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Street Fighter V |OTV| BUFF MY MAIN & NERF THE CHARACTER I JUST LOST TO

Got it. Gonna try on training this week. Thanks.

On more thing in case you were unaware, you can actually slow the webm all the way down to 1 fps with the controls at the bottom, so you can more easiy see my inputs, that way you can actually see I started charging at the 3rd frame of the stMP.
 

FluxWaveZ

Member
Learning to not press buttons, sit down patiently and not just mash throw anytime the opponent is close to my face is extremely hard. It is by far the most difficult thing for me right now. And yet, I know that once I rectify this, my overall skill level will increase by leaps and bounds. I know this, but then when I'm in it, there I am getting constantly shimmied to death because I couldn't relax for just one moment.

I'll learn this.
 

Shadoken

Member
Is there anywhere to watch the ESPN broadcast of the top 8 yet? I dont have cable, and I seen it already, but I want to see the Seth + Mike commentary and stuff...

Same here.... But it looks like the only way is the offline stream on espn and that is paid. I wish someone could record a few minutes , I just wanna see how the "Esports" version looks.
 

mbpm1

Member
Same here.... But it looks like the only way is the offline stream on espn and that is paid. I wish someone could record a few minutes , I just wanna see how the "Esports" version looks.

Well if you just want a quick look somone uploaded a preliminary minute of the footage in prep for uploading the entire thing

https://www.youtube.com/watch?v=f-2wBVVn71c&feature=youtu.be

I suppose it was pretty good explanation. Better than ESGN's
 

Zackat

Member
Man I go from like 2500lp to 1500lp and get it all back again the next day for the past few days. I am doing so much right then I start doing so much wrong. Ryu and Ken army eats my lunch.

There has to be something I am not doing right. Gonna have to figure it out.
 
Finally got the chance to come back to the OT after EVO and quite a few new pages have popped up...
Break the game? No.
Make the game generally shittier? IMO, absolutely.

Anti-airs in Street Fighter should require an investment or a read. Jab anti-airs require neither. I have no problem with buffing real anti-air options, but letting characters jab cross-ups is not cool.
Can't disagree with getting rid of anti-crossup jabs, but I don't mind AA jabs on their own for characters lacking invincible options.
IIRC, this is almost exactly my launch day tier list, lol. I wish I had saved it. The only difference is that I had Bison bottom mid because people kept telling me I was an idiot for calling him low tier, and I got tired of arguing about it.

Edit: Pretty sure I had Vega lower, too.
The top 5 was immediately apparent imo. Only Vega kinda threw a wrench in there. Ryu, Nash, Chun, Necalli and Ken were scaring me from day 1.
Is Alex really thaaat low?
Yeah I thought he was the strongest of the DLC chars ?
Dude was always bad in this version. Terrible command grab range, no defense on wakeup, low damage output, average health, a weak CA, a mediocre V-Skill, no special/super cancel on crouching medium normals and it is too easy to misjudge the distance for his stomps/stun guns at times. He has a little of everything (besides a DP), but most of those tools are mediocre at best (not including good, but not amazing frametraps). It's like someone designed him using a neutered version of SFV Ryu's design philosophy.
Gief/Laura/Mika/Alex are all free on wakeup. Lots of high risk decent reward (not so much Mika lol). Fireball characters/Chun are usually bad MU's. Alex can deal with fireballs a bit better than the others IMO because of his stomp.

If I had to rate the grapplers it'd go:
Mika
Alex
Laura
Gief

Also, if his stomp crossed up that shit would be cheap as hell lmao unless they made it more obvious and more negative on block.
His EX stomp should have an air hitbox at best. His EX stun gun should auto track at least at 1/2 screen distance, though. Auto tracking into hard knockdown thanks to stomp would be OP against most of the cast except Ryu with his good old parries.
1.)Yo does anyone else feel like they dont want to commit fully to a main yet?

Like I play Karin a lot and she was/is my main when playing srsly but I just have more fun rotating between a few characters.

