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Street Fighter V General Discussion

And takes longer to get out, due to it being a special. I mean, you can buffer it constantly, but its not reliable IMO. Its something you might be able to use on occasion just to show its there, but trying to use it as an 'answer' to Ken's tatsu is going to get you tagged. Ken is a tricky problem. You dont want him jumping with impunity, but he can work a mixup in to his jump and if he lands one, he does 20%-30%+ depending.

All in all, Ken's jumping options are absolutely bonkers in V. Its just how things are until the December adjustments come and we see what Capcom intends. Ken, Ryu, Mika, Chun.. Lots of horseshit to be addressed.
i honestly hope they don't nerf those characters. With the exception of chun I think they all would be fine with a few universal nerfs to tools like jab aa and 4frames of input delay, maybe increase some of kens hitstop on his mp/mk, but the 4 frames less of delay might be enough.

Id rather just see some buffs to the weak characters. Give bison a 2 bar trigger, give gief something, make fangs poison stack or some shit, give ibuki a 2 bar trigger and neckbreaker(or make her Kunai reload usable), etc.

I'm almost afraid to ask them to give anything to birdie/rashid/laura, but I'd understand if they gave them some love. Overall I think the games pretty well balanced from a tools standpoint(IA legs the main exception), rather see some mechanics be adjusted.
 
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NaCl man

Welcome to Akihabara
I hope we see the end of aa jabs being the easy way to aa. aa should still take some kind of skill and timing.
 
Alex is going to need something reliable (that means meterless too, smartasses) if they take away his as jab. :/
id say give knee invincibility, but make it crush counter punishable when he lands. Makes it 100x better as an anti air, doesn't effect combo usefulness, and stops the invincibility from making it some stupid corner escape. Makes the hard reads on neutral jumps a lil riskier though.

Or maybe give cr hp some upper body invincibility.
 

EntropicByDesign

It's all so very confusing.
i honestly hope they don't nerf those characters. With the exception of chun I think they all would be fine with a few universal nerfs to tools like jab aa and 4frames of input delay, maybe increase some of kens hitstop on his mp/mk, but the 4 frames less of delay might be enough.

Id rather just see some buffs to the weak characters. Give bison a 2 bar trigger, give gief something, make fangs poison stack or some shit, give ibuki a 2 bar trigger and neckbreaker(or make her Kunai reload usable), etc.

I'm almost afraid to ask them to give anything to birdie/rashid/laura, but I'd understand if they gave them some love. Overall I think the games pretty well balanced from a tools standpoint(IA legs the main exception), rather see some mechanics be adjusted.

Well, I agree to a point.. But some things are just a little ridiculous. Ken's air mix-ups aren't OP in and of themselves, but add in all his other options on top of his damage and such and it kinda gets ridiculous. Now, having said that, if input delay were shaved down in to the 3-4 range like you suggest (and I agree 1000%) maybe Ken's natural unsafe-ness would act as a leveling factor, making those tools strong, but not purely OP.

Then take Chun's IA Legs, off an instant OH, that can also transition in to a crossup, and the IA legs lead in to her BnB, on top of all her other tools and so on and so on and she needs something.. If for no other reason than to make playing against her actually engaging and interesting and to make the Chun players actually play the same game the rest of us are playing.

Ryu makes my head hurt, but tone down his fireball recovery a little bit and adjust his damage a *little*. 4-5% or so, etc.

I dont know what characters really *need* to be balanced, both nerfs and buffs.. I just feel like playing a character should be a thoughtful, planned engaging experience and so should playing against a character. When a character has a game defining tool that has no real meaningful counterplay (or that counter play is only available to a small % of characters - like how as Vega I can whiff air throw to fuck up Chun's AA's, etc) those tools should be looked at and possibly adjusted.

I'm also a proponent of making characters fun to play and play against, and the idea of an army of flowchartable, absurd, do-what-you-wanters-everything-is-plus-forever-haha-omg just doesnt sound fun to play against. I mean, I know that not everyone can be a blast to play against but some characters in this game are just miserable.

