Nigga, this is the General Discussion thread.
Its whole point is to have a thread where everyone can talk about anything besides SFV on the SFV section, since most people here are too pussies to go to General Discussion.
Talking about SFV is the actual offtopic topic.
Not the other way around.
If you want to talk about SFV, you have all the other threads on this section for that.
Lol, Tubb and I are playing some ST around 9-ish. You can join and wipe us again.
@KingTubb, you okay with that? I may add 3S to the lobby picks as well if that’s cool. Pertho only has his PS+ for another few days so I wouldn’t mind getting some more 3S games with him, as well as starting my ST journey .
The soultion is simple.
Make the options of other chars better.
Imo, Menat is fine.
Her options only seem stronger than they are because the other chars have terrible tools to work with.
This is what happens when you make a game where everyone is designed to be mediocre, the chars that are designed well, end feeling super strong/op.
It shows how flawed is that design philosophy.
It happened on SFIV, and it happened on SFV again.
Edit
Also, i am sure that Menat would be less of an issue if you know, the game didnt have the stupidiest mechanic of all time, the Priority System.
Sure, if I see the startup of his fierce I can whiff punish better offline, but that wasn’t the point I originally tried to make.
Reducing lag works for things that are reactable. Deliberately avoiding to trade on the same frame is impossible regardless of how good your reflexes are; if I throw a checking jab in neutral and my opponent just happened to throw a CC button a few frames earlier and they collide, there’s nothing I could’ve done about that either online or offline. After I press the jab button it’s completely out of my hands as to what happens next. In this situation, the priority system granting the heavy button advantage over the weaker attack is bad enough as it is; combined with the CC mechanic it’s a complete disaster.
This is one part of the chain, there are a lot of parts that form a whole for why the system mechanics are bad.
Priority System the way it is in SFV is horrible, same as all the other mechanics that work hand in hand with it.
V-Meter,V-Trigger, Crush Counters, weak neutral tools (Strong in SFVs vaccum is still weak).
The game focuses way to much on mechanics to create constant comeback scenarios to generate artificial hype.
So my Nexus 4 has finally started to give up - I’ve been having issues with the power button for a while, but now the top part of the screen doesn’t respond to touch and the device doesn’t recognize my SIM card anymore
Had to take out dad’s old iPhone 4 as a backup, probably until I buy a new phone (pls corona go the fuck away already I wanna get a job ffs) and…boy did I not miss this small ass screen with its shit keyboard. How did we humans consider 3.5" as a big display 10 years ago?
This is one of the things that irks me the most.
For a long time the tier lists where made from matchups data, using data and estimated guesses based on experience on matchups on a ft10, and how many matches would have one char over the other.
SFIV comes in, and now all the tier lists are being made based on hunches.
So now, people use S and S+ without understanding that those levels are used for chars that not only have basically only favorable matches, or only have favorable matches in the case of S+, but that they do so by virtue of going 7:3 or more in most of them.
If the chars you put on S arent stomping most of the cast with 7:3 matches or more, then they arent S.
Hot take of the day: I really don’t get why you’re so mad at the priority system.
It makes sense to me that fierces barrel through jabs and whiff punishing works fine, all cases where you get CH’d, you’d get a clash without the priority, so it’s not like you’re missing on something offensively.
To me personally, I can’t speak for the others, the Priority system would be fine if not for the fact that it’s also in the same game as Crush Counters. Both combined lead to a very annoying neutral game where throwing out Fierces and Roundhouses willy nilly rules the day because a CC leads to full damage and VT gauge.
Priority system prevents you from trading life for space by having a light trade with a medium attack or with a strong attack.
I will trade life for space whenever I can, except that on SFV I can’t fucking do it.
Remove the priority system, and you many chars will have more options open to them to challenge her on the neutral.
Of course, you will still have to deal with other dumb limitations that SFV has by design, but you will remove an artificial barrier that cripples the cast.
As for her VT, i think that it goes on par with the general problem with SFV.
Good tools feel op when the rest of the cast have unimaginative VTs and that the mechanic is forced as a comeback mechanic.
Those who have good VT will invariable turn the tables since there is no reason to not use it.
And due the limmited nature of the game, it is invariably a momentum changer.
Wouldn’t removing the priority system make frame traps either barely work, or have to make every normal designed to be a frame trap tool even more plus on block?