2.)Also not doing ranked as much and Im having more fun just fighting anyone
with a decent connection
and finding flaws/improvements in my game. Need to get my fightstick handle down to a T (^_^;)

3.)Also, any good Chun-Li tips videos? I know her poke game is too strong but anything else?
I constantly try to switch to Alex for fun until I get the shit beat out of me. Then I pull out Karin, sigh and proceed to shove her sf.MK up my opponent's rear end.
As an Alex player, I can't help but agree. He's just not very good, though at least he's pretty fun to play. He can rack up stun pretty quick if he gets rolling, but in this game, who can't? His buttons are slow, his damage output is relatively low unless you're landing crush counter combos, and he's utterly free on wakeup while having trouble keeping his own pressure going.
Yeah, in 3S Alex, Makoto and Urien were unique stun monsters. In SFV most of the cast are stun masters that will rack that dizzy damage up so fast it would make your head spin faster than Chun's EX SBK. I wonder how Makoto will fare in this sort of environment.
Man I go from like 2500lp to 1500lp and get it all back again the next day for the past few days. I am doing so much right then I start doing so much wrong. Ryu and Ken army eats my lunch.

There has to be something I am not doing right. Gonna have to figure it out.
Dash in on Ryu/Ken just fast enough to make them think you'll press a button, but block instead. Then you can punish those DPs. Using your CC normals on Ken at midscreen distance will give you some CC combos against Kens that like to run cancel up close, too. You gotta post what character you use whenever you ask for info or we can't help you much further.
 

Kikirin

Member
Why are meaty throws so much harder than meaty normals? Is there some kind of buffer trickery going on? I can easily meaty with my 5 frame normal after a certain setup, so a throw should also beat wake-up buttons, right?

Depends on the setup. Characters are throw invulnerable for the first two frames after they get up, so meaties would still connect but throws wouldn't during this window. This is part of why wakeup 3f normals are strong - a meaty throw would have to be frame perfect to stuff it.

For 5f throws, you want your setup to leave you at +2 or +3 in order to meaty throw against 3f normals. +3 in particular is a strong magic number since it works for both normal (5f) and command (6f) throws.

On a similar but somewhat unrelated note, this same principle applies for the tightest tick throws - characters are throw invulnerable for the first two frames out of blockstun too.
 

Zackat

Member
I am playing Laura right now. Thinking of going back to chun though. I played her a lot when the game first came out then stopped. I went from birdie and then now Laura. I can play both of them alright (about silver level) but I am not consistent and I can't mix people up enough on laura. Like I get predictable. Is there a good video on Laura mixups, that kind of stuff?
 

Ketch

Member
The fricken rubber padding is coming off the analog stick on my DS4.... pretty shitty. I'll probably just replace it with another DS4, I really like using the analog stick for this game.
 

Vice

Member
I am playing Laura right now. Thinking of going back to chun though. I played her a lot when the game first came out then stopped. I went from birdie and then now Laura. I can play both of them alright (about silver level) but I am not consistent and I can't mix people up enough on laura. Like I get predictable. Is there a good video on Laura mixups, that kind of stuff?
With Laura her she's mostly focused on momentum rather than a lot of mixups. Her go to mixup after a knockdown or when an lp Elbow connects is to use crouching medium punch (beats all non-invincible buttons), regular throw, a meaty lp elbow or command grab.
Crouching mp on hit leads to another elbow and more pressure. You will also catch jumps and backdashes. Best corner carry too. Probably the safest option.

Regular throw will beat armored moves and catch the slower buttons. A knockdown and pressure.

Meaty elbow is higher stun and on hit you can combo into standing lightkick and a light or ex elbow. Should also beat 3f armor moves like Mika's ex peach. Backdashes and jumps will escape. You have enough time to pursue them with a dash, standing mp anti air or hard punch elbow on whiff.

Command grab is a knockdown and lots of stun. Leaves you very vulnerable if they backdash or jump.

