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Saint Freak posted:Your figure's legs appear to be on the wrong way.
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# ? Mar 13, 2017 18:43 |
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# ? May 29, 2024 02:57 |
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Does Street Fighter 5 need a combo damage reduction? Here's a persuasive argument and explanation of how it could improve the game
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# ? Mar 14, 2017 20:14 |
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Countblanc posted:If you have someone cornered and they keep jumping out over you it might mean you're trying to get too close to them. Unless you're trying for specific set ups try bullying them a bit further away with longer range pokes. This makes jumping over you more difficult since they're more likely to just land on top of you and you can more easily antiair them. Of course this is harder in sfv than other games since "longer range pokes" are a luxury, but my point is to consider where you're standing in relation to your opponent more closely. Yeah. It's really easy to think of the corner as the place where you get to make them guess over and over, but it's actually the place where you have all the spacing control, and they have nowhere to get out back but through you.
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# ? Mar 14, 2017 22:18 |
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General Morden posted:Does Street Fighter 5 need a combo damage reduction? Here's a persuasive argument and explanation of how it could improve the game Only if we go back to ST damage on normals
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# ? Mar 14, 2017 22:19 |
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Correctly guessing an opponent's next move is one of the hallmarks of Street Fighter. Option selects, which allow multiple options to be covered with overlapping commands, directly conflict with this idea,
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# ? Mar 15, 2017 17:33 |
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http://www.capcom-unity.com/combofiend/blog/2017/03/15/street-fighter-v-season-2-balance-update Mostly reverting dumb S2 changes, but pretty good stuff I guess? No one seems to have been gutted to shitness this time e: except maybe Guile
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# ? Mar 15, 2017 17:36 |
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Alex... buffs???????!!!!
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# ? Mar 15, 2017 17:40 |
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Count Bleck posted:Alex... buffs???????!!!! and nerfs listed as bug fixes I like how they say in the developer comments "we are quite happy with this character's progression in s2, but...." if there are any nerfs in these notes
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# ? Mar 15, 2017 17:53 |
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lol they're all little babby tweaks
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# ? Mar 15, 2017 17:56 |
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Can someone explain to me how increasing charge time makes charge characters easier to play?? I'm not sure if i'm reading that wrong or not. Other than that I like the jump/throw tech OS being gone and it seems like maybe they're starting to get that oki is fun to play with the DP changes, though idk why they're bothering to be so micromanage-y with them. DPs are already unsafe if you make the call wrong, making it a three way decision doesn't seem much more interesting than a 50/50 one.
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# ? Mar 15, 2017 17:58 |
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I'm not sure how jump throw tech os is gone when you can just do 1, brief 7 back to 1+throw and that'll still give you a jump if it's possible and tech a throw if you're in the middle of being thrown
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# ? Mar 15, 2017 18:05 |
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Dj Meow Mix posted:Can someone explain to me how increasing charge time makes charge characters easier to play?? I'm not sure if i'm reading that wrong or not. its so you don't get the moves on accident quote:making it a three way decision doesn't seem much more interesting than a 50/50 one. three is more than 2 and if nuance make things interesting then its more interesting, really. I could see this being said for the difference between 19 and 20 options or something with a lot more than 2 vs 3, but i dont get where you're coming from here
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# ? Mar 15, 2017 18:06 |
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I'm overall pretty happy with the changes (mostly because they're undoing a lot of the s2 changes that I hated) but there's also some dumb stuff. I don't think Guile and Urien should be nerfed, they're powerful and interesting characters and the rest of the cast should be brought to that level. Also I hate that they made ken's b+mk overhead -4 to be in line with the rest of the cast, rather than making the rest of the cast's command overheads NOT punishable on block, you know like every other street fighter game in existence.
