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Street Fighter V General Discussion

SpineRip

Noob
Great info. I'll look into all these, and see what strikes my fancy.
I got a Qanba Drone as my first stick, and you may want to stay away from it, unless you're okay with modding it and voiding the warranty.

I've had some issues with the stock lever (the spring seems to get stuck and makes popping noises, which I know did interfere with my inputs at least once, and if I press any direction and let the stick spring back to neutral, it will over exert itself and hit the opposite direction, by itself).

However, it is far cheaper than most other sticks, and I ordered a Sanwa JLF lever and silent Sanwa 30mm buttons, all of which are compatible, and it was less overall than a new stick with Sanwa components, plus I get silent buttons. Still waiting for the order to come in from Focus Attack though.

Edit: the Drone does not have a PS4 touchpad button though, which apparently makes some options unattainable in Tekken's training mode. I don't play Tekken so not an issue, but hopefully it's not an issue for Soul Calibur 6 because I am definitely getting that.
 

EntropicByDesign

It's all so very confusing.
@Swindle

I have a Qanba Q4RAF and Ive never been anything but extremely happy with it. It's technically a ps3/xbox stick though, so games have to have backwards comparability for it to work on PS4, but literally every single fighting game out there does - except MvCI, which no one should ever play anyway. I also have a PDP stick that came with a special edition of the original Injustice that I got second hand for like 30$ or something.. I call it my poverty stick. It's shitty and not as comfortable as a good stick, but it does the job, and since Ive figured out the lever, its accurate enough.
 

Swindle

Philanthropist & Asshole
I got a Qanba Drone as my first stick, and you may want to stay away from it, unless you're okay with modding it and voiding the warranty.

I've had some issues with the stock lever (the spring seems to get stuck and makes popping noises, which I know did interfere with my inputs at least once, and if I press any direction and let the stick spring back to neutral, it will over exert itself and hit the opposite direction, by itself).

However, it is far cheaper than most other sticks, and I ordered a Sanwa JLF lever and silent Sanwa 30mm buttons, all of which are compatible, and it was less overall than a new stick with Sanwa components, plus I get silent buttons. Still waiting for the order to come in from Focus Attack though.

Edit: the Drone does not have a PS4 touchpad button though, which apparently makes some options unattainable in Tekken's training mode. I don't play Tekken so not an issue, but hopefully it's not an issue for Soul Calibur 6 because I am definitely getting that.
Thanks for the heads up. I'll keep that all in mind.
 

Swindle

Philanthropist & Asshole
@Swindle

I have a Qanba Q4RAF and Ive never been anything but extremely happy with it. It's technically a ps3/xbox stick though, so games have to have backwards comparability for it to work on PS4, but literally every single fighting game out there does - except MvCI, which no one should ever play anyway. I also have a PDP stick that came with a special edition of the original Injustice that I got second hand for like 30$ or something.. I call it my poverty stick. It's shitty and not as comfortable as a good stick, but it does the job, and since Ive figured out the lever, its accurate enough.
Good to hear different opinions. I'd rather pay up front for quality than suffer down the road.
 

Gooberking

FGC Cannon Fodder
I'm trying to get my money's worth out of this game, but I don't know.

I grew up throwing down in SF before some of you were even born, but I don't really understand this thing and I'm not sure I really even care enough to figure it out. I feel like I should have Satsui no Hado flowing in my veins, but I think I checked out when SF4 dropped and never checked back in.

I also feel like it may have bad AI, I don't understand why some (but not all) of the BG characters animate at 30fps, and given what I've paid so far I should probably not feel like I'm still starved for content - but I do.
 
I'm trying to get my money's worth out of this game, but I don't know.

I grew up throwing down in SF before some of you were even born, but I don't really understand this thing and I'm not sure I really even care enough to figure it out. I feel like I should have Satsui no Hado flowing in my veins, but I think I checked out when SF4 dropped and never checked back in.