So, I would prefer buffs rather than nerfs as well, in a perfect world, making the lower guys stronger and closing the gap(s).. But, this is Capcom we are dealing with here and I just dont know if they will be willing to put the work in to balance in a positive way. Its easier to nerf 3-5 characters slightly than buff 5-8 characters and risk having a new S tier develop. Pulling the top characters down a little more toward the center line with a couple minor buffs to the lower tiers is a 'safer' way to adjust the cast.

Also, with the removal of the input delay, some characters are going to need a lot of work. Birdy as an example, will suffer heavily from that change and so will Alex I feel.

I dunno. The tier gaps arent huge in SFV, but I really feel like they are increasing rather than shrinking as some of the lower tier characters are just hitting walls, where-as the top shelfers are just becoming stronger and stronger and it really has become a noticeable difference. I hate to keep coming back to Chun, but she seems like she's getting better and more dangerous as her players figure her out. Skill still counts for way more than tier placement which is great, the only exceptions being some of the very bottom vs the very top. Watching a Fang make 5-6 highlight reel worthy plays in a row, only to lose to a single Ex Air Tatsu from Ken is genuinely painful..

I do very thoroughly agree with your buff ideas. Ibuki is my favorite character in this game and she doesnt need much to be a solid character. 2 bar trigger and one or two small adjustments and she's ready to roll. Bison I dont know enough about, but he the trigger idea sounds good.

Laura I dont know. She confuses me and i dont understand her, lol.

I want Juri to get something..Maybe two charges stored for each 'pasta', and in Vtrigger she needs a damage buff. She can link so much, and do these long, interesting links, and even with a bar and a vtrigger cancel she does less than some characters BnBs.. I mean, as Vega, I can net 350+ damage off a +2 low normal and a bar, no vtrigger required. Juri works SO hard. So. damn. hard.

Just my opinions of course.. and this was way longer of a post than I expected it to be. Watching WNFs and just got lost in typing.
 

EntropicByDesign

It's all so very confusing.
I'd be fine with Alex keeping his AA jab.. but I dont think it should AA into a 50/50, one half of which leads in to another 50/50, lol.
 
Well, I agree to a point.. But some things are just a little ridiculous. Ken's air mix-ups aren't OP in and of themselves, but add in all his other options on top of his damage and such and it kinda gets ridiculous. Now, having said that, if input delay were shaved down in to the 3-4 range like you suggest (and I agree 1000%) maybe Ken's natural unsafe-ness would act as a leveling factor, making those tools strong, but not purely OP.

Then take Chun's IA Legs, off an instant OH, that can also transition in to a crossup, and the IA legs lead in to her BnB, on top of all her other tools and so on and so on and she needs something.. If for no other reason than to make playing against her actually engaging and interesting and to make the Chun players actually play the same game the rest of us are playing.

Ryu makes my head hurt, but tone down his fireball recovery a little bit and adjust his damage a *little*. 4-5% or so, etc.

I dont know what characters really *need* to be balanced, both nerfs and buffs.. I just feel like playing a character should be a thoughtful, planned engaging experience and so should playing against a character. When a character has a game defining tool that has no real meaningful counterplay (or that counter play is only available to a small % of characters - like how as Vega I can whiff air throw to fuck up Chun's AA's, etc) those tools should be looked at and possibly adjusted.

I'm also a proponent of making characters fun to play and play against, and the idea of an army of flowchartable, absurd, do-what-you-wanters-everything-is-plus-forever-haha-omg just doesnt sound fun to play against. I mean, I know that not everyone can be a blast to play against but some characters in this game are just miserable.

So, I would prefer buffs rather than nerfs as well, in a perfect world, making the lower guys stronger and closing the gap(s).. But, this is Capcom we are dealing with here and I just dont know if they will be willing to put the work in to balance in a positive way. Its easier to nerf 3-5 characters slightly than buff 5-8 characters and risk having a new S tier develop. Pulling the top characters down a little more toward the center line with a couple minor buffs to the lower tiers is a 'safer' way to adjust the cast.

Also, with the removal of the input delay, some characters are going to need a lot of work. Birdy as an example, will suffer heavily from that change and so will Alex I feel.

