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Street Fighter V |OTVII| New Generation - Connection To Haters Was Lost

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ElFly

Member
https://www.eventhubs.com/news/2017...awarding-tournament-players-competitive-edge/

momochi with the idea that combos executed with perfect timing do more damage, while still letting everyone do the less damaging version to beginners with the current system

bleh

dunno what's the obsession with burning hours and hours practicing the perfect combo timing. I'd rather have combos depend more and more on the opponent character size, weight and position so combos are more difficult to do but at the same time, something you cannot just practice mindlessly, but that you have to pull off on the moment
 

Edzi

Member
Is Mika's target combo safe? I thought they made that shit unsafe, but I can't punish it with my fastest medium.

Also, didn't Capcom say they considered Balrog a char who had to take risks to get in? Are they legit stupid?
 
https://www.eventhubs.com/news/2017...awarding-tournament-players-competitive-edge/

momochi with the idea that combos executed with perfect timing do more damage, while still letting everyone do the less damaging version to beginners with the current system

bleh

dunno what's the obsession with burning hours and hours practicing the perfect combo timing. I'd rather have combos depend more and more on the opponent character size, weight and position so combos are more difficult to do but at the same time, something you cannot just practice mindlessly, but that you have to pull off on the moment
I wouldn't mind it as something to add some extra finesse to combos without making them some dumb punitive thing where dropping a frame means eating a reversal. Make them slightly different audibly and visually too. Part of the reason I find Karin so much fun to play is due to how unique her Tenko is in 5 and that is has variable timing.
 

Pompadour

Member
https://www.eventhubs.com/news/2017...awarding-tournament-players-competitive-edge/

momochi with the idea that combos executed with perfect timing do more damage, while still letting everyone do the less damaging version to beginners with the current system

bleh

dunno what's the obsession with burning hours and hours practicing the perfect combo timing. I'd rather have combos depend more and more on the opponent character size, weight and position so combos are more difficult to do but at the same time, something you cannot just practice mindlessly, but that you have to pull off on the moment

His solution may not be the best one but combos need to move away from locking important tools for a character behind difficult execution requirements. I always use Dudley's​ overhead in 4 as an example where he could combo from it into a full combo but it was locked behind a 1f-2f link. If you couldn't do that and your opponent knew that then that completely changes the dynamic of Dudley pressing them on their wake up.

I like SFV's 3 frame buffer because everything I need to do to play a character is within reach. However, I wouldn't be opposed allowing different combo enders that have tighter execution requirements in exchange for more damage. That seems fair to me.

I think Bafael mentioned in one of his 3rd Strike commentary videos how he prefers aspects of execution​ in 3S to SF4. He mentioned how if you miss a tight juggle then you just lose that damage and you're back in neutral. In 4 you drop a tight link you very well could be taking 30-40% damage.
 

FluxWaveZ

Member
GGs.

Sorry for leaving quickly but i have to head out real quick. If you guys are still on in about 30 mins i can play

I dunno if I'll be on, but we should play again soon. It was a bit jittery this time, but I need to learn better footsies by going against your well executed spacing.

GGs, that last match felt fraudulent.

It's weird how my defense completely drops when I play a character I'm not familiar with. I'd understand if my offense were poor, but the defense too... Anyways, Laura's probably a character I'll be putting a bit more time into.
 

Zackat

Member
so is there any way to watch replays except in the game? I would love to be able to watch them on my laptop or phone and take notes while I have downtime at work or school. I am sure this has been asked before, but I can't remember the answer.

like I would have to upload to youtube and watch it through there? I couldn't just rip the video from my files?
 

mbpm1

Member
https://www.eventhubs.com/news/2017...awarding-tournament-players-competitive-edge/

momochi with the idea that combos executed with perfect timing do more damage, while still letting everyone do the less damaging version to beginners with the current system

bleh

dunno what's the obsession with burning hours and hours practicing the perfect combo timing. I'd rather have combos depend more and more on the opponent character size, weight and position so combos are more difficult to do but at the same time, something you cannot just practice mindlessly, but that you have to pull off on the moment

I like that idea. Just frame combos.

Maybe a sequence wouldn't stun if non-just framed but would if you got it down perfect

Kolin is super fun but idk what I'm doing with her most of the times.

Her ex counters are better than dps with a read tho so that's pretty fun ON YOUR KNEES
 

Producer

Member
GGs.



I dunno if I'll be on, but we should play again soon. It was a bit jittery this time, but I need to learn better footsies by going against your well executed spacing.



It's weird how my defense completely drops when I play a character I'm not familiar with. I'd understand if my offense were poor, but the defense too... Anyways, Laura's probably a character I'll be putting a bit more time into.

It was fine on my end, sorry about that. I guess thats just sfv online sometimes
 

FACE

Banned
https://www.eventhubs.com/news/2017...awarding-tournament-players-competitive-edge/

momochi with the idea that combos executed with perfect timing do more damage, while still letting everyone do the less damaging version to beginners with the current system

bleh

dunno what's the obsession with burning hours and hours practicing the perfect combo timing. I'd rather have combos depend more and more on the opponent character size, weight and position so combos are more difficult to do but at the same time, something you cannot just practice mindlessly, but that you have to pull off on the moment

Sounds like you'd like anime games.
 