I also feel like it may have bad AI, I don't understand why some (but not all) of the BG characters animate at 30fps, and given what I've paid so far I should probably not feel like I'm still starved for content - but I do.
Lol, what are the things you don't understand?
 

Gooberking

FGC Cannon Fodder
Lol, what are the things you don't understand?
I'm not sure. I think I don't have any real sense of what kind of stuff is or isn't punishable, and a general discomfort with turn order. Game kind of feels like, "make them do something dumb and take half their life with a 3 hit combo."

Then what is MP+MK called that seems to be different stuff for everyone? V-trigger stuff is weirding me out. I don't know why I had little problem learning a bunch of Ij2 traits but learning a bunch of v-triggers sounds like a mountain not worth climbing.

I like things about the design in regards to characters and nostalgia stages (that I'm not willing to pay for) but I'm not feeling any real magic, satisfaction, or reward. I loaded Virtua Fighter 5 up not too long ago and felt the magic. I played UNIEL for the first time about 3 weeks ago and felt some magic. KOF14 always feels satisfying, BB is fun, and I wish I got in to DOA5 earlier. Pretty much every other major game gives me more tinglies than SFV. I want to like it, there are some cool, non-gameplay related, stuff in there, and it's wired into my past, but I'm not sure why FGC interest is so lopsided in its reverence for this one game.

Maybe I'm just not cerebral enough to "get it" or chess, and just need to stick with checker league games like MKX and IJ2.
 
Karins jab reset still works. It works differently however, and with the right knowledge it is exploitable making it no longer a guess. However however (lol), the visual cue is very skewed, and the frame differences between each method are very tight. It will still work against competent players who know the cue through correct conditioning methods.

Basically, they nerfed the jab reset making it so that the special dash cancel will always go under the opponent and Karin will end in the corner, no matter the height the jab connects. Also, if the jab connects anything less than maximum height, karin is slightly negative upon recovery. Maximum height is still plus, but guaranteed to end in the corner.

However however however (lol lol), there is a loop hole.

Regular forward dash after jab reset will keep karin on the same side, even at max height, and it is also slightly plus.

Both dashes are nearly identical to each other.

The main visual cue you have is that the special dash cancel comes out slightly faster than the regular dash.

But again, the frame differences and the frames you have to register the visual cue is tight, tight enough where it will work with the right conditioning.

Capcom nearly stuck a knife in my chest with what they're trying to do to my precious perfect beautiful angel from heaven, but thank god she's still standing strong through this difficult transition.
 
I'm not sure. I think I don't have any real sense of what kind of stuff is or isn't punishable, and a general discomfort with turn order. Game kind of feels like, "make them do something dumb and take half their life with a 3 hit combo."

Then what is MP+MK called that seems to be different stuff for everyone? V-trigger stuff is weirding me out. I don't know why I had little problem learning a bunch of Ij2 traits but learning a bunch of v-triggers sounds like a mountain not worth climbing.

I like things about the design in regards to characters and nostalgia stages (that I'm not willing to pay for) but I'm not feeling any real magic, satisfaction, or reward. I loaded Virtua Fighter 5 up not too long ago and felt the magic. I played UNIEL for the first time about 3 weeks ago and felt some magic. KOF14 always feels satisfying, BB is fun, and I wish I got in to DOA5 earlier. Pretty much every other major game gives me more tinglies than SFV. I want to like it, there are some cool, non-gameplay related, stuff in there, and it's wired into my past, but I'm not sure why FGC interest is so lopsided in its reverence for this one game.