I dunno. The tier gaps arent huge in SFV, but I really feel like they are increasing rather than shrinking as some of the lower tier characters are just hitting walls, where-as the top shelfers are just becoming stronger and stronger and it really has become a noticeable difference. I hate to keep coming back to Chun, but she seems like she's getting better and more dangerous as her players figure her out. Skill still counts for way more than tier placement which is great, the only exceptions being some of the very bottom vs the very top. Watching a Fang make 5-6 highlight reel worthy plays in a row, only to lose to a single Ex Air Tatsu from Ken is genuinely painful..

I do very thoroughly agree with your buff ideas. Ibuki is my favorite character in this game and she doesnt need much to be a solid character. 2 bar trigger and one or two small adjustments and she's ready to roll. Bison I dont know enough about, but he the trigger idea sounds good.

Laura I dont know. She confuses me and i dont understand her, lol.

I want Juri to get something..Maybe two charges stored for each 'pasta', and in Vtrigger she needs a damage buff. She can link so much, and do these long, interesting links, and even with a bar and a vtrigger cancel she does less than some characters BnBs.. I mean, as Vega, I can net 350+ damage off a +2 low normal and a bar, no vtrigger required. Juri works SO hard. So. damn. hard.

Just my opinions of course.. and this was way longer of a post than I expected it to be. Watching WNFs and just got lost in typing.
yeah, I think ken on paper is not a top tier character a ton of his tools are unsafe or just have terrible frames in general. A lot of his strengths come from extra input delay and his unique hitstop frames.

I agree and said Chuns IA legs are the only "broken" tool in this game imo, but I do think an extra 4 frames to react to them would help a lot.

As for ryu I don't understand, he's one of my favorite characters to fight against and imo the closest thing in the game to an og street fighter character. High damage, good balance of risk/reward, a solid(but not overpowering) neutral game, and powerful(but straightforward) mixups. He doesn't have a lot of flash, but I'll never get tired of seeing solid ryu play, And from what I've seen/heard he seems to be falling on the tier list without even getting nerfed. I don't like to assume things but I'm gonna assume you don't play ryu, cause it's already plenty terrifying throwing fireballs with him without an extra 5 frames of recovery. Thatd make them punishable on reaction by pretty much every member of the cast. They've already got 32+ frames of recovery plus a 12+ frame startup. Adding 5 frames more would literally make it a 50 frame move. Honestly the more characters I play the more I hate how hard ryu has to work(except with jab aas and +12 on block sweep cancels, I think those should go and he'd be fine).
 

Rip Torn

ALL I HAVE IS THE GREEN.
i think they should make lights non vtrigger cancellable maybe not universally but probably
pretty sure you said I was an idiot when I suggested that a month or two ago, but I could be wrong. I agree though.
Who is abusing lights cancelled into v-trigger? I honestly can't think of why that would be an issue. In general, I think v-trigger activation is fine, because it takes time to build the v-meter, so it's a nice offensive tool that's balanced by v-reversal usage.

What I'd like to see in season 2, besides nerfing the top 8-9 characters, is a throw range nerf accross the board. It's kind of nerve-racking to play this game with the constant fear of throws at every close encounter. Also, whiffed throws should be much more punishable, like add another 10 frames of recovery. Throws are a little to prominent in this game right now, and it's not as satisfying to play. I'd rather they buff some of the overheads and allow more overheads to combo on hit or at least counter-hit.
 
Who is abusing lights cancelled into v-trigger? I honestly can't think of why that would be an issue. In general, I think v-trigger activation is fine, because it takes time to build the v-meter, so it's a nice offensive tool that's balanced by v-reversal usage.

What I'd like to see in season 2, besides nerfing the top 8-9 characters, is a throw range nerf accross the board. It's kind of nerve-racking to play this game with the constant fear of throws at every close encounter. Also, whiffed throws should be much more punishable, like add another 10 frames of recovery. Throws are a little to prominent in this game right now, and it's not as satisfying to play. I'd rather they buff some of the overheads and allow more overheads to combo on hit or at least counter-hit.
well I mean necalli and ryu can get 400 dmg off a 3 frame normal. It's not always an issue but it's kinda silly. You know it's silly when og FGC players like Haitani go for jab xx trigger on wake up because their jab gets them more dmg than other characters crush counters would get them in return.

