Input delay, worse hit boxes for anti airs (not many normals that clean win vs jump buttons) and the shorter range on buttons for some characters forces people to be in cross up situations more often.
Quark:fireballs are still useful but because jumping is very good in SFV and because a lot of characters have anti-fireball specials or V-skills, you have to use fireballs more sparingly now. old school, ST-style fireball zoning doesn’t really cut it anymore (unless you play Guile who is the one character that can still kinda do that to an extent). better to think of fireballs as risky but high priority pokes that must be used with caution.
Sorry. Total n00b here.
What makes jumping better in this game compared to, say, SFIV (my first “serious” fighter)?
Shitty anti-airs.
CrownySuccubusqueen: Quark:fireballs are still useful but because jumping is very good in SFV and because a lot of characters have anti-fireball specials or V-skills, you have to use fireballs more sparingly now. old school, ST-style fireball zoning doesn’t really cut it anymore (unless you play Guile who is the one character that can still kinda do that to an extent). better to think of fireballs as risky but high priority pokes that must be used with caution.
Sorry. Total n00b here.
What makes jumping better in this game compared to, say, SFIV (my first “serious” fighter)?
Input delay, worse hit boxes for anti airs (not many normals that clean win vs jump buttons) and the shorter range on buttons for some characters forces people to be in cross up situations more often.
^^^ This exactly.
CrownySuccubusqueen: Quark:fireballs are still useful but because jumping is very good in SFV and because a lot of characters have anti-fireball specials or V-skills, you have to use fireballs more sparingly now. old school, ST-style fireball zoning doesn’t really cut it anymore (unless you play Guile who is the one character that can still kinda do that to an extent). better to think of fireballs as risky but high priority pokes that must be used with caution.
Sorry. Total n00b here.
What makes jumping better in this game compared to, say, SFIV (my first “serious” fighter)?
Input delay, worse hit boxes for anti airs (not many normals that clean win vs jump buttons) and the shorter range on buttons for some characters forces people to be in cross up situations more often.
Also less active frames making the timing of AAs more strict.
Thanks for the explanations.
It clears up a few things…