Maybe I'm just not cerebral enough to "get it" or chess, and just need to stick with checker league games like MKX and IJ2.
MP+MK is called the vskill. HP+HK is called the vtrigger. You can view vskill as what injustice calls the trait, but vskill can be used as many times as you want and you don't have to use any bar for it. For example I use ryu, his vskill is a parry, I can do the parry non-stop, but I have to actually know when and how to use it if not I can eat a full combo. This game is about footsies and the neutral, while other games focus more on combos this game focuses on fundamentals honestly. Pokes are important and if you keep playing you will no doubt level up your neutral game, like no other fighter imo. The fgc revers this game so high because while people love to hate it, it's stll the most popular and important fighting game. So you either accept things or look the other way in every fgc event when sfv is on, not everyone's cup of tea. But I do agree on some posts, this game brings the salt like no other. Give it a shot, maybe you'll end up loving it or maybe you'll think that the fgc is crazy for liking this game. Hey in the end it's preference and just play a game you have fun playing. Hey if I understand sfv then anyone else can. Also there's an app called FAT in the AppStore or Google play store (or whatever it's called for android) that is really awesome, gives you all the frame data for every character, all normals,moves,specials. It's free too. :)
 
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Linkuei82

Live by the sword, Die by the sword
MP+MK is called the vskill. HP+HK is called the vtrigger. You can view vskill as what injustice calls the trait, but vskill can be used as many times as you want and you don't have to use any bar for it. For example I use ryu, his vskill is a parry, I can do the parry non-stop, but I have to actually know when and how to use it if not I can eat a full combo. This game is about footsies and the neutral, while other games focus more on combos this game focuses on fundamentals honestly. Pokes are important and if you keep playing you will no doubt level up your neutral game, like no other fighter imo. The fgc revers this game so high because while people love to hate it, it's stll the most popular and important fighting game. So you either accept things or look the other way in every fgc event when sfv is on, not everyone's cup of tea. But I do agree on some posts, this game brings the salt like no other. Give it a shot, maybe you'll end up loving it or maybe you'll think that the fgc is crazy for liking this game. Hey in the end it's preference and just play a game you have fun playing. Hey if I understand sfv then anyone else can. Also there's an app called FAT in the AppStore or Google play store (or whatever it's called for android) that is really awesome, gives you all the frame data for every character, all normals,moves,specials. It's free too. :)
Great reply and tip bro.
 

EntropicByDesign

It's all so very confusing.
I'm not sure. I think I don't have any real sense of what kind of stuff is or isn't punishable, and a general discomfort with turn order. Game kind of feels like, "make them do something dumb and take half their life with a 3 hit combo."

Then what is MP+MK called that seems to be different stuff for everyone? V-trigger stuff is weirding me out. I don't know why I had little problem learning a bunch of Ij2 traits but learning a bunch of v-triggers sounds like a mountain not worth climbing.

I like things about the design in regards to characters and nostalgia stages (that I'm not willing to pay for) but I'm not feeling any real magic, satisfaction, or reward. I loaded Virtua Fighter 5 up not too long ago and felt the magic. I played UNIEL for the first time about 3 weeks ago and felt some magic. KOF14 always feels satisfying, BB is fun, and I wish I got in to DOA5 earlier. Pretty much every other major game gives me more tinglies than SFV. I want to like it, there are some cool, non-gameplay related, stuff in there, and it's wired into my past, but I'm not sure why FGC interest is so lopsided in its reverence for this one game.

Maybe I'm just not cerebral enough to "get it" or chess, and just need to stick with checker league games like MKX and IJ2.

Sfv is an odd game. It's very mkx-y though no one wants to admit that. And by that I mean the game is heavily based around pressure and aggression.

You mentioned punishment in SFv.. it's not a game about punishing frame data. It's a game more about reading your opponent and hurting them for being read. You mentioned forcing a mistake and taking a 3rd of a bar.. and that's a pretty good analysis. You aren't going to be whiff punishing much/anything on reaction, or punishing anything outside a blocked DP. It's more about forcing the whiff and attacking in the space provided and making reads when applying or receiving pressure. You do have to know when a normal doesn't/shouldnt allow for continuing pressure or when a blockstring or the like allows you room to act. A super basic example.. would be chaining + on block lights when in close. After usually two, even though your opponent is +, they have to use those frames to reposition or risk a slower move, due to the push back, and you have a chance here to make a read and take your turn back.