Also throws are fine, and would be way more fine if we had less input delay. If you lower throw ranges universally you're just making shimmys and tick throws better imo. Every character could get away with the jab wait shimmy.
 

Rip Torn

ALL I HAVE IS THE GREEN.
well I mean necalli and ryu can get 400 dmg off a 3 frame normal. It's not always an issue but it's kinda silly. You know it's silly when og FGC players like Haitani go for jab xx trigger on wake up because their jab gets them more dmg than other characters crush counters would get them in return.

Also throws are fine, and would be way more fine if we had less input delay. If you lower throw ranges universally you're just making shimmys and tick throws better imo. Every character could get away with the jab wait shimmy.
I mean lower the throw range to the point where you would have to be right up next to them like KoF and Guilty Gear. That way, you don't have the LP > throw or LP, LK, throw or LP, LK, shimmy, HP mixups because they would have to walk so far to throw you at that point because of the pushback, that the throw would be more obvious. Now if they do walk up real far to shimmy, they would be more negative and you could actually react to them walking in and throw out a normal. Basically, throws and shimmies become more of a risk.

EDIT: And yeah Necalli is dumb, I would nerf his damage and a lot of other things.
 

EntropicByDesign

It's all so very confusing.
yeah, I think ken on paper is not a top tier character a ton of his tools are unsafe or just have terrible frames in general. A lot of his strengths come from extra input delay and his unique hitstop frames.

I agree and said Chuns IA legs are the only "broken" tool in this game imo, but I do think an extra 4 frames to react to them would help a lot.

As for ryu I don't understand, he's one of my favorite characters to fight against and imo the closest thing in the game to an og street fighter character. High damage, good balance of risk/reward, a solid(but not overpowering) neutral game, and powerful(but straightforward) mixups. He doesn't have a lot of flash, but I'll never get tired of seeing solid ryu play, And from what I've seen/heard he seems to be falling on the tier list without even getting nerfed. I don't like to assume things but I'm gonna assume you don't play ryu, cause it's already plenty terrifying throwing fireballs with him without an extra 5 frames of recovery. Thatd make them punishable on reaction by pretty much every member of the cast. They've already got 32+ frames of recovery plus a 12+ frame startup. Adding 5 frames more would literally make it a 50 frame move. Honestly the more characters I play the more I hate how hard ryu has to work(except with jab aas and +12 on block sweep cancels, I think those should go and he'd be fine).

Well, you're right, I dont play Ryu, but I play against the army of them. A Ryu that knows what he's doing can fireball with utter impunity, again, this may be all related to the inherent delay built in, but I frequently jump over a fireball on a read (not a crazy, I'm in the air before he's input it read, but expecting a fireball and jump as soon as I see him start moving kinda read) and I eat DPs, or jumping MP into whatever he feels like doing... And Im talking poorly spaced fireballs that again, I have a read on and I have proper distance to punish. I fully agree that I shouldnt be able to full combo punish correctly spaced and used fireballs.

I do agree that a well played Ryu is a pleasure to watch. He's so damn crispy and clean when used right.. but my issue stems from what he does well - which is absolutely everything. He has very competent full screen zoning. A two bar vtrigger that acts as a general steroid. Super good normals for any 'typical' melee range (he's no claw-on vega or Sim or Birdy, but he does work at decent range). 3f button(s? - is it just st.jab?). Top tier damage off of *anything* he touches you with. Excellent CA for a number of reasons. Isnt meter reliant so he can use it at his leisure to convert in to more damage ( st.lk into ex tatsu as a quick example) or store it up so he has CA on deck, as mentioned, a really good CA. Parry (I dont see it used much, but its still there and still an option). Great AA options. Great air to air control with air tatsu and j.mp (which can lead to MOAR DAMAGE). Two crossups, one of which is notoriously difficult to AA which makes him an absolute bastard vs weak AA characters. Excellent DPs that can be canceled. He can set up and unblockable (well, guard break). As you mentioned +8992837333333333333 cancel. Solid meaty game with nice, active buttons making it so you dont have to be ultra tight to get mileage out of them (I think about everyone in V has a good meaty game, but still, its an option so Im listing it). A stubby but fast forward dash that's a monster of a tool when used by a pro for mobility and such. Tolerable walk speed, its not Vega and Chun but its not hindrance in any way I feel) Etc. Im sure Im forgetting something, but its 430am and Im tired.

