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Street Fighter V General Discussion

Damn, looks like Nash got gutted movement wise:
Forward dash looks slower
Backdash distance is shortened
Both Trigger and reversal has recovery/ more recovery
 

EntropicByDesign

It's all so very confusing.
They couldn't fix delay apparently lol

Welp, that was idiotic. Nash wasn't as good as people thought any way. Hes strong and has a lot of tools but he has absolutely no defense outside his movement and vtrigger, both of which have now been shit on. So.. what the fuck?

Seriously this change pisses me off. Nash was a strong character with obvious weaknesses, but I don't think he needed nerfs at all. At least not this.

Combo-fuck Rosas or whatever said they wanted to make each character really play differently and be their own blah blah, so they take away some of what makes Nash different and, ya know, good. Cause strip away his movement and you get no reversal, no 3f, solid but not insane damage. He has good approach amd pace control but much less so now because he can't run and keep you guessing.

Not to mention the fact that his vtrigger has become significantly less of a get out of jail button as players have learned to deal with it.

Im excited for s2, but a less mobile Nash isnt any damn fun for me and it emphasizes his weaknesses too much. I won't be keeping him.
 

Rip Torn

ALL I HAVE IS THE GREEN.
Welp, that was idiotic. Nash wasn't as good as people thought any way. Hes strong and has a lot of tools but he has absolutely no defense outside his movement and vtrigger, both of which have now been shit on. So.. what the fuck?

Seriously this change pisses me off. Nash was a strong character with obvious weaknesses, but I don't think he needed nerfs at all. At least not this.

Combo-fuck Rosas or whatever said they wanted to make each character really play differently and be their own blah blah, so they take away some of what makes Nash different and, ya know, good. Cause strip away his movement and you get no reversal, no 3f, solid but not insane damage. He has good approach amd pace control but much less so now because he can't run and keep you guessing.

Not to mention the fact that his vtrigger has become significantly less of a get out of jail button as players have learned to deal with it.

Im excited for s2, but a less mobile Nash isnt any damn fun for me and it emphasizes his weaknesses too much. I won't be keeping him.
Calm down. We don't even know all the changes yet. Ex Flash kick could be fully invincible for all we know.
 

EntropicByDesign

It's all so very confusing.
Calm down. We don't even know all the changes yet. Ex Flash kick could be fully invincible for all we know.
I'm not upset in such a way that I need to calm down. Even if he gets an invincible flash kick, the changes hurt what *I* enjoy about the character, which is the mobility and slipperiness he brings to a match when played well. To me, that's why I play him over other characters that do what he does to lesser and greater degrees.

So in effect, he could stay the same in terms of relative power or even raise up some (if he DID get i-frames even with the nerfs I feel like he'd climb a little, POSSIBLY) but the nerfs to his mobility just directly hurt the entire reason I play him to begin with.
 

EntropicByDesign

It's all so very confusing.
I'm hoping to be on around 1030-11 if anyone wants to play some day one Ken (I still haven't been able to sit down and play him in matches. Heh)
 

EntropicByDesign

It's all so very confusing.
lul they gave Vega an antiair and ex ball is + on block but took away his 3f so gdlk
Sigh. The AA is awesome.. but losing the 3f knee is kinda huge IMO. Shrug. We shall see. I dont understand why he lost something though.. I dont think he was in the position to need to lose something with just those two changes. Time will tell though.

Also, where are you all getting this new balance info from?
 

Rip Torn

ALL I HAVE IS THE GREEN.
I'm not upset in such a way that I need to calm down. Even if he gets an invincible flash kick, the changes hurt what *I* enjoy about the character, which is the mobility and slipperiness he brings to a match when played well. To me, that's why I play him over other characters that do what he does to lesser and greater degrees.

So in effect, he could stay the same in terms of relative power or even raise up some (if he DID get i-frames even with the nerfs I feel like he'd climb a little, POSSIBLY) but the nerfs to his mobility just directly hurt the entire reason I play him to begin with.
All I'm saying is that we don't know all the details yet so don't get too worked up by anything until we see actual patch notes.
 

CrazyFingers

The Power of Lame Compels You
Idk but these notes aren't finalized for instance that cr. mk ken buff isn't permenant


Also juri got nerfed
I was pretty sure Urien didn't have a crossup specifically because he didn't need it. Ya know, like how Balrog doesn't have a crossup.
 

EntropicByDesign

It's all so very confusing.
That cr.mk is super nice.

What do you think of the changes? Your a Ken main, Im just trying to learn him.

I'll analyze and give my take on things, such as it is..

cr.mp +2 on block. - It was +1 right? Obviously quite nice, especially since its a decent range poke.

MK>RH>Rh.Tatsu links. - Would this have better corner carry? Otherwise, I dont know why we'd care.

b.mp>HP comes out whiff - Shrug. Mostly pointless Id think.

Slower Run - Meh. Not deal breaking but a nerf just the same.

Ken retains more damage than most of the cast, but over-all damage nerf - I dont understand this exactly. Chris T is saying 'Buff' but it sure sounds like a nerf to me. Even if he does more damage than most of the cast, if he does less over-all than he did, its a nerf and kind of a big one depending on how much is lost and in what places. Small amounts like 10-15 can really add up if they are attached to actions he performs multiple times a round.

cr.mk +5 OH +2 OB - yeah, thats nuckin futs. Am I wrong in saying that would now combo in to his b.mp TC, cause if thats true... WHEEEEEEE

Everyting is one frame slower - Chris T says its 'not to bad of a nerf' but I kinda feel like its a way bigger deal than he's making it out to be. Not from a Ken perspective, but any character taking a hit like that is rough.

RH CC hit confirm timing reduced. - this.. grr. My understanding of this is that he will still have the same followups for a CC, but they will be more difficult to pull off. If thats the case, then this flat out pisses me off. Adding an artificial difficulty barrier like that is obnoxious. As a strictly online player this is doubly obnoxious.

Air Med Tatsu no longer his the same way any more. - I dont know what he means by this, but obviously it needed a nerf. Nothing wrong here.

Ex air tatsu is negative on block. - I dont like this. Ken is slower all around frame-wise, on top of this. Now, I'm HOPING this is -1/2 OB and not punishable.. You are burning a bar to get in and willingly losing your turn, it should not be punish-ably negative. I feel like, in all honesty, this should be at worst 0. But whatever.

Fireball -8 on block. - I have trouble visualizing this change and what it will actually equate to so I dunno. Its a buff but I dont understand what benefit there actually is.

Jab is +5 - TC still works. *shrug*. Neutral change I guess.

So, overall, he got a crazy good new low confirm (please tell me this will combo into TC if hes close enough..) and an extra frame on his cr.mp, but lost lots of frames and his air tatsu shenanigans. I dont know him well enough to try to predict where this puts him. Obviously weaker over-all, but with that low confirm, he makes up a lot of the ground he lost IMO. I feel l like a nerf to his character defining TC kinda sucked. Was it fair? I dont know.. I dont really think so.. and I honestly dont feel like ex air tatsu should be negative. You are burning a bar to get in, and willingly giving up your turn on a character who *already* didnt have great frame data, and has now become universally slower in that regard.

Just my opinions on the preliminary info we have to work with.