I think that’s more a priority problem than a CC problem.
If crush counter buttons could trade with other non-heavy normals I’d like 'em a lot more. I like the idea of CC buttons as devastating frame trap/meaty tools (I looooooove Chun’s b.hp for this) but the way they’re designed they seem better for fishing in neutral with. Which is a little annoying.
Dunno what problem people have with the whiff punish game.
I feel it’s alright.
You can whiff punish a lot of mediums if you expect them (shit like Karin’s/Cammy’s st.mk is impossible for me though dunno why), heavies you can whiff punish on reaction and lights can be used to provoke whiff punish attempts from the opponent and score one yourself.
In that regard I feel like SFV’s neutral is pretty good.
I just dislike the low range on pokes in this game. When you’re playing footsies it’s so hard to react to jumps in this game because everything has to be super close even if you want to play a fireball game.
Fucking hate fireball speeds and poke ranges in this game.
I honestly look at the online infrastructure of this game as a leaning tower of Jenga block. You add one more piece and the whole thing turns to shit lmao
A simple fix to net code could potentially brick every PC/PS4 user.
well, when people complained that there is no benchmark option like in 4 people defended it with
stuff like its not necessary since your opponent will not be affected, which when this is true seems to be not the case.
question is now how far can the framerate drop till it starts to slow down for both sides.
might ask the dude…
the benchmark is there for you to see if you manage to get stable frames and optimize your settings when thats not the case.
of course people could just bypass it ( which set your pc rating to the lowest possible rank D ) or using tools to manipulate the frames later on but thats not the point.
I don’t think the recovery on CC’s is the issue so much as a lot of characters can’t properly whiff punish them. At the range most CC normals whiff from, most characters don’t have anything that will reach far enough fast enough to it, if they can even reach them at all. If they can reach the damage is typically minimal, and certainly not enough to deter anyone from fishing for st.hk
but then a benchmark should exist, including its rating showing up in the fightrequest screen…at least.
and it would be maybe worth to check out the ps4 version and if it manage to get stable 60fps on all stages or not and if this might add issues to the online play.
As a Karin player I’ve feel how much Punk had to work on this. The whole CC mechanic need to be at least revised or maybe like @Heat_Sleep said limited to be just a reversal punish. This was a match between two completely different ways to get into commitment, casually the actual top tiers are those who don’t need to take so much big risks. The staredowns moments happened because none of the players wants to get clipped,especially if they’ve full VT ready. Those moments happened a lot even at lower levels where people starts to play defensively waiting for their turn. Think about it,in SFV they don’t even need to find how to regain the offensive momentum,after some blocked hits the pushback make keeping the pressure on your opponent impossible. Then jumping becomes sometimes a good option to skip the neutral at all especially if that means limiting the danger of getting C.Countered. In this particular match you can see how Smug was devoted to defense first,he just needed a clear hit with VT stocked to turn the table. He has a better arsenal of +on block normals to keep Karin at the bay and one of them is a CC +3 on block. That’s why when I read some pro’s comments on Twitter all I’ve read was SFV isn’t about footsies. Just yesterday I’ve played with a friend of mine who really enjoy the game,especially online. He use Necalli and he made to Platinum just with random dp’s,jumping 24/7 and throwing his st.HK whenever he gets the chance. Worked most of the time and he’s a brainless type of player. Then he reminds me how understanding your opponent is more important than frame data losing to me every week during our weekly offline night battles.
To sum it up I don’t think Capcom think about changing or adding something to the meta,we have to adapt. The CC mechanic + VT comebacks are making this game way more defensive imo.
But your solution is the lazy/bad way to balance them. People are already complaining about things not being good enough in the game. The game being nerf fighter etc. so you want to make CC really bad? That leaves us with… not much.
The solution is to make other buttons and moves better so that CC isn’t so relied upon.
With hitconfirms in this game being so committal (they all push out of throw range) having CC is a good try at making up for that. It makes the neutral dangerous and it makes decisions stand out more. But it isn’t enough. Their needs to be better buttons overall that have higher priority with fewer drawbacks, but no followups.