I dont think Ryu's damage is OP. Or his tools. Or his options. Or his screen control (Which is essentially all the screen - seriously.). I just think its a culmination of everything that makes him really good... and I'll take your word for him dropping in tier lists, but everything Ive seen about him, at least from the pro side of things, still has him top 5, and I see him frequently listed as top 3 - which I agree with personally. He has absolutely everything the game has to give - I dont see how he could be anything but really really good. And really, aside from the cancel you mentioned, my fireball idea is a wishlist item that would be nice, but not required, if his damage was toned down either across the board a very small amount, or maybe toned down a larger amount, but built in to his scaling some how where some things still HURT. I feel like thematically when Ryu punishes you, it should hurt like hell. If he gets a jump in or CC, it should hurt like hell, but maybe a little less pain off stray hits in the neutral. Something like that.

By removing the frame delay though, I dont know, maybe that would help matters across the board and tier lists would shake out very differently, but I think, with the exception of *maybe* Ken, we'd see about the same placements, except Birdy and Alex, I think they'd fall. Possibly Sim too, as some of his shenanigans would be easier to react to possibly, but I dont know for sure, I dont know any really *good* Sims to have experience in the MU.

I dont want you, or anyone, to think Im nerf-mongering and trying to break other peoples characters.. And like I said, in a perfect world, with a handful of small, specific exceptions, id prefer buffs rather than nerfs any day, that way no one gets left in the cold. The strong stay strong and the weak(ish) get a chance to make a case for themselves - I just dont trust/believe Capcom will go that route because there is a lot more work involved in buffing numerous characters and not overdoing it, than there is on clipping a couple wings.

I mean, if we are talking buffs, someone give Vega a real reversal so I can be top tier =[ lol.

And just so you know my perspective (as far as who I play, it kinda helps to see the angle I see the game from). I main Vega, Necalli is probably my best character though (another character I could see getting adjusted, though I honestly dont know exactly what, he's a Ryu-ish character to me.. Its not that any one thing is super OP, its just that he has just about everything. Pulling back his damage maybe? But that doesnt fit thematically, Necalli just screams damage, so I dunno.. Dash adjustments?). I try to play Ibuki and Juri on occasion too but Im too bad to make them work. They are also bad, so that doesnt help matters. For the time being, I am totally focusing on Vega. When the game first dropped I co-mained Nash and Ken, but that was months ago and I dropped V not long after release due to RL crap.
 
Well, you're right, I dont play Ryu, but I play against the army of them. A Ryu that knows what he's doing can fireball with utter impunity, again, this may be all related to the inherent delay built in, but I frequently jump over a fireball on a read (not a crazy, I'm in the air before he's input it read, but expecting a fireball and jump as soon as I see him start moving kinda read) and I eat DPs, or jumping MP into whatever he feels like doing... And Im talking poorly spaced fireballs that again, I have a read on and I have proper distance to punish. I fully agree that I shouldnt be able to full combo punish correctly spaced and used fireballs.

