ILuvFightGames
Noob
So 2 bars or 3 is better for vtrigger? I've always thought 2 were better.
2 bar triggers are usually weaker than 3 but it's possible to build 2 in a round so I can't see them keeping Guile's v-trigger booms the same it wouldn't be broken like Ibuki having 2 bars but I don't see them buffing Guile at all like that.So 2 bars or 3 is better for vtrigger? I've always thought 2 were better.
Fair enough. Apparently they nerfed her dive kicks.I'm so glad that cr.hp is a CC now with Guile. I pretty much just meaty with that all the time after flash kick because you can cover all wakeup techs and combo. Now that it's a CC... We in there lol.
Also Cammy gets an Air Throw. How godlike is that!!!
Right? What is the thinking here lol.Why are they buffing urien this hard lmao
Well hp will no longer CC. It would usually launch them in air to allow a juggle. So now you'd be able to just convert normally.Fair enough. Apparently they nerfed her dive kicks.
Can you explain the value of the change to his CC button? I haven't played guile in awhile.
I'm not a fan of any "general rules". I think you can balance characters without forcing them to fit into the same general archetype, it just seems like lazy balance design, and yeah if throws just reset neutral and a ch combo does 400 dmg I'm taking that throw, every single time.What's everyone's thoughts on invincibility needing meter? I'm not too fond of it. I hope that and no midscreen throw pressure aren't cast wide changes. Could lead to a lot of "just throw me" situations to get back to neutral. And I feel like it increases the homogenization problem some people have with the game.
It's how a lot of characters win in fighting games, it's never been how they all do, and it still won't.Ultimately winning by outplaying your opponent in neutral sounds like a fighting game to me
I agree with you there. Some characters could get a Juri treatment with a DP with later invincibility for anti airs and EX has it throughout. I think that way great reactions are emphasised.I'm a fan of throws not leading into pressure midscreen. I think it was a good change that will improve the neutral game. There were just too many throw loops. Now, you need to have them in the corner (so I've heard) to get oki off a throw.
Invincible DP's needing meter I'm on the fence about. For a character like Necalli or Cammy, I think it's a good change. For Ryu, I think it's kind of weird and it's really going to hurt him in the long run. He was designed to have that so I hope they buffed him in other ways. Also, meter building is supposedly much slower, so you won't have as much meter to use on invincible DP's. With the nerf to DP's and white life regenerating slower, it's going to make the game more about pressure, which is actually more interesting.
Neither do I but beating them might get stale if I have to wait for them to build meter while meter building been reduced so I can bait DP for that sweet CC damage.Wellp. I for one don't play those scrubby dp chars so I am for it
Yeah I really hope that's not the case. The throw game can be OD but this change could make it stale until people get really low.I'm not a fan of any "general rules". I think you can balance characters without forcing them to fit into the same general archetype, it just seems like lazy balance design, and yeah if throws just reset neutral and a ch combo does 400 dmg I'm taking that throw, every single time.
Yeah but a lot of fighting games make you work to get back to back to neutral. Now unless it's a command grab there's much less risk/reward in just holding back and we still have the jump tech OS.Ultimately winning by outplaying your opponent in neutral sounds like a fighting game to me
They are tweaking grey health as well as hurtbox and recovery on normals. It's going from a game where you just throw yourself at people and setplay them to death to one more about footsiesYeah but a lot of fighting games make you work to get back to back to neutral. Now unless it's a command grab there's much less risk/reward in just holding back and we still have the jump tech OS.
Ryu and Nash could do without a heavy throw game but Cammy, or Bison could be fine with at least one throw giving great oki.
The game's neutral needed some tweaks but the this change to risk/reward for throws goes against the the system that was in place before. More frame delay would've done wonders for the neutral. Some whiff recovery changes would also be great (please nerf Mika's roll this way Capcom). But there should be characters that can pressure heavy with throws. Why eliminate styles of play especially when that's a major complaint against the game?They are tweaking grey health as well as hurtbox and recovery on normals. It's going from a game where you just throw yourself at people and setplay them to death to one more about footsies
I already read somewhere (pvplive.net?) that certain DPs will be invincible on startup but vulnerable to throws. Other DPs will not be throwable but can be meatied. Other DPs will have upper body invincibility only. So it looks like you will have to be very selective with which DP you use in each situation. Only the EX DP will be the catch all that wins vs everything except block.I agree with you there. Some characters could get a Juri treatment with a DP with later invincibility for anti airs and EX has it throughout. I think that way great reactions are emphasised.
