What's new

Street Fighter V General Discussion

I'd like to see no nerfs, just buffs.

Gief needs either a little extra health, or scaling on v skill to compensate for his lack of speed and the fact he's meant to take damage getting in. Slightly better start up hit box on lariat so you can combo into it without being point blank to begin with. He really doesn't need much, he's so close to being solid.

Birdie, I don't know. He needs something.

Laura, v skill +1/2 on hit. The number of times I've been hit by that and then punished Laura for pressing a button a couple of frames too late is absurd. If she hits, at least allow her to frame trap.

Bison's defence could use something. He struggles against cross ups, although that's likely more an input delay+lag issue. You have to be really early to get a jump back jab or dash to work.

Make Fang's poison more of a threat.

Give Alex the gun that T Hawk should have got. Make his v skill useful. Bring back Hugo so they can do the 3S starting animation where they face off. Fix his French fries hair. Change that dumb looking end pose that makes him look like a toddler trying to dance to a cassette tape of nursery rhymes.
 
1. Make chuns air legs slightly less plus.

2. Make karins st mk-1 on block

3. Make sweep x vtrigger -4/5 for everyone

4. Delay all wakeups by 2 frames so people can start getting more meaty action and we can end the wakeup buttons

5.Make all lights non v trigger cancelable

6. Give rashid/fang slightly more dmg/stun on their combos

7. Give gief the green hand

8. Give bison a 2 bar v trigger.

That's all I want.
 
Last edited:

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
1. Make chuns air legs slightly less plus.

2. Make karins st mk-1 on block

3. Make sweep x vtrigger -4/5 for everyone

4. Delay all wakeups by 2 frames so people can start getting more meaty action and we can end the wakeup buttons

5.Make all lights non v trigger cancelable

6. Give rashid/fang slightly more dmg/stun on their combos

7. Give gief the green hand

8. Give bison a 2 bar v trigger.

That's all I want.
1. I don't think she should be plus, period, on block. For a character that has a top 3 neutral game, she has one of the best anti-footsies option in the game. Honestly, I think she'd be okay with a jab punishable IA leg.

2. I don't think -1 will bring a major change to the normal. I'd say go for -2 or -3 if you were to change it, but I don't think that needs to be changed about her.

3. I think the biggest offender of this is Ryu, really, but that's largely due to what he can do off of a CC sweep VT. The rest of the cast, I don't feel like it's as big of a deal.

4. Most characters have a meaty setup that keeps you blocking on a wakeup, if I'm not mistaken. I don't think this needs to change.

5. I'm a Necalli player, so I'm mildly biased on it lol. I don't think it's something that really needs to change.

6. I think FANG needs more opportunities to even get damage. There's no real threat from even his medium block strings. And I think his poison needs to be stackable. Rashid I feel is fine with low damage, but he might need a very slight bump. I think that character is really solid.

7. Gief needs something lol. But I don't think the green hand is what he needs. What I honestly would like to see is him being able to cancel all frames of recovery of his VS into a special. And make lariat hit much more reliably. One notable issue of FANG and Gief is that they have very limited combo opportunities in many situations.

8. Agreed.


One thing I would like to see is jump normals having counter hit frames throughout the entire duration of the normal, from start to finish. I know AA jab exists, but 30-40 damage guaranteed + mixup opportunity is nowhere near as rewarding as stuffing that jab for 250+. I think AA jab is a necessity as a last second AA button, honestly. Realistically, you don't want a game to not have good AA buttons. Considering MKX for a lot of characters, I'm good on not having reliable AA options. But I think there needs to be a higher deterrent from jumping otherwise, and being able to CC anti air would be something that could bring that. What I think should happen with AA jabs, though, is that you fall faster, so that crossunder opportunities are much less common and generally only something you'll see with command dash characters.
 
when do you guys think we can expect a huge balance patch for all the characters in SFV - november december 2016?
1. I don't think she should be plus, period, on block. For a character that has a top 3 neutral game, she has one of the best anti-footsies option in the game. Honestly, I think she'd be okay with a jab punishable IA leg.

2. I don't think -1 will bring a major change to the normal. I'd say go for -2 or -3 if you were to change it, but I don't think that needs to be changed about her.

3. I think the biggest offender of this is Ryu, really, but that's largely due to what he can do off of a CC sweep VT. The rest of the cast, I don't feel like it's as big of a deal.

