Yes. In most games that would mean your attack trades, but in Street Fighter 5 there is a button priority system so your MP will beat a light button that starts in 3 frames if they land on the same frame.
Figures that SF5 is having troubles with matchmaking and netplay in general, I’m not gonna have Ethernet available for the coming 1-1.5 weeks so I thought I’d rather stay away from the game for now, especially on WiFi
So help me understand something either it is rollback or there is something funky going on and I have seen this a few times but twice last night in the middle of a combo I ended up eating a reversal, for example I did a cr.lp, s.mp and was inputting the motion for a DP when all of a sudden I ate a F DP. Another example I did a crossup, so crossed up with a mk but even before I could land I ate a CA.
So is this rollback or is there a huge window for reversals now? I did try just mashing out some reversal last night to test this but got night out of it so thought it must be rollback? The matches have been pretty smooth so you don’t actually see any perceived lag.
Played a Rashid last night and my god everything looked so unsafe yet everything seemed blocakable by him, I am finding I have no idea what to do against any of the new characters especially Nicali will be a while till I get to suss out their game plan.
While I am on the subject Bison seems like a nightmare to deal with, I even went and looked at the highest ranking Ken player to see how he handles Bison and in all the replays available he only seems to have beaten one.
Oh ok. I was just asking cause in my other thread that I posted, I asked the same question and some other poster said it was a 2-frame gap so I’m not sure which is correct :S
I was listening to some music on Youtube, and this one song had a girl laugh JUST LIKE KARIN, then someone on the Youtube comments says " Where was that laugh from I heard it from somewhere? " I was just about to type " Karin from SF! " and someone on the comments says " Uh, just about every rich snotty girl in an anime ever? " (then gets 40 thumbs up) I never knew that laugh wasn’t exclusive to Karin, now it doesn’t seems as cool anymore, but it’s still cool though.
Hmm, most people say Mika is better than Laura, but so far I think it’s easier to win with Laura against People below 1500 LP.
Maybe a bit too early for me to judge because I played Laura quite a bit in the beta and I just started playing Mika in ranked 3 days ago or something, so it is clear that I feel a little bit more comfortable with Bonita, but I feel like it is easier to rush people down with her. Especially if you use her FB and then follow up with V-Skill dash into command grab. Or also other simple things like cr.mk xx lp elbow, command grab work quite well.
With Mika I have to play more patient mid screen. But I think with more practice, I might be able to destroy some people even harder (played her less, but had more perfects with her so far) because of her scary corner pressure and corner carry combos. She also does more dmg I think.
Playing Cammy in this lag is horrendous. I have to keep going back to Ryu, so I can just dp any fuckeries. That and cr.mk, v trigger combo is easy when people teleport around.
In SF4 air throws hitting on the same frame were random who won. Apparently in SF5 it’s not random it’s based on the current in-game frame count. An odd number frame will result in Player 1’s throw winning while an even number frame will result in player 2’s throw winning.
I’m not going to pretend like I’m losing to a nonstop onslaught of Rashids, but WHAT THE HELL is with his crossup that hits absolutely nowhere near the back? Realy irritating.
That still might as well be random. Honestly would rather there just be a specific air throw-tech for those very rare situations, not a fan of allowing randomness into the game just because it’s in very niche situations.
Grand finals, Vega and Nash, they both air throw on the same frame, game decides that Nash should win the exchange arbitrarily… yeah fuck that.
This is super interesting… I can see why they chose to go this way, they don’t have to favor attack or throw and they can claim it isn’t a “random” outcome, but I doubt you’ll see any skillful manipulation of the frame you decided to use an air throw on
Anyway, they should just make air throws either lose to or beat normals no the same frame and balance accordingly, I don’t see why they needed to take such a hamfisted approach
Air throw is usually a part read anyway, it’s unlikely that two players would “time” their air throws to beat another air throw. I don’t see a problem really, you’re talking about a very specific scenario bottlenecked down into a handful of characters.