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Street Fighter V General Discussion

Linkuei82

Live by the sword, Die by the sword
I honestly think Nash got the INJ Scorpion treatment. He was imo just upper Mid. I will still play him though.

Really don't understand the Alex nerfs at all.

Love the Juri buffs.
 

Kroaken

Life is a block string with no gaps.
They homogenized Mika players. The biggest thing is now the v-skill has some use so now there will be others beside me using it. I'm just really salty over cr.HP and not being able to pick a direction on clap. Plus Laura is now the more interesting of the two to me.
Maybe I missed it, but I can't find the "can't choose direction" part in the patch notes. Can you copy paste it for me?

And cr.HP was a slide. It should be more unsafe than -4. I'm sorry if you don't think so. Sims medium button thats a slide is (i think) -2 on hit now and -7 on block. For a heavy button thats a slide, -6 isn't that bad. Especially with her being a command grab character.
 

JJvercetti

Warrior
He already had one.
I wrote that before I fell asleep, I meant to ask why they thought giving him a chargeable overhead (+ when fully charged) was a good idea?
I think he got a little worse, personally.
I think he got sacrificed to give Urien more power.
What mixups are you currently using? I'm happy with most of it save for the white life/vskill part. And I'm gonna miss cr.lp comboing into st.lk.
I'm gonna miss that too, I used that to set up a lot of things.
 

FL Rushdown

Champion
Maybe I missed it, but I can't find the "can't choose direction" part in the patch notes. Can you copy paste it for me?

And cr.HP was a slide. It should be more unsafe than -4. I'm sorry if you don't think so. Sims medium button thats a slide is (i think) -2 on hit now and -7 on block. For a heavy button thats a slide, -6 isn't that bad. Especially with her being a command grab character.
I don't think you understand how frame data works if you actually think sims slides are negative on hit when used correctly.

It's plus 8 on hit or plus 3 on block when spaced right now.
 

buyacushun

Normalize grab immunity.
Maybe I missed it, but I can't find the "can't choose direction" part in the patch notes. Can you copy paste it for me?

And cr.HP was a slide. It should be more unsafe than -4. I'm sorry if you don't think so. Sims medium button thats a slide is (i think) -2 on hit now and -7 on block. For a heavy button thats a slide, -6 isn't that bad. Especially with her being a command grab character.
The pick direction isn't there. Which is makes these changes even funnier to me. I could understand taking that away but leaving the wallbounce so she doesn't easily reverse corner positioning.

And cr.HP was the roll, not a slide. So it didn't knock down and was +1 on block if spaced perfectly so the last active frame hit. The range was -4 to +1 now it's -6 to -1.

In my head I see Mika either spending a bar to hit someone after to rope throw midscreen or setting up the v-skill. Before there was more options to it. And I love the v-skill change but overall they just made her worse but kept the shenanigans so I just don't get it. If you look at brimstone the damage got reduced across the board because she still has the same guessing shenanigans it just takes even more right command grab guesses.

Who was like man the way a good Mika spaces cr.HP is too much. It was always the plus on block corner reset trigger shenanigans and how dumb it looked mashing F+MP. They addressed one of those things.

I'm not salty cause she's bad, im salty cause I just plain don't like some changes. If it turns out she still has some cool options them I'm good but right now it looks all her neutral game stuff got stripped in favor of just more command grab shenanigans.

Mika players need to stop taking their anger out on everyone else because they have to learn how to play SFV now
Look myles we can play once the patch is live. And once I air to air you with the new TC and stand over you on knockdown, or rope throw you and charge my command grab with a buff that stays until I use it, or call v trigger to interrupt whatever you were doing and ex wingless for the win, you tell me if I'm finally playing street fighter.
 

Sultan

Kitana, Scorpion
So I'm in training mode with S2 Rashid right now....

The j.MP buff is awesome for air-to-air purposes, but the methods for comboing into it aren't really there. You cannot combo out of a raw ex.Eagle Spike into it. Because j.MP is 7f now, you cannot juggle out of a grounded crush counter HK either (this only works when you get an aerial crush counter now...). On the subject of air-to-air purposes, the 3f difference is pretty big, it's much harder to air-to-air now with j.MP, but the fact that j.LK and j.MK still exist means that this is still a huge buff because Rashid can dish out solid damage (168-188) in an air-to-air scenario with good reads/reactions. You have to hit the opponent really low to the ground to juggle into super by the way, so that's not terribly realistic either.

