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Street Fighter V General Discussion

EMPEROR PRYCE

WAR SEASON "THE WEAK EXPOSED!"
The character sucks in neutral purposely but it seems way more inconsistent for your win condition to be a near death V-trigger comeback as oppose to just being Ken or R.Mika all game.

I think she is good again but that will change later on



Welcome to SFV. Anti-airs have been nerfed and the frame data is really important
Anti airs have been nerfed? More than half the cast can AA from most ranges w fucking jab.

AA is fine in this game I just think you're having trouble adapting
 

LiangHuBBB

Warrior
I enjoy that MM finally works now, but they should have left this for ranked ONLY and not for casuals, Im running into the same players like 8 or 10 times per day because when you are in the 7k+ LP range there are never enough players online at any given time which leads to me running into the same players over and over, there is no player variety anymore these days, when I start playing sfv on the next day I already know that I will run into these guys again.
 

buyacushun

Normalize grab immunity.
The character sucks in neutral purposely but it seems way more inconsistent for your win condition to be a near death V-trigger comeback as oppose to just being Ken or R.Mika all game.

I think she is good again but that will change later on
Her win condition is v trigger mixups if you've been getting beat down all day. You got a long ass normal, a slide, kunai, b+mp, and an overhead that beats lows.

She probably could use a change or two but she's some unplayable, barely comeback character you're making her out to be.

Who are you going to pick next?

Welcome to SFV. Anti-airs have been nerfed and the frame data is really important
Anti airs have been nerfed? More than half the cast can AA from most ranges w fucking jab.

AA is fine in this game I just think you're having trouble adapting
I actually hate that about this game. Some jabs basically beat everything in the game no matter the angle or normal. I'd liked to see a change where ryu, necalli and others had to switch up what they were doing.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
AA jabs are fine. There's realistically no point in nerfing them. They have a higher potential damage output, but otherwise they're very low reward. And unlike a DP, there's no invincibility, so any instance you're off, it's in the opponent's favor. If you can jab, you can DP.

Jabs have always been like this honestly.
 

buyacushun

Normalize grab immunity.
AA jabs are fine. There's realistically no point in nerfing them. They have a higher potential damage output, but otherwise they're very low reward. And unlike a DP, there's no invincibility, so any instance you're off, it's in the opponent's favor. If you can jab, you can DP.

Jabs have always been like this honestly.
It's incredibly hard to miss with certain jabs. And they can still anti air. I'd just like to see them go from getting all purpose to maybe just jump ins. Instead of any and every approach. And starting a mixup is really important in this game which is probably why most players decide to go for a normal anti air. There's also a higher chance not to input DP than to not input jab.

People were jabbing like this in past SF games?
 

countrypistol

Kombatant
It's incredibly hard to miss with certain jabs. And they can still anti air. I'd just like to see them go from getting all purpose to maybe just jump ins. Instead of any and every approach. And starting a mixup is really important in this game which is probably why most players decide to go for a normal anti air. There's also a higher chance not to input DP than to not input jab.

People were jabbing like this in past SF games?
Ryu's standing light kick in USF4 was a nice, easy anti air that I saw quite a bit, but that's the only one I can think of. There probably were a few others, but in general I found if I jumped I got DP'd (I played Hugo, so my go to anti air was his s.hp with the armour. I miss the Big Potato)
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
It's incredibly hard to miss with certain jabs. And they can still anti air. I'd just like to see them go from getting all purpose to maybe just jump ins. Instead of any and every approach. And starting a mixup is really important in this game which is probably why most players decide to go for a normal anti air. There's also a higher chance not to input DP than to not input jab.

People were jabbing like this in past SF games?
No, but they didn't have to. DPs and mediums/heavies were even better than they are now. But you could jab and it was pretty much as effective. Jump in hitboxes are the total opposite of MKX though. They're actually really bad. Which is why AA jabs are good, along with the fact that only 4 characters have meterless DPs and most non-light AA normals aren't that good.
 

FL Rushdown

Champion
No, but they didn't have to. DPs and mediums/heavies were even better than they are now. But you could jab and it was pretty much as effective. Jump in hitboxes are the total opposite of MKX though. They're actually really bad. Which is why AA jabs are good, along with the fact that only 4 characters have meterless DPs and most non-light AA normals aren't that good.
You're forgetting guile and Laura's "dps" they're both upper body invincible so pretty much the same where aas are concerned.
 

FL Rushdown

Champion
Yea just making sure. But I don't get some people claiming AA's are nerfed here, this isn't MK where that's non existent almost.
theyre not nerfed, they're exactly as strong as they've always been in SF. You just have 3 frames less to use them, that's not a nerf to the move, it's just a skillcheck.

If anything they're better in 5 than 4 since there were so many jump arc altering moves in 4 that could get you to kill yourself. One misplaced dp vs a yun, evil ryu, rufus, or even yang and you were eating big damage into a guaranteed setup.
 

@MylesWright_

I'll be back 3ing
When I'm not having to jump back air to air or completely move out of jumps at certain angles I'll believe that anti-airs haven't been nerfed.