FluxWaveZ

Member
It was fine on my end, sorry about that. I guess thats just sfv online sometimes

I wasn't gonna even mention it... but then my EX command grab > dash > st.MP easy meaty sequence got interrupted by your cr.LK because of it, and I died. That triggered me.

Are you still on now? I can play you for a bit, if so.
 

Skilletor

Member
https://www.eventhubs.com/news/2017...awarding-tournament-players-competitive-edge/

momochi with the idea that combos executed with perfect timing do more damage, while still letting everyone do the less damaging version to beginners with the current system

bleh

dunno what's the obsession with burning hours and hours practicing the perfect combo timing. I'd rather have combos depend more and more on the opponent character size, weight and position so combos are more difficult to do but at the same time, something you cannot just practice mindlessly, but that you have to pull off on the moment

That sounds awful and one of the reasons I hate anime games. It's still something you practice for hours on end.


Sign me up for just frame combos.
 

FluxWaveZ

Member
GGs, Producer. I tried to focus mainly on playing the patient footsie game in our matches, and I was also taking way fewer risks than I usually do. It felt good when I was actually able to contend in that area against Chun-Li and Cammy, just by focusing on patience and spacing. I was missing some confirms still (I'll blame that on it being late here), but I learned a lot from our matches.

I also tried to punish your st.HPs with EX Peach. I did it a few times. Still got to get used to doing it when I'm not necessarily expecting it to come out. There was once where I intentionally got in range to bait you into doing it, and I used EX Peach as a punish to close out the round. I liked that.
 
GGs, Producer. I tried to focus mainly on playing the patient footsie game in our matches, and I was also taking way fewer risks than I usually do. It felt good when I was actually able to contend in that area against Chun-Li and Cammy, just by focusing on patience and spacing. I was missing some confirms still (I'll blame that on it being late here), but I learned a lot from our matches.

I also tried to punish your st.HPs with EX Peach. I did it a few times. Still got to get used to doing it when I'm not necessarily expecting it to come out. There was once where I intentionally got in range to bait you into doing it, and I used EX Peach as a punish to close out the round. I liked that.

I'd like to play you again someday. It'll be a complete waste of time for you but I'm sure I'd get a lot out of it. Plus I got a round off of you last time, maybe I can get two next time.
 

Edzi

Member
So I decided to play some KI just now just because, and holy shit does this game feel like a mashy random game of guesswork. I'll never complain about SFV's offensive setplay again.
 
So I decided to play some KI just now just because, and holy shit does this game feel like a mashy random game of guesswork. I'll never complain about SFV's offensive setplay again.

You're clearly not playing it right then.

The mindgames in that game are incredibly insane. And almost every character has defensive options to counter act that offense.
 

Edzi

Member
You're clearly not playing it right then.

The mindgames in that game are incredibly insane. And almost every character has defensive options to counter act that offense.

Clearly, considering it's been a couple hours of total playtime. But it certainly feels like it at a beginner level, so that's where I'm judging it atm.
 
Clearly, considering it's been a couple hours of total playtime. But it certainly feels like it at a beginner level, so that's where I'm judging it atm.

The game is most certainly not a beginner friendly game, with it's higher execution requirement (compared to SF5) and general matchup knowledge requirement and depth.

It takes a LOT of time to get good but it is the some of the most fun I've had in a fighting game in quite a while tbh. Definitely worth the time to put in.

It's one of those games where even a ft50 never starts to feel repetitive or boring as the mindgames just keep evolving in long sets.

EDIT: This is a very good site with a lot of explanations and tutorials: http://ki.infil.net/
 

Edzi

Member
The game is most certainly not a beginner friendly game, with it's higher execution requirement (compared to SF5) and general matchup knowledge requirement and depth.

It takes a LOT of time to get good but it is the some of the most fun I've had in a fighting game in quite a while tbh. Definitely worth the time to put in.

It's one of those games where even a ft50 never starts to feel repetitive or boring as the mindgames just keep evolving in long sets.

EDIT: This is a very good site with a lot of explanations and tutorials: http://ki.infil.net/

Eh, don't think I'll be taking the game seriously but thanks. It can be fun in small doses, but I don't think it's something I can get competitive in. I'm new, but I can already tell this game relies more on matchup knowledge and gimmicks than anything I'd consider a traditional fighting game. The combo/breaker mechanic is interesting, but a bit too out there for me.
 

Sinfamy

Member
I've saved like 25 videos of people rage quitting from me destroying then with Vega.
Wondering if I should make s compilation and upload it.
 
SF5 mods on point:

p9b6qesgg8my.gif
 

FluxWaveZ

Member
Imagine SFV's training mode could actually display how plus or negative you are after trying a specific setup? So much more data could be exposed with this mode, it's so disappointing that it isn't there.
 

Zackat

Member
Imagine SFV's training mode could actually display how plus or negative you are after trying a specific setup? So much more data could be exposed with this mode, it's so disappointing that it isn't there.

yep, training mode is serviceable in this game. It could be way better. Frame data should be in the game and you should be able to make the CPU character in training mode go through a training regimen so you can learn punishes for everything in an interactive and fun way. What you said would be incredible. Have things so you can practice meaty timings and frame traps.
 
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