The HP Mixer buff is the one I hoped for the most and it's awesome. No more random juggle drops and it actually anti-airs as intended now. The damage buff is so nice now.

They removed juggle properties from ex.Eagle Spike. Before you could do say, c.Fierce, s.Strong xx V-Trigger, ex.Eagle Spike, ex.Eagle spike, etc. Now you can't combo ex.Eagle Spike into ex.Eagle Spike after the V-Trigger. Other than this one specific juggle opportunity, ex.Eagle Spike retains all of its other juggle potential.

On the subject of the above combo: xx V-Trigger, ex.Eagle Spike, air.ex.Eagle Spike used to be his highest damage 2 bar combo. Now he can do even more with less effort: xx V-Trigger, ex.Spinner, ex.Eagle Spike carries full screen, does more damage and is braindead easy to execute now.

Half-mashed Jab Mixer is still +1, don't believe the hype. His corner throw loop is still in as well.

One unforeseen annoyance with the c.Fierce recovery: you have to alter your crush counter timing for dash into s.MP. Another annoyance, after a full-mashed Jab Mixer, dash-up c.Fierce is still a meaty set-up, but if they don't tech, double c.Fierce doesn't guarantee a meatie throw/short set-up. s.Forward, or c.Strong are better now for timing.

Certain block strings don't work any more: c.Short x3, Sweep doesn't reach now. c.Short, s.Jab, s.Fierce doesn't reach now either.

I can't perform xx WWS into meaty divekick anymore. From the looks of things, meaty divekick (ie, no bounce back, +3) is only possible out of well spaced raw V-Skill leaps. It won't work out of a WWS xx V-Skill xx Divekick set-up and it won't work out of raw jumps, only raw-V-Skill... Kind of sad about this one.

c.Fierce xx MP/EX.WWS is only interruptable with invulnerable moves, otherwise it's air-tight now.

The new forward moving trajectory on his super art makes comboing into it a breeze. C.Fierce xx MP.WWS is such an incredible hit-confirm now.

I'm still labbing and have other notes, but the above stood out the most. All in all, super happy with the changes, I just need to readjust my oki set-up timings and certain combo, timings, but those are just minor annoyances.
 

Rip Torn

ALL I HAVE IS THE GREEN.
I see what people were saying about the game feeling slower now. Tons of moves have more startup and more recovery and more blockstun. Even if they are the same +/- on block/hit, everything will be happening 1-2 frames slower. It's becoming a more deliberate game and with each button press you are given more time to calculate your next action. It's moving closer to the speed of an NRS game with the amount of frames each action takes.
 

CrazyFingers

The Power of Lame Compels You
I can't wait to lab the shit out of this game. I wanna find super cool Akuma tech, I've already seen some cool early stuff from people.
 

Kroaken

Life is a block string with no gaps.
I don't think you understand how frame data works if you actually think sims slides are negative on hit when used correctly.

It's plus 8 on hit or plus 3 on block when spaced right now.
Mmhmm. What's your point? You can still do a ground covering roll that puts you closer to the opponent. And you have a command grab.

Sorry your slide isn't as good as Sims? He doesn't have a command grab so you'll be ok.

The pick direction isn't there. Which is makes these changes even funnier to me. I could understand taking that away but leaving the wallbounce so she doesn't easily reverse corner positioning.

And cr.HP was the roll, not a slide. So it didn't knock down and was +1 on block if spaced perfectly so the last active frame hit. The range was -4 to +1 now it's -6 to -1.

In my head I see Mika either spending a bar to hit someone after to rope throw midscreen or setting up the v-skill. Before there was more options to it. And I love the v-skill change but overall they just made her worse but kept the shenanigans so I just don't get it. If you look at brimstone the damage got reduced across the board because she still has the same guessing shenanigans it just takes even more right command grab guesses.

