How is the penalty more harsh for losing? This system is much more forgiving than Sf4 where you got to a certain point and you were playing for 1 point and risked losing 128.
I haven’t played ranked in a bit… But once I got to the least low level of 1500 lp… Depending on my opponent own LP… Generally the most I could make 35 lp on a match… But if I lost one it took 66-85 LP.
meaning that at 1500 you have to basically got 2-1 to maintain LP and 3-1 to make more… That’s pretty harsh for such a low level IMO. I know people are having it easy to go 20-1 at that level… But not everyone has great connections or great players to play against, and it feels unforgiving tbqh.
There really should be an option to just quit out of match with a bad connection. Got one in ranked tonight, me vs a Karin player where the match was basically random teleporting and then a combo happening.
I mean, yes there’s an option to not automatically accept matches, but IMO there should still be a way out for those who just automatically do.
Completely agree. I think Ryu is actually rather strong right now in this undeveloped meta. However, he’s going to run into problems as people start working out what the best punishes/combos are. His normals aren’t really that great and most don’t have that much reach. (A good Nash is going to be really hard for Ryu in 5 once Nash players get better and avoid knockdowns) IMO one of the reasons why Ryu hits so hard, and has such a good super, is because the devs realized this. They knew they needed to give him something for the future.
I also think people are really sleeping on his parry. IMO it’s the one thing that might keep him viable in the future. I can see parry traps/setups being quite effective down the line.
Yeah, ryu’s strengths all depend on you having a good idea what your opponent is doing. His old strength of sweep is now too risky to be used not on a read or at a non max distance, cr.mk is not reliable, st.hk goes over crouching, etc. Whiff a dp, get cced by a good player. Whiff a parry, get cced into huge punish, etc. You can’t rely on a safe and easy fireball + dp game because a few seconds after starting it your opponent will know that they only have to bypass your fireball to get up in your ass.
Not to say he’s bad, but I think that when you look at somebody like fourwude playing you definitely see somebody who is on the exact opposite of autopilot!
I’ve just nosedived from 3.5KLP to 2KLP, every match has been teleporting and rollbacking to fucking oblivion are you kidding me? So far my experience with SFV’s netcode has been lightyears worse than SF4’s netcode. I’ve had a couple of good games vs. some top 100 players, PCP and some others.
Why do I have to be put through multiple shitty matches, if I’m searching 5 bar only I expect 0 fucking lag from my games, give me a leave option ffs. I’ve just started ALT+F4’ing upon getting a shitty match.
That was one of the really nice things that Injustice did was if the connection was too bad to play the game would unilaterally cancel the match AND let both players know that it had been cancelled (as opposed to leaving someone with the impression that their opponent had quit). I would argue that if NRS could manage something like this that Capcom should be able to figure it out.