I think the biggest adjustment difficulty in SFv is the tiny tiny windows in which you have to act. -1 and 0 and two and three frame micro walks and extremely fast dashes.. the game kind of requires you to act very confidently based on knowledge or a read. I always notice a difference in my results when I stop looking at the moment in front of me and try to look at least a step ahead and act on that instead of trying to play the game moment to moment. It's just too fast, add in the 6~ frames of input delay and you have a situation where you aren't making many on-the-fly choices and implementing them.

I've struggled to find the magic in SFv myself.. but the game can feel absolutely amazing when things click. When you setup and execute a sequence of pressure that plays out exactly as you planned it, and then you bait the throw tech into a CC and the opponent just falls into your hands.. it's an amazing feeling. When you make a great read while on the defensive and steal the momentum, it's satisfying as hell.

The bugaboo though is that sfv is one of the least enjoyable games I have ever played, to lose in. When I play Tekken or Inj2, even when I'm losing I'm usually enjoying myself and I look back and can always find a ton of stuff I could have done differently.. in SFv, losing is miserable and you feel like a fucking idiot. When you get CC'd in neutral for pressing a fucking jab.or something, or you just guess wrong twice in a row, it's not fun. It's humiliating in a way. And while ABSOLUTELY you can look back and find things you could have done differently, SFV has far more instances where you look back and the answer to what you could have done better, at least FEELS like it was "Guess more gudder".

I dunno, in V I've never found ranked satisfying at all. I have my fun when I play sets vs people I meet here or in lobbies or that other program we shall not name, etc. And you sit in voice chat and beat hell out of each other and good naturedly.shit talk a little bit, congratulate the other guy when he reads you like a book, and him do the same, etc. The game is obnoxious and miserable until you start to reach a basic competency level with it, then it becomes much better.

Im a shit player, but I have sporadic moments where I can hang with decent players, if you ever want to play let me know.. I know a lot about the game in a general sense (frame data and such) and can help you with some concepts and general gameplay stuff.

Who do you play?
 

Gooberking

FGC Cannon Fodder
Sfv is an odd game. It's very mkx-y though no one wants to admit that. And by that I mean the game is heavily based around pressure and aggression.

You mentioned punishment in SFv.. it's not a game about punishing frame data. It's a game more about reading your opponent and hurting them for being read. You mentioned forcing a mistake and taking a 3rd of a bar.. and that's a pretty good analysis. You aren't going to be whiff punishing much/anything on reaction, or punishing anything outside a blocked DP. It's more about forcing the whiff and attacking in the space provided and making reads when applying or receiving pressure. You do have to know when a normal doesn't/shouldnt allow for continuing pressure or when a blockstring or the like allows you room to act. A super basic example.. would be chaining + on block lights when in close. After usually two, even though your opponent is +, they have to use those frames to reposition or risk a slower move, due to the push back, and you have a chance here to make a read and take your turn back.

I think the biggest adjustment difficulty in SFv is the tiny tiny windows in which you have to act. -1 and 0 and two and three frame micro walks and extremely fast dashes.. the game kind of requires you to act very confidently based on knowledge or a read. I always notice a difference in my results when I stop looking at the moment in front of me and try to look at least a step ahead and act on that instead of trying to play the game moment to moment. It's just too fast, add in the 6~ frames of input delay and you have a situation where you aren't making many on-the-fly choices and implementing them.

I've struggled to find the magic in SFv myself.. but the game can feel absolutely amazing when things click. When you setup and execute a sequence of pressure that plays out exactly as you planned it, and then you bait the throw tech into a CC and the opponent just falls into your hands.. it's an amazing feeling. When you make a great read while on the defensive and steal the momentum, it's satisfying as hell.

The bugaboo though is that sfv is one of the least enjoyable games I have ever played, to lose in. When I play Tekken or Inj2, even when I'm losing I'm usually enjoying myself and I look back and can always find a ton of stuff I could have done differently.. in SFv, losing is miserable and you feel like a fucking idiot. When you get CC'd in neutral for pressing a fucking jab.or something, or you just guess wrong twice in a row, it's not fun. It's humiliating in a way. And while ABSOLUTELY you can look back and find things you could have done differently, SFV has far more instances where you look back and the answer to what you could have done better, at least FEELS like it was "Guess more gudder".