I do agree that a well played Ryu is a pleasure to watch. He's so damn crispy and clean when used right.. but my issue stems from what he does well - which is absolutely everything. He has very competent full screen zoning. A two bar vtrigger that acts as a general steroid. Super good normals for any 'typical' melee range (he's no claw-on vega or Sim or Birdy, but he does work at decent range). 3f button(s? - is it just st.jab?). Top tier damage off of *anything* he touches you with. Excellent CA for a number of reasons. Isnt meter reliant so he can use it at his leisure to convert in to more damage ( st.lk into ex tatsu as a quick example) or store it up so he has CA on deck, as mentioned, a really good CA. Parry (I dont see it used much, but its still there and still an option). Great AA options. Great air to air control with air tatsu and j.mp (which can lead to MOAR DAMAGE). Two crossups, one of which is notoriously difficult to AA which makes him an absolute bastard vs weak AA characters. Excellent DPs that can be canceled. He can set up and unblockable (well, guard break). As you mentioned +8992837333333333333 cancel. Solid meaty game with nice, active buttons making it so you dont have to be ultra tight to get mileage out of them (I think about everyone in V has a good meaty game, but still, its an option so Im listing it). A stubby but fast forward dash that's a monster of a tool when used by a pro for mobility and such. Tolerable walk speed, its not Vega and Chun but its not hindrance in any way I feel) Etc. Im sure Im forgetting something, but its 430am and Im tired.

I dont think Ryu's damage is OP. Or his tools. Or his options. Or his screen control (Which is essentially all the screen - seriously.). I just think its a culmination of everything that makes him really good... and I'll take your word for him dropping in tier lists, but everything Ive seen about him, at least from the pro side of things, still has him top 5, and I see him frequently listed as top 3 - which I agree with personally. He has absolutely everything the game has to give - I dont see how he could be anything but really really good. And really, aside from the cancel you mentioned, my fireball idea is a wishlist item that would be nice, but not required, if his damage was toned down either across the board a very small amount, or maybe toned down a larger amount, but built in to his scaling some how where some things still HURT. I feel like thematically when Ryu punishes you, it should hurt like hell. If he gets a jump in or CC, it should hurt like hell, but maybe a little less pain off stray hits in the neutral. Something like that.

By removing the frame delay though, I dont know, maybe that would help matters across the board and tier lists would shake out very differently, but I think, with the exception of *maybe* Ken, we'd see about the same placements, except Birdy and Alex, I think they'd fall. Possibly Sim too, as some of his shenanigans would be easier to react to possibly, but I dont know for sure, I dont know any really *good* Sims to have experience in the MU.

I dont want you, or anyone, to think Im nerf-mongering and trying to break other peoples characters.. And like I said, in a perfect world, with a handful of small, specific exceptions, id prefer buffs rather than nerfs any day, that way no one gets left in the cold. The strong stay strong and the weak(ish) get a chance to make a case for themselves - I just dont trust/believe Capcom will go that route because there is a lot more work involved in buffing numerous characters and not overdoing it, than there is on clipping a couple wings.

I mean, if we are talking buffs, someone give Vega a real reversal so I can be top tier =[ lol.

And just so you know my perspective (as far as who I play, it kinda helps to see the angle I see the game from). I main Vega, Necalli is probably my best character though (another character I could see getting adjusted, though I honestly dont know exactly what, he's a Ryu-ish character to me.. Its not that any one thing is super OP, its just that he has just about everything. Pulling back his damage maybe? But that doesnt fit thematically, Necalli just screams damage, so I dunno.. Dash adjustments?). I try to play Ibuki and Juri on occasion too but Im too bad to make them work. They are also bad, so that doesnt help matters. For the time being, I am totally focusing on Vega. When the game first dropped I co-mained Nash and Ken, but that was months ago and I dropped V not long after release due to RL crap.
im at work so I can't respond to everything, but I honestly think there's enough anti fireball options in this game. I can't think of a single character that doesn't have a way to punish ryus fireball on a well timed read or in a lot of cases a reaction(not even counting characters like Nash where he just can't throw fireballs at all). It's at minimum 13 frames of startup plus approx 25-30 frames of travel time if you're about half a screen away so you've got about the same amount of time to react as you do to someone's jump.

I mean ryu can parry vs himself.

Nash and bison can absorb.

Vega can ex flip through to punish(16 frame startup vs Hadoken is definitely doable)

Mika can slide under to close the gap or just ex through them. Or peach over them or drop kick over them.

Guile can just beat him in the fireball game.

Karin can definitely punish on reaction with ex dash.

Cammy can dp through if she's played by xioahai or drill through if she's played by anyone else.