And of course you can block or backsash on wakeup if you think they're going to dp or use an armored reversal.

On a hard knockdown you can try some mixups with a charged or ex fireball and some side switch stuff with the overhead.

If an ex fireball hits you can do a lot of dash mixups but they're very vulnerable to buttons and shoryukens.

In certain matchups I mostlynhand back and when I get a hit I go for corner carry. I usually use crouching mp > ex fireball > lp elbow tomget max corner carry with a bit of frame advantage.
 
The fricken rubber padding is coming off the analog stick on my DS4.... pretty shitty. I'll probably just replace it with another DS4, I really like using the analog stick for this game.

Had the same problem myself. The stick became too slippery. Glad I had a second controller already.
 
Didn't Gamerbee make it pretty far ? Top 16 or something ?
9th

Christ

This right here would terrify me if I played Cammy.
LOOKIT THE DAMAGE
kjhlkjutseh.png
 

Zackat

Member
The fricken rubber padding is coming off the analog stick on my DS4.... pretty shitty. I'll probably just replace it with another DS4, I really like using the analog stick for this game.
You thought about getting an arcade stick?
With Laura her she's mostly focused on momentum rather than a lot of mixups. Her go to mixup after a knockdown or when an lp Elbow connects is to use crouching medium punch (beats all non-invincible buttons), regular throw, a meaty lp elbow or command grab.
Crouching mp on hit leads to another elbow and more pressure. You will also catch jumps and backdashes. Best corner carry too. Probably the safest option.

Regular throw will beat armored moves and catch the slower buttons. A knockdown and pressure.

Meaty elbow is higher stun and on hit you can combo into standing lightkick and a light or ex elbow. Should also beat 3f armor moves like Mika's ex peach. Backdashes and jumps will escape. You have enough time to pursue them with a dash, standing mp anti air or hard punch elbow on whiff.

Command grab is a knockdown and lots of stun. Leaves you very vulnerable if they backdash or jump.

And of course you can block or backsash on wakeup if you think they're going to dp or use an armored reversal.

On a hard knockdown you can try some micups with a charged or ex fireball and donside switch stuff with the overhead.

If an ex fireball hits you can do a lot of dash mixups but they're very vulnerable to buttons and shoryukens.

In certain matchups I mostlynhand back and when I get a hit I go for corner carry. I usually use crouching mp > ex fireball > lp elbow tomget max corner carry with a bit of frame advantage.

Hey thank you for this. I have been doing a few of these things but definitely not all. I'll practice with it tomorrow.
 

Ketch

Member
You thought about getting an arcade stick?

not really. I've tried them before but it just aint me, I've played games with controllers my whole life. I've got very little experience on actual arcade sticks, doesn't feel natural.

Had the same problem myself. The stick became too slippery. Glad I had a second controller already.

Do you just use another DS4? I want another one, but not if it's just gonna have the same problem.
 

NCR Redslayer

NeoGAF's Vegeta
I am playing Laura right now. Thinking of going back to chun though. I played her a lot when the game first came out then stopped. I went from birdie and then now Laura. I can play both of them alright (about silver level) but I am not consistent and I can't mix people up enough on laura. Like I get predictable. Is there a good video on Laura mixups, that kind of stuff?
Have you tried mixing up your enemy wake up game? Wheel kicks, jabs, throws,, command grabs, jump kick, that kind of of stuff?
 

Zackat

Member
Is it a launch ds4?

Have you tried mixing up your enemy wake up game? Wheel kicks, jabs, throws,, command grabs, jump kick, that kind of of stuff?

Yep I try too. But people in that bracket fucking mash buttons. So I use stHK a lot to try and CC them and it works to a certain extent, but not always. Ken and Ryu are good at keeping me out of the air.

I find her stMP can net me a counter hit pretty often, though I should really use crMP. Idk I need to go watch my replays tomorrow.
 

Xeteh

Member
The fricken rubber padding is coming off the analog stick on my DS4.... pretty shitty. I'll probably just replace it with another DS4, I really like using the analog stick for this game.