I dunno, in V I've never found ranked satisfying at all. I have my fun when I play sets vs people I meet here or in lobbies or that other program we shall not name, etc. And you sit in voice chat and beat hell out of each other and good naturedly.shit talk a little bit, congratulate the other guy when he reads you like a book, and him do the same, etc. The game is obnoxious and miserable until you start to reach a basic competency level with it, then it becomes much better.

Im a shit player, but I have sporadic moments where I can hang with decent players, if you ever want to play let me know.. I know a lot about the game in a general sense (frame data and such) and can help you with some concepts and general gameplay stuff.

Who do you play?
Plus on block lights? I see Crush Counter indicators, heard some grumbling about it, but don't have any idea what that really is.

I know the average startup is faster. I'm getting kind of old to be trying to out react/out think people and my memory sucks, so it's hard work learning what an entire roster can and cant do. I kind of wonder if it's too much of a young man's game, and if it's a knowledge game, then that probably isn't great for me either.

I historically just play AI which seems like AE would be helping now that we have arcade modes, but the AI doesn't feel particularly natural. Not that that is unusual, but it seems extra off in this game to me - at this point.

As far as who I'm playing, I don't even know. I'm drawn to a lot of the characters which is what I think makes me want to play it. Initially interested in Laura, and been kind of tooling around with Kolin. Ibuki looks cool, but I think she is a bad fit. I started SF with Ken, but Ryu and his parry business may make more sense to me in this game. Back in the Alpha days I was all over Karin and Sakura. I also love the way Juri looks, but I don't have her, so that doesn't do me much good. Now that they have Cody wearing something other than prison garb; I may want to see how he turns out.

I do wonder about my use of time management when all I do is goof off with games I will never be that great at when I could be doing life stuff, or making my boss happy by taking his suggestion to self educate for the job. But whatever. I'm not going to do that, because I am lazo.

(I feel like this was really random response, and that I probably should have slept longer)
 

EntropicByDesign

It's all so very confusing.
Plus on block lights? I see Crush Counter indicators, heard some grumbling about it, but don't have any idea what that really is.

I know the average startup is faster. I'm getting kind of old to be trying to out react/out think people and my memory sucks, so it's hard work learning what an entire roster can and cant do. I kind of wonder if it's too much of a young man's game, and if it's a knowledge game, then that probably isn't great for me either.

I historically just play AI which seems like AE would be helping now that we have arcade modes, but the AI doesn't feel particularly natural. Not that that is unusual, but it seems extra off in this game to me - at this point.

As far as who I'm playing, I don't even know. I'm drawn to a lot of the characters which is what I think makes me want to play it. Initially interested in Laura, and been kind of tooling around with Kolin. Ibuki looks cool, but I think she is a bad fit. I started SF with Ken, but Ryu and his parry business may make more sense to me in this game. Back in the Alpha days I was all over Karin and Sakura. I also love the way Juri looks, but I don't have her, so that doesn't do me much good. Now that they have Cody wearing something other than prison garb; I may want to see how he turns out.

I do wonder about my use of time management when all I do is goof off with games I will never be that great at when I could be doing life stuff, or making my boss happy by taking his suggestion to self educate for the job. But whatever. I'm not going to do that, because I am lazo.

(I feel like this was really random response, and that I probably should have slept longer)

Yeah, most characters in the game have light punch/kicks that are + on block, meaning if you block it, they have frame advantage.

