It’s really frustrating that this is the only netcode with one-sided lag and nobody fixed it for an entire year. I mean I could live with some lag if I was sure that me and my opponent are experiencing the same thing, but incontrollable divergent experiences in a competitive game are terrifying. And we still don’t have an official word saying that they acknowledged the issue yet…
Honestly I have no clue what I’m looking for (Which is why I’m just looking for people who main different things to play with). Mixups/Zoning are basically what I’m looking for in a character. I might just try Ibuki because FANGlord Xian was looking at her.
b.MP is your bread and butter AA, cr.MP is good for further jump-ins, s.LP is for close jump-ins or if you reacted too late to use anything else.
LK slide can be useful to go under divekicks or cross-ups (though it did this a lot better in S1.) b.HP has a good hitbox but it’s very slow so you have to be on the lookout for a jump ahead of time to land it usually. fireball is also useful as a proactive AA in some matchups
in terms of videos to watch, fchamp is probably the best sim in the world so I would check out his recent FT3s (or was it FT5?) against nuckledu and daigo. and then I’d check out YHC mochi’s matches from topanga league 6.
I still don’t like the way footsies plays out in this game. A lot of that set is smug and punk taking turns pressing the st.hk button and hoping for the best.
There’s ALOT of respect going on here, which is cool. But the matchup feels less dynamic with both players opting for the “safe” random damage that a cc button gives.
I don’t think that’s a problem with CC, I think it’s a problem with everything else in the neutral and throws being so bad.
So many times I wanted both characters to press their advantage in multiple different ways… but nope… just hit that CC buttton and hope for that 5-10% chance for a random CC to happen and then take your damage.
The only time both players started to actively seek out damage was when the clock was running out.
The overall feel of this set (and sf5 in general) is that the neutral feels so dangerous, while simultaneously feeling very unrewarding. That capcom managed to achieve this feat of stupidity, possibly on purpose, is mind boggling.
I mean I am casual trash who jumps around and doesn’t know what the fuck I’m doing, so these discussions go way way way above my head. It’s interesting to read, though!
Would it make sense for crush counter buttons to be easily whiff punishable? Which would mean increasing their recovery as a temp fix until they make normals better (if ever). There’s a huge punishment for throwing out an EX reversal or DP, but there’s little to no punishment for throwing out CC buttons.
I don’t like are plus on block or very safe CC buttons. I think moves like Rog’s st.HK and shit like that really annoys me. So I would agree on making them easier to whiff punish. I don’t think they should be more minus but they shouldn’t be thrown freely like Urien’s st.HP is.
I really don’t think CC are the issue. They are a nice fun mechanic that allows players to get combos off without to much commitment (depending on the CC) since I dont like this whole “commitment” philosophy that capcom is forcing in sfv I don’t think the CC is the problem.
Cause if we have seeped easy to wiff punish CC’s then we go from people spamming CC… to people spamming… nothing. Just a bunch of walk back and forth, peppered in with jumps and dashes here and there.
Attacking should be encouraged, not discouraged.
So I’m firmly on the side of anything that falls into the category of encouraging attacking. And sitting there waiting for a wiff punish doesn’t seem like an aggressive choice to me.
I’d like faster recovery mid range non cancelable pokes, more lights that work the way cammys and akumas and karin’s st.lk work for tick throw purposes.
More range on throws and less tech time on throws. Nothing huge or drastic. Like 10% more range and shave 2 frames off the tech time.
AA’s better overall. This increases defense but in that aspect I think promoting more grounded play is better, especially with the changes I suggested.
I’d like to see more plus on block but no range CC normals lik chuns bhp.
I’d like it if the pushback on chuns bhp were reduced if she gets no buffs to her throw game.
I’d like moves to have hit and hurtboxes that make sense, I’d like to see ranged non cancelable pokes have a faster recovery, even to the point of making them non v trigger cancelable just to make them better in the neutral.
Chun example:
Make her st.hp better recovery but it no longer cancels into super or v trigger.
Make her cr.mk have around 5 more frames of recovery on wiff.
Make her slide also have around 5 more recovery frames on wiff.
Etc
I’d like to see cancelable pokes have more recovery. I’d like to see specials become more safe on block.