If you live anywhere near a Game Stop, they sell analog stick covers that work out pretty well. I've had the same issues with DS4s, its super fucking annoying. These ones specifically. Been using them since the grip on my DS4 stick started tearing. The first time it happened was like 6 months after the PS4 launched and Sony replaced it but both the replacement controller and the 2nd pad I had started tearing up. These covers have helped.
 

Vice

Member
You thought about getting an arcade stick?


Hey thank you for this. I have been doing a few of these things but definitely not all. I'll practice with it tomorrow.
Oh yeah, I forgot about another one. Forward heavy punch. The first hit connecting lets you combo into standing light kick > lp or ex elbow. On counter hit you can combow crouching medium punch. It leaves you -1 on block if meaty and -2 if not. Crushes armor if timed right. Can also throw/command throw after on hit since you're +4/5. Sets up big frame traps with standing heavy punch(beats all 4 frame and higher buttons) on hit. Easy hit confirm for a v-trigger combos too.

After a v-trigger ex fireball hits you can dash > standing mp > overhead and you can combo after it with standing jab > lp elbow. I think it's the only way to make the overhead safe on block as well
 
not really. I've tried them before but it just aint me, I've played games with controllers my whole life. I've got very little experience on actual arcade sticks, doesn't feel natural.



Do you just use another DS4? I want another one, but not if it's just gonna have the same problem.
I'm using another DS4. The build quality on my first one was pretty bad, it came bundled with my PS4.

You could just buy new analog stick covers for your DS4. They cost considerably less than buying a new controller.
 

Zackat

Member
I have no idea. If I bought a new one now it probably wouldn't be a launch DS4.... so then it wouldn't have this issue?

Yeah this stick peeling was a big problem on the first wave of ds4. The newer ones I have are holding up fine. You can also order some things on Amazon to just replace/go over the thumbsticks.

Oh yeah, I forgot about another one. Forward heavy punch. The first hit connecting lets you combo into standing light kick > lp or ex elbow. On counter hit you can combow crouching medium punch. It leaves you -1 on block if meaty and -2 if not. Crushes armor if times right. Can also throw/command throw after on hit since you're +4/5. Sets up big frame traps with standong heavy punch(beats all 4 frame and higher buttons) on hit. Easy hit confirm for a v-trigger combos too.

After a v-trigger ex fireball hits you can dash > standing mp > overhead and you can combo after it with standing jab > lp elbow. I think it's the only way to make the overhead safe on block as well

Ahh yeah see its these kind of things I don't know at all. Like I can get people open, I just haven't learned how to optimize it yet. I am pretty damn good at spacing the crMK for the initial get in.
 
Edit: I think putting Nash so high up is kinda reactionary.Also, Necalli is higher tier than cammy, come on. Rashid is also way too high.
This is what I've been saying the whole time. Nash has lost every EVO match streamed during day one (and two?) until Infiltration played him. Not one other person won with Nash before that.

"but but but there are three Nash players at top eight. Nash is a broken god of a character and should be heavily nerfed next patch and every patch afterwards until he becomes Peter"

At that level, I don't think it matters who you pick. Infiltration and LI Joe would still be great playing Ken or Ryu or Vega or even Karin, Necalli or Mika. We all saw how Infiltration made FANG somehow look like he was worth his character select slot and the juice that powers your controller. Down in the pools is where it mattered and that's where we saw what tier Nash really is. And we all saw the graph that shows nobody is winning with him in high amounts at platinum level online as well.

Anyway this is a long way of me saying that while he should be near the top, he isn't top tier. And I agree, they see Infiltration doing flashy stuff and they're all "OMG Nash is Chris Angel magic show tier".

Why isn't Ken top tier in this list?
 
I think my favorite moment from this exciting Evo was Chris Tatarian -- the herald of Kamizake Ken Army -- getting smashed into smithereens by Itabashi's Zangief.