4. Most characters have a meaty setup that keeps you blocking on a wakeup, if I'm not mistaken. I don't think this needs to change.

5. I'm a Necalli player, so I'm mildly biased on it lol. I don't think it's something that really needs to change.

6. I think FANG needs more opportunities to even get damage. There's no real threat from even his medium block strings. And I think his poison needs to be stackable. Rashid I feel is fine with low damage, but he might need a very slight bump. I think that character is really solid.

7. Gief needs something lol. But I don't think the green hand is what he needs. What I honestly would like to see is him being able to cancel all frames of recovery of his VS into a special. And make lariat hit much more reliably. One notable issue of FANG and Gief is that they have very limited combo opportunities in many situations.

8. Agreed.


One thing I would like to see is jump normals having counter hit frames throughout the entire duration of the normal, from start to finish. I know AA jab exists, but 30-40 damage guaranteed + mixup opportunity is nowhere near as rewarding as stuffing that jab for 250+. I think AA jab is a necessity as a last second AA button, honestly. Realistically, you don't want a game to not have good AA buttons. Considering MKX for a lot of characters, I'm good on not having reliable AA options. But I think there needs to be a higher deterrent from jumping otherwise, and being able to CC anti air would be something that could bring that. What I think should happen with AA jabs, though, is that you fall faster, so that crossunder opportunities are much less common and generally only something you'll see with command dash characters.
1. Thatd kill the move, I'd just rather see it be +if done perfectly and negative if done late.

2. -1 is a minor change but it'll make it less useful outside of max range and stops her from keeping her turn after it vs characters with no 4 frame moves, but yeah probably doesn't matter.

3. Agreed Ryu does it most but I've seen other characters get away with it, even as a Ryu main I don't think it should be my turn after it.

4. Most, but not all. This is the main reason I think Ibuki is bad, her midscreen throw game gets her nothing.

5. Yeah necallis use this as a pretty big crutch, but even with Ryu I get far too much damage off this if I wake up jab. Shouldn't be able to confirm a jab into 300+ dmg with a solid screen freeze to guarantee the confirm.

6. Fang can take it wherever he can get it, but he needs something.

7. Honestly I think it's what gief is missing(that and 2-3 frame spds). I don't play the character but every gief I've ever beat I've beat by abusing his mobility. Hand would give him some chase down and having ex hand to go through projectiles at the cost of a bar would shut down some matchup shenanigans that Nash/Ryu can pull on him.

8. Yeah it's kinda sad.
 
I disagree with the Green Hand thing. I like Gief without it, I like not having an easy get in option. Neutral jumping fireballs, absorbing them, using charged punch to blow through them and counter hit, that's all really fun. He's geared towards that style of play. If people want a more mobile grappler, there's Mika and Laura, hell, even Birdie can follow his can.

That's why all I think he needs is more health, better lariat and a v skill adjustment. Damage is high in this game, but he has less health than before? And less mobility? That doesn't seem right to me. More health, make lariat a reliable combo ender and make v skill take less damage in some way, that will give him more time to get in (and more v meter as he can take more hits), a better mix up up close (you won't have people getting jabbed and just hold up back to avoid SPD's if a reliable hit confirm into lariat existed), and better defensive options in lieu of his old SPD.

But if we're talking extra buffs, bring back crush counter c.hp. If you corner your opponent and have the option to score 250 or so off an anti air, then your opponent escapes... well then, you don't DESERVE green hand to chase them down again.
 
Frame advantage on a knockdown determines the characters meaty options and the game doesn't need more overly rewarding flowchart looping meaty pressure it needs less and more neutral.
eh do whatever, but we both know there are characters out there that don't get rewarded for their knockdowns.
 

B. Shazzy

NRS shill #42069
listen up super silvers i coulda pulled up on any of you guys in a couple places but that would've been too gangsta and i wanted tolook at you as a man and tell you how i feel

when my guile come up in this thread you respek it i aint gon say it no more

 
listen up super silvers i coulda pulled up on any of you guys in a couple places but that would've been too gangsta and i wanted tolook at you as a man and tell you how i feel

when my guile come up in this thread you respek it i aint gon say it no more

looking through all your matches to post one round and you couldn't even find a perfect? Sad.