The priority system doesnt have anything to do with frame data.
It only makes your normals lose by default to other normals that are on a higher level of priority
Yep, the frame data in SF5 is design around the priority system .
A lot of frame traps aren’t instead they beat lights on trade rather than by hitting them on startup.
No, I get that, but in SFV anyway, a good portion of the frame traps I’ve seen are based on a medium hitting on the third frame (beating 3 frame lights on the same frame).
If the system was removed and they wanted that to work, they’d have to make the first blocked button have one more frame of advantage on block.
Edit: I’m not really saying this is a bad thing, just discussing and trying to understand the pros/cons of it. Though, I’m not sure I’d like it removed in this instance as it may make tick throws more prevalent.
Then again, I guess they could have the second button (the counter/trade) have one less frame of startup, but that would result in 4 frame s.MPs (or whatever), which I don’t know if that’s a good thing or bad.
To put it simply.
You negate the effectiveness of tools by making them lose by default.
It is a lazy way to try to balance normals and their effectiveness.
It sucked on SF3 and it sucks on SFV.
On SF3 it made scenarios where in any other game would have resulted in trades non existent.
And in SFV besides doing that, it makes the other mechanics be more disgusting than they are because it exacerbates the problems with them.
It removes depth from the neutral.
Sure, then that’s on you to either throw the jab one frame earlier, or walk outside his heavy range and whiff punish. That’s SF. If I’m Karin and I know Urien is going to spam his st.HP I can get within range and use her 5 frame medium to counter hit the startup and go into tenko whatever. It should work more often than not because the startup is faster and I’m anticipating what’s coming. If lag’s involved I’m more likely to trade/flat out lose.
I’ve heard lots of Europeans rate him super highly. Problem X included consider him really strong.
Could you give CC buttons less active frames as a way to balance them maybe? Or maybe the CC effect on happens on a particular frame. Kind of like a sweet spot mechanic.
How much less active frames?
Average amount of active frames in SFV is already 2.
Thats pathetic.
If the CC happened way less and led too less guaranteed damage (i.e. never a dash up combo) it maayyyyyyyybeee would be ok.
As it is it does the opposite of its intended purpose. Its meant to be hype but it’s just not.
When the normals have real drawbacks like Ryu’s St. HK, they tend to not be spammed in neutral and serve their original purpose of being CH-oriented buttons.
You just need to not tie CC property to stupid or footsies buttons.
That would cripple the already crippled game even more.
CCs aren’t getting nerfed anymore, they can’t nerf the game further without making EVERYTHING unsafe or minus.
This is simply not realistic. You can never know for certain when and what your opponent will do, and you shouldn’t have to worry about eating 300 damage because you had the audacity to stick out a jab in neutral and you were off by one frame. Nobody is so precise that they can time their neutral pokes down to a frame in relation to the opponent’s attack.
Sure, if you’re faster and you hit the startup you’ll win the exchange, but that wasn’t the point of contention.
If you clash during active frames and it happens to be on the same frame, you will get CC’d, and there’s nothing you can do about it. The risk/reward ratio is heavily skewed in favor of the person pressing the heavy button, as he will get the CC versus what the other person would’ve got by converting off of the jab. Never mind that it’s obviously much harder to hit-confirm and convert off of a jab than a CC, not to mention the disparity in damage.
Plus on block CC buttons should go imo.
Pretty sure that’s the least amount of active frames any move has in V.
There’s plenty of legit reasons to shit on SFV. No need for hyperbole.
Probably, but it’s very common for standing normals to have either 2 or 3 frames in SFV.
You can reasonably say 2 is the average. Actually, 3 active frames is a bit more common across the board, but that’s a low number regardless.
Take a look at Alex’s ground normals.
2 frames is low
3 frames is average.
4 frames is good.
5 frames can cover both rises.
5+ GDLK
That’s more of a commentary on Boltstrike than Vega IMO.
For SFV standards.
Did you forget Cipher is an anime player?
Actually he is a SF player.
Is just that SFV sucks so much that converted him into an anime player.
We don’t look to one’s dirty past in the church of anime. We only look at the anime tiddies ahead of us.