Zangief thrown 5 times in a row in a game where being thrown 5 times in a row doesn’t even kill you.
Meanwhile, right after Zangief doing the most talked about SFV thing there is. Ken threw you 5 times in a row (in a situation that you need to be in the corner to start) and you were still alive. Gief presses s.HP and then 2 buttons and now he wins. Ken had a 90 percent of his life bar and what does he get for that? A loss.
How in the hell does it stand out, it’s a damn mixup. The guy He was playing against earned the corner control and he had to guess to get out. He fucked up got stuck in the corner you options are eat a throw for 100 damage or eat a combo for 300 it’s a 50/50. Would you rather go back to Super Turbo where if you got the corner you just fucking lost.
It still doesn’t change the fact that there was a 12 minute video of him kicking ass and you concentrate on the 12 seconds that the guy fought back. I guess when you watch the movie rocky you ended it with “well Rocky lost so the whole story was pointless”
You you guys should’ve been around back in the day when this was going on. Still my favorite street fighter and the only one that geif was one of the top three characters.
And the crazy thing is you started the match with the ability to do these things
You don’t think getting thrown 5 times in a row stands out in an SF game? If so, I don’t know what to tell you. And it’s easier to get out of the corner in ST than it is in SFV, it’s a nonsensical comparison.
This is getting tiresome, do I really need to spell out the difference for you?
Here goes: SFV is rigged in a way that practically any character has comeback potential; this is because of a lack of defensive options, CCs, V-Trigger and an over-reliance on frame trapping, as well as input delay and slow startup on moves. It’s not even debatable that comebacks are much more prevalent in SFV, we see it in every tournament. If you’re trying to argue over this you’re simply wrong.
Only Honda and T. Hawk have throw loops in ST, as stated IN THE VIDEO YOU POSTED YOURSELF! What point are you possibly trying to make here? As for you assuming I wasn’t around in the old days, you’re wrong again. I’ve been playing SFII since it came out on the SNES.
We were not talking about come back mechanics we were talking about throw loops. And your insistence on no matter how positive the video is pulling out the 1% of negative stuff and harping on it.
Are you off of your meds?
You quoted my post where I said SFV’s comeback mechanics are ridiculous. Are you that obtuse? And please show me Blanka’s throw loop in ST. I’ve mained him for six years in that game so I’d love to see this elusive tech that apparently only you are aware of. And no, bite, hop/roll, bite doesn’t count.
Landing it on someone feels so satisfying because it sucks.
I just meaty pressured a friend that plays Alex and he vReversal it and I gave him the tundra. It’s like landing rgb in sf4, you should just autowin when you land.
I’ve already had a bunch of situations where I was sure headbutt would hit and it just whiffs completely. Reading a Cammy divekick, Dictator scissor kick, etc and it just misses wtf.
It is a small hit box with very low active frames. honestly feels incomplete. They should have just been lazy and done his ground headbutt in the air. Would have still looked like shit but better than it does now.
I agree it does feel incomplete but I guess that goes in line with the rest of this game sadly. It’s not good at all imo but whatever. Actually hitting it does feel satisfying though. It honestly feels like you’re crushing their spine when it hits lol.