That’s a lot of sperm. Mika needs that Aejizz Reflector.

I made another Ken ragequit today. When you’re scrubbing it out in Super Bronze with a new character (as opposed to scrubbing it out in Silver with a character you’ve played, I guess), it’s the little things that make you keep going. Perfecting a Chun who taunted you. Zoning a Ryu so hard he put down the controller and stopped playing. I mean, they’re all absolutely terrible players and it’s no accomplishment to be proud of, but you have to take the small victories where you can find them.

Also, apparently hadokens have some kind of hitbox behind Ryu and Ken, because on two separate occasions I ground triggered through them and took the hit after I crossed them up. It might possibly be related to the fact they ever so slightly shift forward when throwing hadokens, the same thing that causes Bison’s stomp to miss on reaction. Between these two issues, I think Capcom might want to look at those moves for the balance patch.

Sometimes I think I accidently visited Eventhubs again, by all the stuff people write here.

And yes,Mika is the devil,the only people who enjoy Mika are the ones who play her,burn in hell!!!

Ryu just sweeped my stomp.

Nash is in a good spot right now, IMO. Strong but with more pronounced weaknesses than some other top tiers.

Hadoken doesn’t have a hitbox behind them… it’s hitbox starts a good character length in front of them actually
(eish.deviantart.com/art/Ryu-596290752
eish.deviantart.com/art/Ken-596290557)

Sounds like some rollback nonsense to me. Ryu/Ken’s fireball don’t need to be nerfed lol… unless you want to destroy those characters competitively simply because you’re having trouble beating them in a laggy online match.

(not saying it’s your fault either… just that you’re jumping to conclusions)

Bout to go home and spend like 20 bucks on costumes… can you get the Shogun necalli on PC?

Want to learn necalli as a backup so I can abuse stomp pressure but I feel that shit will be deaded in season 2.

@Plaid_Unicorn Everything but the CPT colors and titles are available on PC.

I can agree with that.

Still doesn’t really explain to me how Xiaohai forgot how to deal with charged HK when he was doing perfectly fine a couple of months ago against that same move. There’s a point where Xiaohai should have been ready for it and Cammy in particular doesn’t really have a huge issue vs it both to stop it and after she blocks it for the same reason that was already explained before (backdash evading both command grab and target combo).

I mean, you literally just posted that even Ken fits that criteria. Is it ok if your character is like that but not ok when you have to deal with it?

Wouldn’t rollback make me teleport back in front of them and then take the hit? Because I kept eating the hit once I was behind them. And I’m not suggesting a nerf, the suggestion was merely “if they have a hitbox behind them, get rid of that shit because it’s dumb” and “head stomp should not whiff on fireball punish because Ryu/Ken inch forward ever so slightly”. Ken’s fireballs aren’t that good to begin with.

Am I the only one who doesn’t want damage being nerfed in SF5? I find it thrilling that stuff hits so hard. It…

  1. Forces you to be on on point with your decision making at the point of neutral, on offense, and on defense.

  2. It allows for big comebacks at all times.

I find both of those things exciting.

Looking at that daigo vs phenom match, it looked like phenom just guess jumped correctly enough times.

Goes exactly to my point a while back about risk reward of his main mid range poke being a fireball and Ryu being weaker at mid range than the other top tiers

I agree, with the caveat that some specific things should probably deal less damage to decrease the amount of matches won off random lucky hits.

The main thing is stopping things like the drop kick aren’t as easy when you are hyper focusing on something else the character can do.

Sure you can consistently stop them when you have an idea when to look for them, but when you are worried about getting tagged by a clap, s.MP, giving Mika the right spacing for c.HP to be plus on block, etc. It’s really easy to react too late to a drop kick.

The biggest thing about Mika compared to a lot of other characters is that she has multiple half screen advances leave her plus on block. That’s a trait a lot of other characters don’t have.

With Ken there is a certain skill threashold one needs to pass before it really becomes an issue. Ken is an explosive character which of course will always make him a threat in tournament set. The thing about Ken though is many of his shenanigans are negative, heavily punishable, or you can take away from him by playing good spacing. Which means if the Ken player wants to play dumb it’s much easier to stop. In addition while his mix up game in the corner is very good, it still requires you to play a standard throw/shimmy/trap game which means Ken players with bad offensive fundamentals are usually easier to delay tech against.

Mika on the other hand a lot of her stuff is plus so the way you have to punish it is to pre-emptively press something to beat it. That and her V-Reversal alone takes away so much of your neutral game because it gives her another way in if you are careless with your heavier buttons. And once Mika gets in even the worst Mika players in the world can run her offense effectively. They don’t need to worry about delayed teching or any of those defensive techniques because the opponent’s buttons get eaten up by her command grab anyways. In general Mika doesn’t need to play the timing game, but if she does it only makes her mix up game that much scarier.

It’s just more of an issue that anyone can run Mika’s offense because it’s very nature takes away a lot of defensive options. Where as I don’t think just anyone can run Ken’s offense to the same effect. That said this isn’t saying Ken isn’t a thread, just I don’t think every Ken is a threat in the same way every Mika player is.

I am with you. Low damage sucks. We don’t need everyone to be hitting as hard as FANG because of some crybabies.

@LoyalSol Most Mika buttons are negative on block. Save for some of her lights, 6hp and charge 5hk, she is mostly negative. Whiffed com grabs for Mika are 28 frames are minimum or something like that.

*her 2hp can be made plus but she has to space it.

I’m far from an expert on netcode stuff but it sounds to me that this is what happened:

-Ryu threw a fireball at you
-you didn’t see the fireball start up due to latency, so you dashed forward thinking you were safe
-by the time you dashed forward (and crossed your opponent up), your connection finally registered your opponent’s fireball input from before
-the server checks where you were a few moments ago when the fireball came out, and since you were in the startup frames of your dash at that point, it decides you should get hit by it

That’s how rollback works as far as I understand it. Even if I’m wrong about the technical details of it I’m still 90% sure what you’re talking about is due to lag since I’ve had similar things happen in my own laggy matches.

I don’t think I’ve seen a single person asking for lower damage (outside the normal sf4 fanboys on twitter who hate everything about 5)

Does anyone else think that CC should be applied to whiff CA?

isn’t @Veserius always talking about how SFV’s damage isn’t actually higher than SF4?