Crush counters are moves everyone has, they will always be a heavy punch or kick, sometimes a command normal as well, but it will always be a heavy command normal ( such as F+HP or something). Exactly which heavy buttons CC is character dependent. Some Vskills will CC too.. I know Laura's does, off the top of my head. But the general way it works is if you hit a CC button and it counter-hits the other person, you get the crush sound effect and stagger, it's basically a massive, usually easily hit-confirmable combo starter that leads to the highest potential damage in the game (im sure there are exceptions here, but in general, a CC combo does more than anything else). Super general use = you can fish in neutral with CC buttons to try and get a CH into big damage. It helps to discourage mindless button mash poking. Some moves also have CC recovery states.. Like if you block a DP, you punish with a CC button into huge damage. You dont have to CH the DP, you can just block and use your CC button to punish. If you bait your opponent into trying to tech a throw, you can CC them in those situations as well, and you can check dashes with the CC button.

There is also a priority system in place in SFV.. Lights lose to mediums lose to heavies (also referred to as fierce sometimes). So if we both throw buttons out, and they connect during active frames, the winner of the trade is decided by whoever used the stronger button. If equal strengths are used, it just trades. If a heavy non CC button is hit with a CC button - I presume the CC button takes priority - but I actually dont know.

If all you do is play the AI and you dont do any online or offline vs human play, I cant see any reason to bother with SFV honestly. I dont mean that to sound elitist or douchey or anything.. but the SFV AI is nothing special or interesting and even with AE, I cant imagine there's more than a couple days worth of content.

If I was trying to pick a fighting game to play exclusively AI/Single player activity stuff, I'd probably go with BlazBlue or possibly Killer Instinct. KI has some really cool shit with its Shadow system - where you play an AI that's based on a player. Look it up, its actually brilliant IMO.
 

Gooberking

FGC Cannon Fodder
Yeah, most characters in the game have light punch/kicks that are + on block, meaning if you block it, they have frame advantage.

Crush counters are moves everyone has, they will always be a heavy punch or kick, sometimes a command normal as well, but it will always be a heavy command normal ( such as F+HP or something). Exactly which heavy buttons CC is character dependent. Some Vskills will CC too.. I know Laura's does, off the top of my head. But the general way it works is if you hit a CC button and it counter-hits the other person, you get the crush sound effect and stagger, it's basically a massive, usually easily hit-confirmable combo starter that leads to the highest potential damage in the game (im sure there are exceptions here, but in general, a CC combo does more than anything else). Super general use = you can fish in neutral with CC buttons to try and get a CH into big damage. It helps to discourage mindless button mash poking. Some moves also have CC recovery states.. Like if you block a DP, you punish with a CC button into huge damage. You dont have to CH the DP, you can just block and use your CC button to punish. If you bait your opponent into trying to tech a throw, you can CC them in those situations as well, and you can check dashes with the CC button.

There is also a priority system in place in SFV.. Lights lose to mediums lose to heavies (also referred to as fierce sometimes). So if we both throw buttons out, and they connect during active frames, the winner of the trade is decided by whoever used the stronger button. If equal strengths are used, it just trades. If a heavy non CC button is hit with a CC button - I presume the CC button takes priority - but I actually dont know.

If all you do is play the AI and you dont do any online or offline vs human play, I cant see any reason to bother with SFV honestly. I dont mean that to sound elitist or douchey or anything.. but the SFV AI is nothing special or interesting and even with AE, I cant imagine there's more than a couple days worth of content.

If I was trying to pick a fighting game to play exclusively AI/Single player activity stuff, I'd probably go with BlazBlue or possibly Killer Instinct. KI has some really cool shit with its Shadow system - where you play an AI that's based on a player. Look it up, its actually brilliant IMO.
KI was my favorite to spectate. I finally got to play it once it hit steam not too long ago. It's cool factor us like no other, but I just can't wrap my head around the combo system.

I really like BB but the single player experience isn't as good as it appears to be. I usually just end up vs Ai manually picking characters despite the other modes. The challenges are fantastic at showing off what a character can do.

Anyway, thanks.
 

SpineRip

Noob
Sfv is an odd game. It's very mkx-y though no one wants to admit that. And by that I mean the game is heavily based around pressure and aggression.

