The Street Fighter V Lounge: We all gotta chill 'til the end of April

Both follow-ups to V-Skill are unsafe. Like -4 and -6 respectively.

who the fuck thought 80% dmg off of 1 medium low was a good idea?

Lol it’s as if Punk had been sandbagging before the reset.

Complete domination by Punk taking WInter Brawl

So is the complaint that you can’t whiff punish in SFV only legit for people not called Punk?

Feel like i shoulda picked Karin. She does more shoto things than shotos in sfv

Reactively whiff punishing slow moves isnt difficult. Problem is with fast heavies and medium attacks and even if you can react often your char doesnt have reach or the hurtboxes retract too fast. Karin pokes are looong and fast, Chun is another char that cann do due buttons that are both fast and go far. What also helps is gaving good walkspeed in both directions.Punk is also having a read on smug his timings and setting up counterpoke scenarios where he can completely focus on whiff punishment.

A few other points. Due to the fact in general characters have stubby normals people stand at ranges where a lot of different buttons can be thrown out, most longer pokes are uncancellable and as such its much harder to predict which buttons can come out…this also affects reactions. You have to watch out for 4+ buttons in this game and most of them are in that same range. If you have superior pokes and walkspeed it makes things much easier…helps if they are cancellable too, need to take less risk and only look for the fewer buttons as you can equal the damage of 5 normal by getting 1 good whiff punish into special into knockdown.

In usfiv it was easier due to faster buttons with more range and less input delay. Something what wasnt uncommon either was using light attacks to whiff punish nornals such as mediums.

Rog and Laura are obviously great. But they aren’t as strong or as different from their S1 selves as many people are making them seem. Frankly Rog did this damage s1 and Laura’s mixups aren’t that different. Also, they still have bad defensive options. The difference now is that you can’t just bulldoze through their frametraps with meterless dps and rush them down for free like you could S1. Now you have to actually learn what’s safe and what isn’t. But it looks like Karin still beats both of them just like she did in S1. And once you make them block, they don’t have anything that the other characters don’t.

Anyway, it was fun seeing a SFV top 8 that wasn’t a bunch of Ken v. Necalli matches with a few Chuns and Nashs thrown in.

Actually dead at the Floeception at the end of the stream

Why do people keep saying rog does the same damage? That is blatantly false.

Karin is boring. When is Kolin.

These are the raw damage changes Rog received in S2:

Nerfs:
forward throw: 120>110
M screw smash: 110>100

Buffs:
s.MP: 60>70
H screw smash: 90>100
cr.HP AA damage: 70 to 80 (only for active frames 2-5)

So he actually does do more raw damage now when you take into account the frequency that the above moves are used at.

The more important buffs to his damage were indirect, though, like s.HP turning into a CC and cr.MP going from +1 to +4 on hit.

Another good change is the dash upper being a dp motion After a CC he can walkforward and combo into upper instead of going for a dashup TC.

I mean Rog got a health buff when everyone got damage nerfs. His damage got buffed for sure tho. Ex straight v skill punch juggles were pretty big upgrades for v trigger combos, and being able to get consistent big damage off crush counters are huge damage upgrades. Its not all listed in numbers. Combo route expansion is a big deal.

Two things that are very much not in season 1. Character got like a page and a half of listed changes. But he’s the same? How?

He’s the same if you main Rog. Low hitting c.MK is exactly the same.

Can’t kid yourselves here. Rog and Urien got the buff train and took nary a nerf compared to most other characters. Guess Laura and Necalli fit in there too. Guess Karin too on a lesser level. Ibuki on a well…Ibuki is the same.

Load fix is good. Only functional between PC users for now however. Improvements are certainly noticeable on a 550/550 RW SSD.

There is zero reason why this could not be applied to the Fisher-Price version, as it is just a simple render speed up for an enforced transition effect that is triggered after character selection. He just bumps the frame lock for this particular effect from 60 to 255, which forces it to complete much faster. Recall we toyed with this months ago for the in-game framerates when tinkering with performance optimisation in general.

I have my suspicions this may be an intentional delay to ensure all sessions are properly established before matches begin, or to provide some sync catch-up time for variability in system speeds (PCs or consoles with spinning rust or SSDs for storage), or consoles in general which compare poorly with PCs from a raw performance standpoint. Why that isn’t performed once a match is detected and players are plodding through the initial “A New Challenger…” dialogue is beyond me though. Shitty implementation is shit.

If this is not the case however, this transition effect should just plain be removed, or, left in and flagged as skip-able.

The important thing is that they nerfed Vega.

He was the Urien + Laura of S1 rolled into one tournament smashing, destructive monster that which Dr. Frankenstein himself would have marveled over.

Thus concludes my post.

Idk if I would dare do that against balrog. Especially with his current damage and ccs being good.

Yep. Balrog is a frame trapping monster. Push buttons when on the back foot at your own peril.

There’s gaps here and there, sure. But geezus.

I dont want to scream nerfs as im a huge proponent of buffing characters ajd giving them strong tools. Currently Balrog and Urien are the standard of where i want to see the rest of the cast go as far as sheer options go. I would let Urien and Balrog keep all their tools and how they can be used but changing some damage output and on block frame advantage sitations.

Urien:

  • cr.mk -3 oB
  • health 1025->1000
  • ex chariot tackle -2 oB
    Cr.mk that has that much range should not be + oB, it should neither be a tool used for upclose to statt offense, Urien already has a cr.lk that outclasses majority of the cast. He should still be able to combo after a cr.mk oH with lights on regular hit.

Health returned to 1000 is obvious. It was a buff that served no balancing purpose for a character with these buttons, mixups, damage output and just amount of options he has in general. Glass cannon? Urien is a gorilla operating an iron cannon.

Ex chariot tackle is 0 oB, that is completely braindead for a move that goes more than halfscreen, that fast, leads into Aegis. Also puts him at a range after block where a lot of standing 3f normals can interrupt him but will whiff otherwise and at best some characters will trade with 4f normals… Atleast give this move a downside aside from it costing meter and requiring charge.

Balrog:
-tone down damage on ex specials and VT
-health 1025->1000
Balrog his comeback potential is already very high with VT and its ludicrous that he has that much damage output to go with it. Lets keep characters somewhat sensible Capcom.

Health change…why was his health buffed in the first place, was not needed.

Nothing more