Yes, specifically Birdie’s cans. They’re practically invisible in the water lol
LoL… Holy Crap… I didn’t even think of that. Talk about fighting dirty.
Vega has beeen able to do that on his stage since SF2. THats nothing new, and all the stages have had those side deals since the get go. Its pretty cool! Some times they do some thing different and also some of them will keep the item on the opponenet shead…like bannanas or the Elgish gaurds hat, ect…
Those are cosmetic and I think they have relatively little effect on the actual gameplay… I isolated the Wall Breaks because corners are a big deal in SFV and having corners be further apart on the 2nd or 3rd Round of a match can affect some match ups… if only alil bit.
BTW… my favourite is the one in Brazil where you get trampled on by all those women… that one is awesome.
Yeah! I like the Elepahants and the jet pack chair thingy! lol…defintley the coolest part of SFV IMO
I’d definitely put it as worse. Infinite at least had the cheesy comic book action thing going for it. SFV takes itself waaay too seriously, even though so many of its concepts are just laughable on their face.
They’ve said a few times that they aren’t surprised by the bans, but neither do they think its a big deal. Not all stages are for tournaments is their rationale - sometimes it’s fun to just have a cool level design/concept, even if it’s not going to be good for tournament play. I mostly think it’s a good philosophy overall…not everything has to be about tournaments. The water covering Birdie’s cans is pretty balls though. Shouldn’t really have stages actively hiding attacks :-p
I just now realised now that Ryu’s got his Donkey Kick… theres no reason to change his DP Input from punches to Kicks…
Don’t get me wrong… its still stupid to have moves overlap like that but now there’s nothing that can be done about it… Alright Ken… looks like you’re the odd one out.
Edit: But that doesn’t the Fireball Motion can’t be changed from QCF to QCB… why on earth does it need to be forward… makes no difference as far as I can tell.
Here’s something I never understood about this game… why do players jump away from Grapplers ?
I ask because most Grapplers have moves specifically designed to catch back jumps… on top of that if players guess correctly predicting the Command Grab… you can’t punish the command grab recovery if you jump back… unless you’re in the corner.
Really what players are suppose to be doing is Backdashing… its not as easy to Option Select Anti-Air it and it recovers faster and closer than back jumping so in the event of a command throw theres a sliver of hope of getting the punish… the only thing its weak to is Meaties and… well… nobody’s complaining about meaty setups as far as I know.
Am I missing something ? Is there a scenario where its a good idea to back jump against Zangief or Laura ?
The jumping strategy predates the existence of back dash in games. Grapplers have anti-air options as a response to this strategy of avoiding their command grabs. As far as why people do it - it’s easy. You can hold the stick and the move comes out as soon as your character is able to execute if -either on recovery from a whiff or on block. Back dash may well be morenoptimal but it requires better execution. For many characters backdash also leaves you pretty close to the grappler when you are finished. Neutral jump is a better option if you are certain your opponent will grab as it usually means you can punish with a jump in combo. But back jump is to “get the hell out of Dodge,” so to speak.
So its a Reflex sort of thing…
Personally I would try to stomp out those tendencies in myself… especially in SFV, the best way to stop those pesky throw loops is to use the Optimal Counter… atleast thats what DoA taught me…
Ofcourse one could just whine on and on and maybe… just maybe… Capcom will break out the Nerf Hammer…
I tried SFV again. It keeps on crashing (everyday it finds new ways to crash…Even I reinstalled it. Not other game gives me that problem). I’m giving up on the game for the moment. It’s nice, but it’s not “that” nice.
PC?or PS4?
For PC
My SFV has the same issue. If I open the task manager and end the “tabtip.exe” task, then the game won’t crash. Have you tried doing that?
No game is that nice… I say get a refund… if possible.
I know this sounds stupid but do you ever get the feeling Street Fighter (doesn’t matter which one) doesn’t want you to be able to Anti-Air all the time ?
I’ve been watching some Fantasy Strike lately and since that game’s Controls aren’t a barrier I see a practically 100% successrate in Anti-Airs. The only time Jump ins work is if the opponent did something that would prevent the Anti-Air from working… or atleast working properly.
But in Street Fighter, especially now that Meterless Invincible moves have been nerfed, its unnecessary to have DP’s tethered to such a rubbish input anymore and yet they didn’t change it… naturally I still see Jump ins not getting Anti-Aired all the time… I see people literally waiting at the perfect jump distance and waiting for something to react to and when the opponent jumps… Nothing.
I don’t remember if it was BlazBlue or Guilty Gear but I believe one of them had a dedicated Anti-Air move… Forward P… it had Upperbody invincibility and was Universal Across the entire Roster…
But I don’t watch or play BlazBlue/Guilty Gear so I don’t know if people let jump ins slide in that game.
So I don’t get it… what would be so bad about instantly smacking people out of the Sky on reaction 100% of the time in Street Fighter or Any Fighting Game ?
(Addendum: I didn’t say anything about KI because all kinds of different things can go down when some characters jump… that pluss DPs are still invincible on frame 1.)
Don’t think it’s GG, but either way both of those games have plenty of situational AA’s, and even with a universal mechanic you’re not going to be able to consistently pluck some characters from the sky (ie, Chipp in Xrd). Baiken’s best anti-air option is indeed a 6P, but that sucker misses an almost comical number of approach vectors.
If jump-ins are everywhere and always and forever and ever going to be anti-aired, then jumps no longer have any purpose at all and may as well not exist. Which is fine, I guess, if you want to make a 100% grounded game.
For highly mobile air-dasher games (BB, GG, DBFZ) however, you’d substantially change up both the look and feel of the neutral game. Note that DBFZ does have a very powerful universal AA option (2H is invincible to airborne moves, and nets very large punishes), but even it does not work in all air-approach situations.
But anti-airing is important.
Its fine if you can’t anti-air everything… my issue is with Not being able to anti-air something that should definitely be anti-aired… if someone jumps in on you Raw… Shouldn’t you be able to anti-air them every single time ?
The impression I get from this game is they want it to be random.
“Something that should definitely be anti-aired” is a pretty subjective thing, no? If your answer is “raw” jump-ins, then yeah, but you can pretty well AA people already in those situations even in SFV, which generally has pretty ■■■■■■ AA options. In KI raw jump-ins are hella punishable, save for those few characters who can change their jump arc in crazy ways. Almost the entire cast has access to pretty good down+HP’s in this game, and a lot of the cast can get big damage from punishing a jump-in.
Try jumping in on Hero of Time sometime and see how “random” anti-airs are. For that matter, try jumping in on me. AA’s aren’t hard in this game - even if you can’t do shoryu’s all the DP characters have strong down+HP’s you could do instead.
They do… they really do…
Another thing I like about KI is its some what easier to get closer to your opponent using other methods, or better yet in some cases the opponent will just come to you, saving you the trouble… you don’t get the excessive push back on block or hit like you do in Street Fighter, although I guess for me thats just preference, it doesn’t necessarily mean its better.
I think what bugs me are the trades…
Is there a reason different strength normals trade when the Priority System is suppose to favour the Stronger ones ?