You mentioned punishment in SFv.. it's not a game about punishing frame data. It's a game more about reading your opponent and hurting them for being read. You mentioned forcing a mistake and taking a 3rd of a bar.. and that's a pretty good analysis. You aren't going to be whiff punishing much/anything on reaction, or punishing anything outside a blocked DP. It's more about forcing the whiff and attacking in the space provided and making reads when applying or receiving pressure. You do have to know when a normal doesn't/shouldnt allow for continuing pressure or when a blockstring or the like allows you room to act. A super basic example.. would be chaining + on block lights when in close. After usually two, even though your opponent is +, they have to use those frames to reposition or risk a slower move, due to the push back, and you have a chance here to make a read and take your turn back.

I think the biggest adjustment difficulty in SFv is the tiny tiny windows in which you have to act. -1 and 0 and two and three frame micro walks and extremely fast dashes.. the game kind of requires you to act very confidently based on knowledge or a read. I always notice a difference in my results when I stop looking at the moment in front of me and try to look at least a step ahead and act on that instead of trying to play the game moment to moment. It's just too fast, add in the 6~ frames of input delay and you have a situation where you aren't making many on-the-fly choices and implementing them.

I've struggled to find the magic in SFv myself.. but the game can feel absolutely amazing when things click. When you setup and execute a sequence of pressure that plays out exactly as you planned it, and then you bait the throw tech into a CC and the opponent just falls into your hands.. it's an amazing feeling. When you make a great read while on the defensive and steal the momentum, it's satisfying as hell.

The bugaboo though is that sfv is one of the least enjoyable games I have ever played, to lose in. When I play Tekken or Inj2, even when I'm losing I'm usually enjoying myself and I look back and can always find a ton of stuff I could have done differently.. in SFv, losing is miserable and you feel like a fucking idiot. When you get CC'd in neutral for pressing a fucking jab.or something, or you just guess wrong twice in a row, it's not fun. It's humiliating in a way. And while ABSOLUTELY you can look back and find things you could have done differently, SFV has far more instances where you look back and the answer to what you could have done better, at least FEELS like it was "Guess more gudder".

I dunno, in V I've never found ranked satisfying at all. I have my fun when I play sets vs people I meet here or in lobbies or that other program we shall not name, etc. And you sit in voice chat and beat hell out of each other and good naturedly.shit talk a little bit, congratulate the other guy when he reads you like a book, and him do the same, etc. The game is obnoxious and miserable until you start to reach a basic competency level with it, then it becomes much better.

Im a shit player, but I have sporadic moments where I can hang with decent players, if you ever want to play let me know.. I know a lot about the game in a general sense (frame data and such) and can help you with some concepts and general gameplay stuff.

Who do you play?
This is a great post. I've been playing this game offline since March, and online since June, and I have no idea what I'm doing. I'm stuck in SIlver Bronze and am still trying to react and punish everything as I see it.

The neutral is also very random, at any moment I'm worried about a jump-in, a dash-in, a long poke/fireball, or a shimmy/bait, and since all of this stuff is hard to react to and the risk-reward ratio is still balanced to favour the aggressor (as long as they're not predictable) it all just makes me very anxious. The longer we play "footsies" the worse it gets, so I often just jump in myself, despite it being predictable, to just force a conclusion.

I just don't think I'm cut out for this game, but the thing I truly love about it is that it really seems to just come down to having more discipline and outsmarting your opponent. I feel like set-play and bigger combos aren't as strong, and since my execution is also trash, I feel like I have a better chance of eventually getting good at this game than MVCI or GG or whatever.

But yeah, honestly, while Arcade Mode has a lot of things to do and a lot of gallery stuff to unlock, the AI is crap.
 

EntropicByDesign

It's all so very confusing.
Is there some detailed breakdown of the new v-triggers?

For instance, looking at Necalli and he gets some weird 5 hit projectile.. but what about the rest of the vtrigger? In his VT1 the properties of some moves change and some things combo that didnt previously. Is there some detailed breakdown of the effects of Necalli's VT2?
 