Her win condition is v trigger mixups if you've been getting beat down all day. You got a long ass normal, a slide, kunai, b+mp, and an overhead that beats lows.

She probably could use a change or two but she's some unplayable, barely comeback character you're making her out to be.
She isn't unplayable but until V-trigger it's just a lot of fairness. I would even say V-trigger is fair right now because the worst it can be is a 50/50 unless you delay wake-up in the corner and give her an instant overhead
 

FL Rushdown

Champion
Ibukis aas are actually decent though. Between b mp, st hk, cr hp, ex dp, neutral jump air throw, and charged kunai into super I'd say her AAs are her strongest trait when she's out of v trigger.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Yea just making sure. But I don't get some people claiming AA's are nerfed here, this isn't MK where that's non existent almost.
Don't get me started on MK anti airs lmao.

They've definitely been nerfed over time, but it's more or less removing the ridiculous invincibility and hitboxes DPs used to have, and removing full invincibility on a lot of meterless DPs. They still work as intended.

AA normals are generally worse, too in comparison to the past, where they were 100% reliable in many cases.
 
Don't get me started on MK anti airs lmao.

They've definitely been nerfed over time, but it's more or less removing the ridiculous invincibility and hitboxes DPs used to have, and removing full invincibility on a lot of meterless DPs. They still work as intended.

AA normals are generally worse, too in comparison to the past, where they were 100% reliable in many cases.
Yea but then that makes it more skilled play then. I mean before DP's were invinvcible at any time from any range so a heavy DP reached you from afar, now only medium is invincible which makes the player have to think more and not mash out. Which is good. But the guys that say AA's aren't good here I honestly can't believe after seeing casuals, major events etc. with EVERYONE anti airing on reaction that makes their statements silly honestly.
 

JJvercetti

Warrior
It's incredibly hard to miss with certain jabs. And they can still anti air. I'd just like to see them go from getting all purpose to maybe just jump ins. Instead of any and every approach. And starting a mixup is really important in this game which is probably why most players decide to go for a normal anti air. There's also a higher chance not to input DP than to not input jab.

People were jabbing like this in past SF games?
I think Giefs jab is SF4 was the same but it was a close proximity normal only. This was over looked because of Lariat.
 

buyacushun

Normalize grab immunity.
No, but they didn't have to. DPs and mediums/heavies were even better than they are now. But you could jab and it was pretty much as effective. Jump in hitboxes are the total opposite of MKX though. They're actually really bad. Which is why AA jabs are good, along with the fact that only 4 characters have meterless DPs and most non-light AA normals aren't that good.
If I played sf4 or any previous SF, I'd have the same complaint then. In a game like SF, I'd prefer if you had to use the range of tools to anti air. But a game like KoF I'm ok with more easier anti airs, since that game has more offensive tools. Just taking into account that there are 4 different jumps every character can do. Even then idk if you could jab all angles of jump ins (including cross ups) like you can in SF.

When I'm not having to jump back air to air or completely move out of jumps at certain angles I'll believe that anti-airs haven't been nerfed.



She isn't unplayable but until V-trigger it's just a lot of fairness. I would even say V-trigger is fair right now because the worst it can be is a 50/50 unless you delay wake-up in the corner and give her an instant overhead
Idk ibuki like that but if you got an air grab, anti air ground normals, ex dp, and a command dash, jump ins can't be that bad. Oh and you got 3 v reversals.

50/50s that I've seen lead to stun. I've seen her combo off of grabs. What's the frames on her v-skill? I haven't heard anyone talk about that move.
 

JJvercetti

Warrior
If I played sf4 or any previous SF, I'd have the same complaint then. In a game like SF, I'd prefer if you had to use the range of tools to anti air. But a game like KoF I'm ok with more easier anti airs, since that game has more offensive tools. Just taking into account that there are 4 different jumps every character can do. Even then idk if you could jab all angles of jump ins (including cross ups) like you can in SF.


Idk ibuki like that but if you got an air grab, anti air ground normals, ex dp, and a command dash, jump ins can't be that bad. Oh and you got 3 v reversals.

50/50s that I've seen lead to stun. I've seen her combo off of grabs. What's the frames on her v-skill? I haven't heard anyone talk about that move.
I have heard It is a safer version of Karins one, It cannot be punished my most of the cast at max range.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
So I got told today the best way to open up Balrog as Gief is to shimmy him. Really REALLY!!!
Lol that character's jabs are really long, and Gief doesn't walk that fast. You're better off doing your best tick throws.
 

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
If I played sf4 or any previous SF, I'd have the same complaint then. In a game like SF, I'd prefer if you had to use the range of tools to anti air. But a game like KoF I'm ok with more easier anti airs, since that game has more offensive tools. Just taking into account that there are 4 different jumps every character can do. Even then idk if you could jab all angles of jump ins (including cross ups) like you can in SF.
Usually in SF, you have one go-to AA normal or an invincible anti-air, with a multitude of situational anti-airs for certain stuff you can't quite get with most of the others. Jab is the easiest to react with, but you might as well just DP if you can. Air-to-air works, too, if you see the jump early enough.