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# ? Mar 15, 2017 18:10 |
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Jmcrofts posted:I'm overall pretty happy with the changes (mostly because they're undoing a lot of the s2 changes that I hated) but there's also some dumb stuff. I don't think Guile and Urien should be nerfed, they're powerful and interesting characters and the rest of the cast should be brought to that level. Also I hate that they made ken's b+mk overhead -4 to be in line with the rest of the cast, rather than making the rest of the cast's command overheads NOT punishable on block, you know like every other street fighter game in existence. I liked the Urien changes well enough. He's still going to be a very strong character, they've just gotten rid of a few of his more brainless options.
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# ? Mar 15, 2017 18:17 |
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I just noticed that the heavy DP doesn't even get iframes until frame 3 so there's not really a change there for dealing with meaty pressure, worrying over nothing lolJmcrofts posted:I'm overall pretty happy with the changes (mostly because they're undoing a lot of the s2 changes that I hated) but there's also some dumb stuff. I don't think Guile and Urien should be nerfed, they're powerful and interesting characters and the rest of the cast should be brought to that level. Also I hate that they made ken's b+mk overhead -4 to be in line with the rest of the cast, rather than making the rest of the cast's command overheads NOT punishable on block, you know like every other street fighter game in existence. making mixup tools worth using is against this game's design document
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# ? Mar 15, 2017 18:18 |
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Dj Meow Mix posted:Can someone explain to me how increasing charge time makes charge characters easier to play?? I'm not sure if i'm reading that wrong or not. Their wording is really bad and makes me think the change list was handed over untranslated and then poorly translated and then poo poo out in the change log without much thought. It means that you have 10 frames after letting go of a charge to complete the charge input and still get a move. IE you hold back for however many frames you need to charge a sonic boom, then hold forward for 9 frames, then press a button and you will still get the sonic boom. Previously you could only hold forward for 5 frames. The main application of this is cancelling standing normals into down charge moves, an example being Uriens headbutt loops or f+MP into headbutt.
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# ? Mar 15, 2017 18:23 |
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Thanks for that, the change makes a lot more sense now. What horrible wording
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# ? Mar 15, 2017 18:27 |
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Claw Vega gets some actual decent heavy normals now it seems, although I don't know or care enough about him to know if they'll be helpful enough. Zangief getting like 3 different new moves is funny I guess.
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# ? Mar 15, 2017 18:28 |
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Jmcrofts posted:I'm overall pretty happy with the changes (mostly because they're undoing a lot of the s2 changes that I hated) but there's also some dumb stuff. I don't think Guile and Urien should be nerfed, they're powerful and interesting characters and the rest of the cast should be brought to that level. Also I hate that they made ken's b+mk overhead -4 to be in line with the rest of the cast, rather than making the rest of the cast's command overheads NOT punishable on block, you know like every other street fighter game in existence. It's actually f+HK that got nerfed, you get a combo on most characters if they're crouching but it's pretty slow, the other guy has to be really scared/asleep on the wheel. Now it's -4 which means it's a high risk/low reward move vs Urien and Gief (since you don't get enough frame advantage on crouching hit) so they basically deleted the move vs those characters. Ken still has the b+MK overhead which is fast enough to be difficult to see at least, it just does little damage. e: edited for clarity apple fucked around with this message at 18:52 on Mar 15, 2017 |
# ? Mar 15, 2017 18:41 |
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oh hey cammy has an air throw again!
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# ? Mar 15, 2017 18:50 |
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apple posted:It's actually f+HK that got nerfed, you get a combo on most characters if they're crouching but it's pretty slow, the other guy has to be really scared/asleep on the wheel. Now it's -4 which means it's a high risk/low reward move vs Urien and Gief so they basically deleted the move vs those characters. thanks, I have really poor knowledge of what the actual names of moves are
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# ? Mar 15, 2017 18:52 |
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(only works against horizontally-angled kick attacks)
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# ? Mar 15, 2017 19:02 |
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new change: LP+MP EX shoyuken has invulnerability when the timer shows an odd number. MP+HP EX DP is invulnerable when it's even. LP+HP EX is invulnerable only to ground attacks. Inputting EX DP with the shortcut is not invulnerable, but gives slightly more stun on hit.