I'm really surprised Alucard didn't go further. There was virtually no Necalli rep in the latter parts of the tournament.

Alucard is, for some reason, a Birdie player now.
Who the heck knows why, no offense lucebuce

This is what I've been saying the whole time. Nash has lost every EVO match streamed during day one (and two?) until Infiltration played him. Not one other person won with Nash before that.

"but but but there are three Nash players at top eight. Nash is a broken god of a character and should be heavily nerfed next patch and every patch afterwards until he becomes Peter"

At that level, I don't think it matters who you pick. Infiltration and LI Joe would still be great playing Ken or Ryu or Vega or even Karin, Necalli or Mika. We all saw how Infiltration made FANG somehow look like he was worth his character select slot and the juice that powers your controller. Down in the pools is where it mattered and that's where we saw what tier Nash really is. And we all saw the graph that shows nobody is winning with him in high amounts at platinum level online as well.

Anyway this is a long way of me saying that while he should be near the top, he isn't top tier. And I agree, they see Infiltration doing flashy stuff and they're all "OMG Nash is Chris Angel magic show tier".

Why isn't Ken top tier in this list?

Glad somebody agrees! Personally, I'd say he's definitely top 5, but not top 3.
 
I am playing Laura right now. Thinking of going back to chun though. I played her a lot when the game first came out then stopped. I went from birdie and then now Laura. I can play both of them alright (about silver level) but I am not consistent and I can't mix people up enough on laura. Like I get predictable. Is there a good video on Laura mixups, that kind of stuff?

This is a pretty good overview of her mixup game: https://www.youtube.com/watch?v=VIPs7pLn6fc

Also some meaties and stuff from vryu: https://www.youtube.com/watch?v=sXJOPGRCSgA
 

Zackat

Member
I'd put Nash on that second shelf. How are you top tier but you have no solid wakeup solutions and a weak (passive) V-reversal in comparison to other characters, among other gaping flaws (by design of course)?

This is what I've been saying the whole time. Nash has lost every EVO match streamed during day one (and two?) until Infiltration played him. Not one other person won with Nash before that.

"but but but there are three Nash players at top eight. Nash is a broken god of a character and should be heavily nerfed next patch and every patch afterwards until he becomes Peter"

At that level, I don't think it matters who you pick. Infiltration and LI Joe would still be great playing Ken or Ryu or Vega or even Karin, Necalli or Mika. We all saw how Infiltration made FANG somehow look like he was worth his character select slot and the juice that powers your controller. Down in the pools is where it mattered and that's where we saw what tier Nash really is. And we all saw the graph that shows nobody is winning with him in high amounts at platinum level online as well.

Anyway this is a long way of me saying that while he should be near the top, he isn't top tier. And I agree, they see Infiltration doing flashy stuff and they're all "OMG Nash is Chris Angel magic show tier".

Why isn't Ken top tier in this list?

Nash is top 3. He doesn't need to have good wake-up options. His v-reversal is good? It's a free get out of the corner card. There are a lot of people in the cast that would love to have that.

And I feel like we are gonna go the chicken or the egg with good players choosing good characters.
 

Vice

Member
I'd put Nash on that second shelf, maybe even the third. How are you top tier but you have no solid wakeup solutions and a weak (passive) V-reversal in comparison to other characters, among other gaping flaws (by design of course)?

This is what I've been saying the whole time. Nash has lost every EVO match streamed during day one (and two?) until Infiltration played him. Not one other person won with Nash before that.

"but but but there are three Nash players at top eight. Nash is a broken god of a character and should be heavily nerfed next patch and every patch afterwards until he becomes Peter"

At that level, I don't think it matters who you pick. Infiltration and LI Joe would still be great playing Ken or Ryu or Vega or even Karin, Necalli or Mika. We all saw how Infiltration made FANG somehow look like he was worth his character select slot and the juice that powers your controller. Down in the pools is where it mattered and that's where we saw what tier Nash really is. And we all saw the graph that shows nobody is winning with him in high amounts at platinum level online as well.