Is there some detailed breakdown of the new v-triggers?

For instance, looking at Necalli and he gets some weird 5 hit projectile.. but what about the rest of the vtrigger? In his VT1 the properties of some moves change and some things combo that didnt previously. Is there some detailed breakdown of the effects of Necalli's VT2?

Jump to 9:30 for Necalli. I know this is s vague description of the vtriggers but for now that's what I found. Pretty sure the FAT app will have the frame data soon.
 

Johnny Based Cage

The Shangest of Tsungs
I think it’s just the online that makes a lot of us feel like this. Watching high level tournament play gives a much more appealing sense of how the game could and should go.

Without enough online xp under your belt though it feels almost impossible to react to most of this game’s bs, at least under network conditions, so it becomes a constant guessing game between throw or normal off yet another frame trap, fifth jump-in in a row even though you anti-aired four straight or dash this time, wake-up and oki roulette, etc., etc. and the risk-reward never feels like it’s in the favor of the person trying to play Street Fighter against the person acting like it’s MKX.

Some people here have shown that if you’re skilled enough and put the time in you can break through, though. I imagine the bulk of the struggle is becoming accustomed to online reaction timing so you don’t get overwhelmed by the sort of scrubby shit you lose to initially that makes you feel so defeated, and so you can learn the timing to impose your will when it’s your turn without getting beat out by mashers when you shouldn’t, that sort of thing. I wouldn’t know though bc I dropped myself back down thinking I’d just climb right back up and then some but now I’m stuck feeling like I’m losing Guess Fighter V in the lower ranks again too lol.
 
I think it’s just the online that makes a lot of us feel like this. Watching high level tournament play gives a much more appealing sense of how the game could and should go.

Without enough online xp under your belt though it feels almost impossible to react to most of this game’s bs, at least under network conditions, so it becomes a constant guessing game between throw or normal off yet another frame trap, fifth jump-in in a row even though you anti-aired four straight or dash this time, wake-up and oki roulette, etc., etc. and the risk-reward never feels like it’s in the favor of the person trying to play Street Fighter against the person acting like it’s MKX.

Some people here have shown that if you’re skilled enough and put the time in you can break through, though. I imagine the bulk of the struggle is becoming accustomed to online reaction timing so you don’t get overwhelmed by the sort of scrubby shit you lose to initially that makes you feel so defeated, and so you can learn the timing to impose your will when it’s your turn without getting beat out by mashers when you shouldn’t, that sort of thing. I wouldn’t know though bc I dropped myself back down thinking I’d just climb right back up and then some but now I’m stuck feeling like I’m losing Guess Fighter V in the lower ranks again too lol.
Honestly the biggest thing is just making your offense “real” enough that it beats people for being disrespectful. If your meaties are on point and your frame traps are tight you can get diamond just by beating all the people that dick around. Once you start playing people that understand the games mechanics and actually try to play solid you can start adding all the little extras to your offense
 

Johnny Based Cage

The Shangest of Tsungs
Honestly the biggest thing is just making your offense “real” enough that it beats people for being disrespectful. If your meaties are on point and your frame traps are tight you can get diamond just by beating all the people that dick around. Once you start playing people that understand the games mechanics and actually try to play solid you can start adding all the little extras to your offense

Yeah, I kinda grazed over that part but keeping your offense airtight seems just as important as making your opponent pay when theirs isn’t. Those seem to be the two most frustrating things for inexperienced players trying to solve the puzzle to turn GuessFV into SFV.

The netcode isn’t terrible but definitely doesn’t help matters either, especially when we’re dealing with so few frames making such a difference most of the time. Until we really get the timing down the disrespectful players who don’t give a fuck about taking turns proper will have the advantage so anyone feeling defeated by that fact should probably just keep on grinding til it clicks.

I just fucking hate that I’m back in that boat myself again lol. Might wait for Cody to really get back into it too.