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# ? Mar 15, 2017 19:21 |
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dhamster posted:new change: LP+MP EX shoyuken has invulnerability when the timer shows an odd number. MP+HP EX DP is invulnerable when it's even. LP+HP EX is invulnerable only to ground attacks. Inputting EX DP with the shortcut is not invulnerable, but gives slightly more stun on hit. you say this, but zappa exists
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# ? Mar 15, 2017 19:40 |
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dhamster posted:new change: LP+MP EX shoyuken has invulnerability when the timer shows an odd number. MP+HP EX DP is invulnerable when it's even. LP+HP EX is invulnerable only to ground attacks. Inputting EX DP with the shortcut is not invulnerable, but gives slightly more stun on hit. Season 3 spoilers! Tag that poo poo.
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# ? Mar 15, 2017 19:40 |
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dhamster posted:Inputting EX DP with the shortcut is not invulnerable, but gives slightly more stun on hit. i kinda like this
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# ? Mar 15, 2017 19:41 |
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reminds me of Mike Z's terrible/awesome suggestion where if you input a reversal DP frame-perfect it's invincible, but if you input it during the reversal buffer window it still comes out but isn't invuln.
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# ? Mar 15, 2017 19:55 |
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Jmcrofts posted:reminds me of Mike Z's terrible/awesome suggestion where if you input a reversal DP frame-perfect it's invincible, but if you input it during the reversal buffer window it still comes out but isn't invuln. but then only good players can access their character's tools I kind of like this anyway but also I don't
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# ? Mar 15, 2017 20:34 |
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https://twitter.com/nycfurby/status/842053083970564096 https://twitter.com/INFILTRATION85/status/842058391702794240 https://twitter.com/Alioune85/status/842056626681053184 General Morden fucked around with this message at 20:39 on Mar 15, 2017 |
# ? Mar 15, 2017 20:35 |
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Developer Comments: Invincibility on Shoryuken attacks has been a polarizing topic. ????????????????? ?
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# ? Mar 15, 2017 20:44 |
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Doesn't giving three DP buttons three different degrees of vulnerability make pianoing DP inputs less reliable or consistent?
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# ? Mar 15, 2017 20:57 |
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Hah. Sounds about right.
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# ? Mar 15, 2017 21:04 |
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my girlfriend is Legos posted:(only works against horizontally-angled kick attacks) This is such a weird thing even amidst that sea of weird changes
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# ? Mar 15, 2017 21:05 |
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anime was right posted:Developer Comments: Invincibility on Shoryuken attacks has been a polarizing topic. The poles are Capcom and Everyone Else.
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# ? Mar 15, 2017 21:15 |
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Brosnan posted:The poles are Capcom and Everyone Else. Capcom plus apparently everyone who writes YouTube comments Reiley posted:Doesn't giving three DP buttons three different degrees of vulnerability make pianoing DP inputs less reliable or consistent? There's no reason to piano DP inputs in SF5
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# ? Mar 15, 2017 21:17 |
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Zand posted:but then only good players can access their character's tools Play Tekken
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# ? Mar 15, 2017 21:18 |
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Reiley posted:Doesn't giving three DP buttons three different degrees of vulnerability make pianoing DP inputs less reliable or consistent? Wiggle your stick in a vaguely down/forward direction and hammer the button and a reversal DP will come out in sfv
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# ? Mar 15, 2017 21:33 |
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AnonSpore posted:This is such a weird thing even amidst that sea of weird changes Bet you they only figured out how to make the animation look good for orthodox looking kicks and just restricted it because of that.
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# ? Mar 15, 2017 21:40 |
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I wouldn't be surprised if it's a translation thing and it only works against lows or something
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# ? Mar 15, 2017 21:43 |
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# ? May 29, 2024 02:57 |
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the leniency on sfv's dp motion is a deliberate ploy to prevent players from moving to other fighting games where you have to actually do more than 353 punch to get one
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# ? Mar 15, 2017 21:49 |