Anyway this is a long way of me saying that while he should be near the top, he isn't top tier. And I agree, they see Infiltration doing flashy stuff and they're all "OMG Nash is Chris Angel magic show tier".

Why isn't Ken top tier in this list?

Nash's v-reversal, and the other movement/position ones, are all very good. It literally lets Nash reverse the situation and has the same drawbacks as most other v-reversals.
He has the strengths of having some of the more reliable anti-airs in the game, one of the stronger fireballs and good use for v-meter in most situations.
His wakeup game without v-meter is pretty poor but once he has v-gauge he's very slippery. He's a definite top 5 character. He lacks. A 3f button and an invincible reversal but thanks to his buttons, dashes and v-stuff he can avoid a lot of pressure situations.
And pool play from streams isn't always the best gauge of strength. Outside of top players and a few killers online most characters look like ass whether they be someone weak like Bison or Gief or someone with all the tools in the world like Necali.
 
Idk why either, Necalli is godlike. I don't know what that guy would choose an inferior character.

Not only that, he was truly gifted with the character. I think he was well on his way to becoming the best necalli player in the game when he quit him. Originally, I thought he was just building up a pocket character too.
Evo suicide what it was.
 

Xeteh

Member
Not only that, he was truly gifted with the character. I think he was well on his way to becoming the best necalli player in the game when he quit him. Originally, I thought he was just building up a pocket character too.
Evo suicide what it was.

I was being silly but I don't disagree... I watched a ton of Alucard's Necalli play, there was a while where he had a pocket Birdie but Necalli was his main.
 

Vice

Member
Not only that, he was truly gifted with the character. I think he was well on his way to becoming the best necalli player in the game when he quit him. Originally, I thought he was just building up a pocket character too.
Evo suicide what it was.
I believe he feels more comfortable with Birdie. He always seems to go toward hulking characters at some point.
 
I'd put Nash on that second shelf, maybe even the third. How are you top tier but you have no solid wakeup solutions and a weak (passive) V-reversal in comparison to other characters, among other gaping flaws (by design of course)?
Wakeup solution? invincible reversals are probably the most overrated tool in SFV. Honestly invincible moves are better in this game because they're reliable anti airs than "wakeup solutions". Especially when the most common mixup is throw or meaty. You're not getting vortexed to death. Watch Tokido play and count how many times he uses wakeup DP with Ryu's awesome srk in a set. More often than not that number is either 0 or 1. Nash has one of the best v-reversals in the game, and it's laughable how often people call it weak. The more people play Nash, the more they realize that the "gaping flaws" aren't as serious as they look on paper. Ibuki has an invincible reversal and she's a bad character. People are comparing Nash to Ryu or Chun Li and trying to nitpick the negatives when they should be comparing him to Vega or Dhalsim.

Why isn't Ken top tier in this list?
wat
 

Shadoken

Member
[QUOTE="God's Beard!";210670917]Wakeup solution? invincible reversals are probably the most overrated tool in SFV. Honestly invincible moves are better in this game because they're reliable anti airs than "wakeup solutions". Especially when the most common mixup is throw or meaty. You're not getting vortexed to death. Watch Tokido play and count how many times he uses wakeup DP with Ryu's awesome srk in a set. More often than not that number is either 0 or 1. Nash has one of the best v-reversals in the game, and it's laughable how often people call it weak. The more people play Nash, the more they realize that the "t[/QUOTE]

This isn't true at all , they are not overrated. The threat of a DP is very real in this game. Characters like Mika go complete ham against characters with no invincible move because they have literally nothing to fear. You can also be put in some bad block strings /setups that DP characters can get out of on reaction. But non Dp chars have to take the mixup. So I wouldn't relegate it to just AAs. Which btw is super good use in this game too.

Also Nash v reversal is only super amazing at low mid level play where literally nobody punishes it. At high level play you REALLY have to pick your spots otherwise you get punished for using it. And no am
Not talking about throw but actually punishing the recovery. It's still good but not as good as people claimed it was day 1.

Nash is most likely staying where he is pre-Evo. Chun Ryu Necalli are definite top 3. With maybe Karin Nash and Mika coming up next. Evo changes nothing there was no hidden Nash tech that popped up , just that those players played really solid.
 

mnz

Unconfirmed Member
The big strength of Nash is how he controls the pace of the match so much. You basically have to stop play your game until you get a knockdown against him. And even then you have to be prepared for the V-Trigger for him to get out. He is the squishiest character in the game.

Depends on the setup. Characters are throw invulnerable for the first two frames after they get up, so meaties would still connect but throws wouldn't during this window. This is part of why wakeup 3f normals are strong - a meaty throw would have to be frame perfect to stuff it.

For 5f throws, you want your setup to leave you at +2 or +3 in order to meaty throw against 3f normals. +3 in particular is a strong magic number since it works for both normal (5f) and command (6f) throws.

On a similar but somewhat unrelated note, this same principle applies for the tightest tick throws - characters are throw invulnerable for the first two frames out of blockstun too.
Thank you so much for that explanation, this makes a lot more sense now. I can actually do a few repeats of my meaty throw setup now, but it's pretty damn hard.

Platinum finally.

CnxpxrVVMAEkHx9.jpg:large
Seeing this...will we ever get these stats working? It's been 5 months since release...
They should've just not have it as part of the UI, it looks so unfinished.
 

kirblar

Member
I'd put Nash on that second shelf, maybe even the third. How are you top tier but you have no solid wakeup solutions and a weak (passive) V-reversal in comparison to other characters, among other gaping flaws (by design of course)?
Best pace control
Two invincible escapes out of the corner
Super high CC punish damage on DPs
His Super AAs and whiff punishes EVERYTHING.
Scythe and V-Trigger make it very, very easy to get confirm last hit into super late in the match when both players are low
 
Seeing this...will we ever get these stats working? It's been 5 months since release...
They should've just not have it as part of the UI, it looks so unfinished.

I was thinking the same thing. Other games have plenty of stats and even web-interfaces so you can check/share stats with phone/browser.

Why can't we have:
*Battle lounge search with decent filters (region, connection etc.)
*Stats (win/lose%, time played, character stats etc.)
*Friend lists that actually work and show status
*Voicechat

Even DOA4 on X360 had better online options. And it was a launch game.
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
[QUOTE="God's Beard!";210670917]invincible reversals are probably the most overrated tool in SFV.[/QUOTE]

Not only are they not overrated, they are so powerful in this game that even Capcom had the foresight to give them counter-hit properties on their recovery frames so that they would at least be a little riskier to use.

I've said this before, but IMO the defining trait of SF5 when compared to just about any previous SF is that universal defensive options are at an almost all-time low:

- SF4 has invincible backdash and focus
- SF3 has parry
- SFA has air block and arguably less-costly alpha counters (remember: in SFA3 you start with full meter and can use supers without a full bar, although this game also had guard meter and was extremely aggro so this point is kind of a toss-up)
- Marvel Vs. series has pushblock and air block
- most fighting games have better anti-airs

Taking that into account, I think some of the biggest tools that factor into the strength of a character in this game are the things that they have to help them reverse the momentum or just help them slip out of trouble in the first place: invincible reversals (even those that cost meter), 3F jab, particularly good V-Reversals or movement, etc. It's not a coincidence that most of the characters generally agreed upon to be top tier have most of those qualities.
 
Nash is most likely staying where he is pre-Evo.
I had him in my top 4 pre-EVO. This isn't a reaction to the top 8.

Also Nash v reversal is only super amazing at low mid level play where literally nobody punishes it. At high level play you REALLY have to pick your spots otherwise you get punished for using it. And no am
Not talking about throw but actually punishing the recovery. It's still good but not as good as people claimed it was day 1.

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I dunno, seems pretty great to me. "Picking your spots" is literally playing street fighter so I don't get the criticism.
 
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