Hopefully the notes show less general changes.
Not for Gief, V-Skill revolves around grey life.The game's neutral needed some tweaks but the this change to risk/reward for throws goes against the the system that was in place before. More frame delay would've done wonders for the neutral. Some whiff recovery changes would also be great (please nerf Mika's roll this way Capcom). But there should be characters that can pressure heavy with throws. Why eliminate styles of play especially when that's a major complaint against the game?
If grey life recovers slower then wouldn't that be good for pressure/mixups? More chance to chunk off health after blocking.
I'll take my free damage every time I get in if that's the case lol. At least until you get worn down enough to the point that you start techingWouldn't throws now causing a reset just make almost everyone just take the throw instead of risking lots of damage?
See this is my thinking..if you want to just eat the throw and no risk a combo good. this just means when I decide to throw I'll get my 120-130 free damage and we can reset the situation.I'll take my free damage every time I get in if that's the case lol.
My god... That's one of the most beautiful things I've ever read. Cheers homie!See this is my thinking..if you want to just eat the throw and no risk a combo good. this just means when I decide to throw I'll get my 120-130 free damage and we can reset the situation.
I thought throw loops were one of the saddest and dumbest things I have seen in a fighting. I welcome a game that lets you get up off the damn ground and continue playing instead of rolling you in to a situation where you absolutely must legitimately guess between one of several options.
MKx caught ENORMOUS shit for its 50/50 nature originally. It's just guessing, no footsies etc, then sfv does something damn similar and half the world is screaming FUCK YEAH THIS IS SUPER TECHNICAL AWESOMS FOOTSIE MAGIC! Look paw! That there guy got knocked down and that there other guy is gonna stand on top of him and throw him 5 times because the poor.fucker had to guess.between numerous options and if he DOES throw tech it's fuxking CCable so he'll eat 60000 damage.
I think some pros were already taking the throw , because the tech itself was so risky.
That sounds wonderful. I saw that's what they did with Juri and thought it'd be great for everyone.I already read somewhere (pvplive.net?) that certain DPs will be invincible on startup but vulnerable to throws. Other DPs will not be throwable but can be meatied. Other DPs will have upper body invincibility only. So it looks like you will have to be very selective with which DP you use in each situation. Only the EX DP will be the catch all that wins vs everything except block.
Yeah patch notes got me excited yet again. Never fails.We'll have to wait for patch notes to see which characters have better/worse DP's all around. Could be that some characters gained a startup invincible meterless DP that is throwable.
Going soley off those notes what makes you say that?Ken is dead, Mika is Dead, Rip Cammy, Ibuki is getting the Kenshi treatment.
I'm saying the grey life recovering slower makes it more favorable to be attacking. Slower grey recovery = more of a chance to chunk health from a stray hit.Not for Gief, V-Skill revolves around grey life.
To the Zangief thing, that's exactly what he's saying. V-Skill costs gray life. Standing fierce costs gray life. And we can't generate offense at nearly the rate of most of the cast. So yeah. Looks REALLY bad for Zangief.That sounds wonderful. I saw that's what they did with Juri and thought it'd be great for everyone.
Yeah patch notes got me excited yet again. Never fails.
Going soley off those notes what makes you say that?
I'm saying the grey life recovering slower makes it more favorable to be attacking. Slower grey recovery = more of a chance to chunk health from a stray hit.
They'll be some characters that get oki from throws. Mika still has midscreen command grab loops apparently and she might oki off her throws just because she doesn't build gray damage with pressure unless they change her frame dataThe game's neutral needed some tweaks but the this change to risk/reward for throws goes against the the system that was in place before. More frame delay would've done wonders for the neutral. Some whiff recovery changes would also be great (please nerf Mika's roll this way Capcom). But there should be characters that can pressure heavy with throws. Why eliminate styles of play especially when that's a major complaint against the game?
If grey life recovers slower then wouldn't that be good for pressure/mixups? More chance to chunk off health after blocking.