Who was like man the way a good Mika spaces cr.HP is too much. It was always the plus on block corner reset trigger shenanigans and how dumb it looked mashing F+MP. They addressed one of those things.

I'm not salty cause she's bad, im salty cause I just plain don't like some changes. If it turns out she still has some cool options them I'm good but right now it looks all her neutral game stuff got stripped in favor of just more command grab shenanigans.


Look myles we can play once the patch is live. And once I air to air you with the new TC and stand over you on knockdown, or rope throw you and charge my command grab with a buff that stays until I use it, or call v trigger to interrupt whatever you were doing and ex wingless for the win, you tell me if I'm finally playing street fighter.
I'm aware what cr.hp is on Mika. Sims cr.mk doesn't knock down either?

The whip direction might still be in meaning you can get corner carry but less dmg meterless if ur midscreen. Or you can spend a bar on airplane for corner carry. And you still have a butt load of shenanigans in the corner. Her command grabs lost dmg but so did a lot of the cast. I know gief lost dmg on spd for sure.

And as cool as I think you are, Buyacushun, if you don't think Mika players have a rep for playing their own version of SF, you're living in a dream world lol.
 

FL Rushdown

Champion
Mmhmm. What's your point? You can still do a ground covering roll that puts you closer to the opponent. And you have a command grab.

Sorry your slide isn't as good as Sims? He doesn't have a command grab so you'll be ok.



I'm aware what cr.hp is on Mika. Sims cr.mk doesn't knock down either?

And as cool as I think you are, Buyacushun, if you don't think Mika players have a rep for playing their own version of SF, you're living in a dream world lol.
I think the difference between us is that since me and Cush actually play Mika we understand what does and doesn't work. You have no idea how easy it is to stop that move from being spaced correctly and every single block string that sets up the spacing leaves obvious gaps that you can either stuff with a normal or neutral jump to punish the Mika if she's on autopilot. Not to mention a step back into whiff punish or a step forward to make it negative.

Also my point was that you using sims slide as a frame of reference for why mikas cr hp should be negative at all spacings shows a lack of understanding about how the moves work.
 
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Rip Torn

ALL I HAVE IS THE GREEN.
So I'm in training mode with S2 Rashid right now....

The j.MP buff is awesome for air-to-air purposes, but the methods for comboing into it aren't really there. You cannot combo out of a raw ex.Eagle Spike into it. Because j.MP is 7f now, you cannot juggle out of a grounded crush counter HK either (this only works when you get an aerial crush counter now...). On the subject of air-to-air purposes, the 3f difference is pretty big, it's much harder to air-to-air now with j.MP, but the fact that j.LK and j.MK still exist means that this is still a huge buff because Rashid can dish out solid damage (168-188) in an air-to-air scenario with good reads/reactions. You have to hit the opponent really low to the ground to juggle into super by the way, so that's not terribly realistic either.

The HP Mixer buff is the one I hoped for the most and it's awesome. No more random juggle drops and it actually anti-airs as intended now. The damage buff is so nice now.

They removed juggle properties from ex.Eagle Spike. Before you could do say, c.Fierce, s.Strong xx V-Trigger, ex.Eagle Spike, ex.Eagle spike, etc. Now you can't combo ex.Eagle Spike into ex.Eagle Spike after the V-Trigger. Other than this one specific juggle opportunity, ex.Eagle Spike retains all of its other juggle potential.

On the subject of the above combo: xx V-Trigger, ex.Eagle Spike, air.ex.Eagle Spike used to be his highest damage 2 bar combo. Now he can do even more with less effort: xx V-Trigger, ex.Spinner, ex.Eagle Spike carries full screen, does more damage and is braindead easy to execute now.

Half-mashed Jab Mixer is still +1, don't believe the hype. His corner throw loop is still in as well.

One unforeseen annoyance with the c.Fierce recovery: you have to alter your crush counter timing for dash into s.MP. Another annoyance, after a full-mashed Jab Mixer, dash-up c.Fierce is still a meaty set-up, but if they don't tech, double c.Fierce doesn't guarantee a meatie throw/short set-up. s.Forward, or c.Strong are better now for timing.

Certain block strings don't work any more: c.Short x3, