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Improvements or changes you would like to see in SFV

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Comments

  • NCK_FeroceNCK_Feroce Makoto, Capcom plz Joined: Posts: 4,048
    Dime wrote: »
    People want their ability to hold down back to play the entire game for them...

    Makes zero sense. CC are easy to jump over mostly, easy to wiff punish and are the most prone moves to getting CC’d in the first place. That’s a lot of proactive ways to beat them already. You just want the game to play for you for some reason and hand you all the answers. Every move with decent priority in this game people lose their minds and say things like it needs to be punishable on block because they can’t think of proactive solutions to their situation.

    It’s just “capcom solve this problem for me”


    ...

    You ever tried to jump over Necalli st.HK? You will notice immediately how different is from doing the same over Karin st.HK in example. Jumping forward will whiff because of Necalli forward momentum during the CC move,jumping neutral requires good timing or you get AAed pretty easily. Some characters don't even try to play footsies because a good range CC normal it's enough to fill the midrange. Too often punishing a random CC move don't give enough reward for the player who played footsies well.
  • DimeDime Wasting time Joined: Posts: 11,591
    edited December 2017
    NCK_Feroce wrote: »
    Dime wrote: »
    People want their ability to hold down back to play the entire game for them...

    Makes zero sense. CC are easy to jump over mostly, easy to wiff punish and are the most prone moves to getting CC’d in the first place. That’s a lot of proactive ways to beat them already. You just want the game to play for you for some reason and hand you all the answers. Every move with decent priority in this game people lose their minds and say things like it needs to be punishable on block because they can’t think of proactive solutions to their situation.

    It’s just “capcom solve this problem for me”


    ...

    You ever tried to jump over Necalli st.HK? You will notice immediately how different is from doing the same over Karin st.HK in example. Jumping forward will whiff because of Necalli forward momentum during the CC move,jumping neutral requires good timing or you get AAed pretty easily. Some characters don't even try to play footsies because a good range CC normal it's enough to fill the midrange. Too often punishing a random CC move don't give enough reward for the player who played footsies well.

    I’ve never had problems with necallis st.hk, mostly I just block it, though I’ve jumped over it quite a bit as well.
    Granted I’m not playing against the best players by any means, but I also played a local offline necalli a long set and though he was beating me on average 2-1, he’s a 15k lp player so, no slouch though necalli was his secondary not his main. I also played his Akuma and wrecked shop, though that was like his 3rd or 4th string character.

    Most neutral crush counters don’t give me trouble. I tend to get CC’d much more waking up by things like Akuma cr.hp and rog st.hk.


    Not that I never get CC’d. Funnily enough the only time I remember getting salty being CC’d was playing against some Juri that had some kind or impeccable timing or read on mine and was hitting me with like 3 st.hk CC’s a round... I was trying to learn necalli at the time though and didn’t have his footsies down at all.


    So I do understand the plight of the stubby normaled ones... but that’s why I only use characters with range. Stubby normals are asking to get blown up by CC. That’s just how things work.
    Gettin' my derp on.
  • Fresh314Fresh314 Joined: Posts: 74
    Is anyone else having server problems since the last update? I'm constantly getting disconnected from the server and even things like loading replays are failing or taking an inordinate amount of time. The game is barely playable as it is now. Am I alone?
  • NCK_FeroceNCK_Feroce Makoto, Capcom plz Joined: Posts: 4,048
    Dime wrote: »
    NCK_Feroce wrote: »
    Dime wrote: »
    People want their ability to hold down back to play the entire game for them...

    Makes zero sense. CC are easy to jump over mostly, easy to wiff punish and are the most prone moves to getting CC’d in the first place. That’s a lot of proactive ways to beat them already. You just want the game to play for you for some reason and hand you all the answers. Every move with decent priority in this game people lose their minds and say things like it needs to be punishable on block because they can’t think of proactive solutions to their situation.

    It’s just “capcom solve this problem for me”


    ...

    You ever tried to jump over Necalli st.HK? You will notice immediately how different is from doing the same over Karin st.HK in example. Jumping forward will whiff because of Necalli forward momentum during the CC move,jumping neutral requires good timing or you get AAed pretty easily. Some characters don't even try to play footsies because a good range CC normal it's enough to fill the midrange. Too often punishing a random CC move don't give enough reward for the player who played footsies well.

    I’ve never had problems with necallis st.hk, mostly I just block it, though I’ve jumped over it quite a bit as well.
    Granted I’m not playing against the best players by any means, but I also played a local offline necalli a long set and though he was beating me on average 2-1, he’s a 15k lp player so, no slouch though necalli was his secondary not his main. I also played his Akuma and wrecked shop, though that was like his 3rd or 4th string character.

    Most neutral crush counters don’t give me trouble. I tend to get CC’d much more waking up by things like Akuma cr.hp and rog st.hk.


    Not that I never get CC’d. Funnily enough the only time I remember getting salty being CC’d was playing against some Juri that had some kind or impeccable timing or read on mine and was hitting me with like 3 st.hk CC’s a round... I was trying to learn necalli at the time though and didn’t have his footsies down at all.


    So I do understand the plight of the stubby normaled ones... but that’s why I only use characters with range. Stubby normals are asking to get blown up by CC. That’s just how things work.

    Even characters without stubby limbs gets CCed by random CC. A friend of mine just do st.HK with Necalli 24/7 and if he has meter sometimes he goes for ex dp when blocked. Even if it's straight up stupid that guess works. That's the point,he could go for it because his CC is hard to punish. Why he need to stop doing it if the opponent can't punish hard and properly? That's the point.
  • p1nkt1t5p1nkt1t5 Joined: Posts: 671
    edited December 2017
    NCK_Feroce wrote: »

    ...he could go for it because his CC is hard to punish. Why he need to stop doing it if the opponent can't punish hard and properly? That's the point.

    Kinda sounds like every SF I have played with a strong tool(s)...
    SFV: Cammy, Yun
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  • DimeDime Wasting time Joined: Posts: 11,591
    p1nkt1t5 wrote: »
    NCK_Feroce wrote: »

    ...he could go for it because his CC is hard to punish. Why he need to stop doing it if the opponent can't punish hard and properly? That's the point.

    Kinda sounds like every SF I have played with a strong tool(s)...

    Thats exactly it. If you cant stop it, then they shouldnt stop doing it.
    @NCK_Feroce

    What character do you use in this matchup? Whats your cfn?
    Gettin' my derp on.
  • NCK_FeroceNCK_Feroce Makoto, Capcom plz Joined: Posts: 4,048
    edited December 2017
    Dime wrote: »
    p1nkt1t5 wrote: »
    NCK_Feroce wrote: »

    ...he could go for it because his CC is hard to punish. Why he need to stop doing it if the opponent can't punish hard and properly? That's the point.

    Kinda sounds like every SF I have played with a strong tool(s)...

    Thats exactly it. If you cant stop it, then they shouldnt stop doing it.
    NCK_Feroce

    What character do you use in this matchup? Whats your cfn?

    Before Zeku I was on Karin, but that MU wasn't a problem for me. Karin could punish Necalli st.HK easily with her V-Skill out of Necalli range.
    The CC spam in neutral becomes a general issue, not mine. Isn't casual how this thing was discussed even in other sites. Whatever, we'll see what happens in a week.

    @Dime my cfn is the same as my nickname.
  • EdmundEdmund Cammy <3 Joined: Posts: 849
    edited December 2017
    Anyone knows if there's PS4 pro support? I really hope there is.
  • Evil CanadianEvil Canadian T.Hawk is a good guy Joined: Posts: 10,695
    Edmund wrote: »
    Anyone knows if there's PS4 pro support? I really hope there is.

    Almost certainly not.

    I have a ps4 pro though, I can tell you boost mode on the ps4 pro cuts down loading screens by a decent amount but that's the best you gonna get.
  • DurangoDurango RangoTheMercenary Joined: Posts: 136
    Get rid of one-frame links. Most fighting games utilize negative edge, where proper input counts, even if it’s early. I find one-frame combos to be alienating.
  • DimeDime Wasting time Joined: Posts: 11,591
    edited January 12
    Durango wrote: »
    Get rid of one-frame links. Most fighting games utilize negative edge, where proper input counts, even if it’s early. I find one-frame combos to be alienating.

    There aren’t many true 1 frame links in sf5. The input buffer is held for 3-5 frames so even if your input is 5 frames early you still get the combo. 1 frame links in this game are easy peasy unless it’s a charge partition link or a walking link, which there aren’t that many of at all and most aren’t really needed.
    Gettin' my derp on.
  • FrozteyFroztey Break the Cuffs Joined: Posts: 10,909 mod
    Durango wrote: »
    Get rid of one-frame links. Most fighting games utilize negative edge, where proper input counts, even if it’s early. I find one-frame combos to be alienating.

    Yeah you're misunderstanding the 1f links, they're not present in basically any standard combo

    The only 1f links use microsteps forward and nobody uses them.
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  • BronnBronn Joined: Posts: 510
    edited January 16
    -remove quickrise. when you knock someone down; the reward is you push them in the corner. seeing the same shit into the same oki over and over was stale in 2016, and it's a zombie in 2018.
    -remove CC on throw techs, it's better to just take the throw most of the time, esp. with "throw-loops removed".
    -remove CC on sweep, the reward for a sweep either a conscious decision to take the oki or be pushed into the corner, just like in 3s

    -c.grabs are hilariously useless unless it hits halfway across the screen into 50/50 oki over and over (gief), give them a tangible reason to exist aside from just having more range than a throw

    s3 isn't bad at all, but now the CC system sticks out even more as stupid




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  • substetlysubstetly Joined: Posts: 42
    Bronn wrote: »
    -remove quickrise. when you knock someone down; the reward is you push them in the corner. seeing the same shit into the same oki over and over was stale in 2016, and it's a zombie in 2018.
    -remove CC on throw techs, it's better to just take the throw most of the time, esp. with "throw-loops removed".
    -remove CC on sweep, the reward for a sweep either a conscious decision to take the oki or be pushed into the corner, just like in 3s

    -c.grabs are hilariously useless unless it hits halfway across the screen into 50/50 oki over and over (gief), give them a tangible reason to exist aside from just having more range than a throw

    s3 isn't bad at all, but now the CC system sticks out even more as stupid




    I would prefer focus attack comeback over the cc mechanic.
  • CipherCipher Catchphraser Joined: Posts: 1,965
    substetly wrote: »

    I would prefer focus attack comeback over the cc mechanic.

    There can never be enough Waifus and I can never have enough of them!!!
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  • NG1313NG1313 Joined: Posts: 1,582
    edited January 22
    I'd like Ryu to stop talking so holier than thou.

    He's a Miss Universe judge when he talks about true beauty to Vega, and he's a cook when he's talking about a special ingredient to Urien.

    Probably it's the translations.....
    "Forbidden"? Not today! Shoryuken!!!
  • substetlysubstetly Joined: Posts: 42
    edited January 24
    -This game needs not only player-specific but also character-specific league/league points.
    -Replay function has still alot of room for improvement.
    -Loading Screen for training mode should be changed.
    -Fight Money should be called Zenny.
    Post edited by substetly on
  • Jlem_300Jlem_300 Joined: Posts: 1
    -=KOH=- wrote: »
    Things that would be fun to see again are:
    Universal overhead, strong meter management, personal actions, whiffing for meter, parries so I can hear scrubs cry for another 10 years.
    More unique dashes are high on the list for me.

    Things I don't ever want to see again are:
    Comeback mechanics, large reversal windows, input shortcuts and huge amounts invincibility frames.


    It would also be cool if they gave more options for character selection such as grooves or isms.

    I agree with you bro. I want parries!!!
  • substetlysubstetly Joined: Posts: 42
    I think that adv./disadv. frame data thing from training mode would be very useful when watching replays.
  • Mr_BladeMr_Blade Joined: Posts: 330
    edited February 11
    I hope Capcom adds Juli as a fightable character in the Street Fighter Alpha arcade ladder.
    Mary for Street Fighter V

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  • EvansgambitEvansgambit ATOMIC ZANGI Joined: Posts: 756
    edited February 16
    Notice in training mode, there's

    - Record on guard action
    - Record wake up action

    They should include
    - Record on Hit action

    That and reduce input lag, too many fireballs become unblockable at closer ranges.
    Forget about reacting with buttons, even if we could block instantly, the game and certain Zangief match-ups would become more manageable. This would be fair, considering, blocking incurs a grey life penalty.

    So please bring back those INSTO-BLOCK-AMATIC products please!!!
    ATOMIC ZANGI: Body slamming those busters
  • Mr_BladeMr_Blade Joined: Posts: 330
    The fight money obtained through weekly missions are still half of what they use to be. I thought Capcom reverted back to the norma amount received from completing missions.
    Mary for Street Fighter V

    My Blog:http://darkonyxe.blogspot.com/
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