Chun can IA legs over or full screen ca punish.

Necalli can just ground pound and win the trades all day and have trigger after 4 seconds.

Gief......... well he's gief.

Sim has slides/float/teleport no super great options but he'd rather fight a long range ryu than an up close one for sure.

Kens got jump ex tatsu to go over and at worst be in ryus face and plus, and quite possibly straight up punish.

Rashido can roll under and punish on reaction

Rog can v skill and punish on reaction

And every character gets a full combo punish with a properly timed jump, and they can almost all CA through to punish.

Etc.

I think the fireball game is ryus weakest skill in this game. It's really really hard to use it effectively. Not that it's bad, it's great. It's just the riskiest thing ryu has going for him right now.
 

EntropicByDesign

It's all so very confusing.
im at work so I can't respond to everything, but I honestly think there's enough anti fireball options in this game. I can't think of a single character that doesn't have a way to punish ryus fireball on a well timed read or in a lot of cases a reaction(not even counting characters like Nash where he just can't throw fireballs at all). It's at minimum 13 frames of startup plus approx 25-30 frames of travel time if you're about half a screen away so you've got about the same amount of time to react as you do to someone's jump.


.
Fair enough, I can see what you mean.
 

NHDR

Noob
If you nerf Ryu's fireball by even one frame, you might as well remove him from the game. Despite the fact that he has a fireball, he is not a traditional zoner in this game. The best Ryu players use his fireball as a mid-range or close-range offensive poke, which means that they are usually throwing it in risky spots.

He does not play fireballs the same way Guile does, for example. Guile throws them from long distances in order to bait jumps, while Ryu throws them to properly setup his st.mp. Ryu zones for an opening to inflict heavy melee damage, Guile looks for an opening to push you across the screen so he can resume zoning. Big difference.
 

Qwark28

Joker waiting room
well I mean necalli and ryu can get 400 dmg off a 3 frame normal. It's not always an issue but it's kinda silly. You know it's silly when og FGC players like Haitani go for jab xx trigger on wake up because their jab gets them more dmg than other characters crush counters would get them in return.
.
With 3 bars of V trigger and a super, yeah. I don't see how spending both full bars of resources for 400 damage is so overpowered and stupid. Nash, Chun, Laura etc get even more damage by wakeup jab into v trigger.

It's not unreasonable that a wakeup jab into 6 bars of resources should net you about 100 more damage than a crush counter combo against said jab.
 

Qwark28

Joker waiting room
And Ken on paper IS a top tier character.

4f medium and staggerable combo starter

Huge wallcarry

4 different jump arcs against which certain characters just don't even bother anti airing

200+ damage off of said jump arcs

DP FADC

Fireball

Damage

Range

3F meterless invincible reversal

Can full combo off of a jump-in from any range

Option selectable crush counters into 300+ damage and half screen carry

Great buttons

Some of the best neutral in the game

Most flexible rushdown character



ll that being said, no need to whine about any characters. Noone is glaringly overpowered in need of a nerf.
 
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@MylesWright_

I'll be back 3ing
What I'd like to see in season 2, besides nerfing the top 8-9 characters, is a throw range nerf accross the board. It's kind of nerve-racking to play this game with the constant fear of throws at every close encounter.
The throw range is already so small that you can walkback outside of it + not every character is just granted guaranteed pressure off their throw.
 
And Ken on paper IS a top tier character.

4f medium and staggerable combo starter

Huge wallcarry

4 different jump arcs against which certain characters just don't even bother anti airing

200+ damage off of said jump arcs

DP FADC

Fireball

Damage

Range

3F meterless invincible reversal

Can full combo off of a jump-in from any range

Option selectable crush counters into 300+ damage and half screen carry

Great buttons

Some of the best neutral in the game

Most flexible rushdown character



ll that being said, no need to whine about any characters. Noone is glaringly overpowered in need of a nerf.
eh. I'd say his neutral is whack and everything he has is negative. His buttons are good counter pokes but not great footsie tools. And as for "most flexible rushdown character" thatd be Mika..... in more ways than one.

Also his dp fadc is punishable.