often exist for “big picture” reasons. If your only goal is to perform the one move, then yes, there’s little reason to have a half-circle instead of a quarter, but when you start playing the character as a whole, interacting with their other special moves, you might find situations where you’re glad it’s a half circle.
For example, if you’re walking and poking as Cammy, because hooligan is not a QCF move, you can buffer DP into your punches in case of jumps and not have risk of accidentally activating a special. Or you can do something like QCF + jab -> RH to easily get jab canceled into spiral arrow. It also comes into play with SF4 option selects. In SF5 hooligan motion was changed but it’s still HCF and not QCF. You can find similar situations on other characters who have congested movesets, if you’re familiar with them. Probably the same reason mule kick is HCF. Sometimes they just provide simple, unnecessary benefits that grease the wheels of playing the character a little, and other times they may be extremely helpful to do otherwise difficult/impossible inputs (mostly in faster, combo-based games.)
Also, sometimes a move is given a harder input to gate it so that you can’t use it as readily in every situation. But I’m not sure how much difference it makes when you get down to half-circle vs. quarter.
Personally, I would rather do a half-circle than the SRK motion any day, but I know it’s going to be a different story on a keyboard.
True, but with Spin Knuckle now being Cammy’s V-Skill QCB+P is free, as well as RDP+P. Sure it’s different from before, but wasn’t Spin Knuckle HCF+P once upon a time?
Aside from that I’m pretty happy with what I’ve seen so far in relation to inputs. All I’m hoping for now is a system similar to KoF where it’s still possible to do a fireball after walking/dashing forward instead of getting a DP.
The vast majority of characters could punish balls on block(31 by my quick count), especially ones with average spacing. Hell HP ball was punishable on hit by about 10 characters at all ranges until AE2012.
Yes if you make a character non charge and make sure all of their moves are unsafe, they’ll probably be bad.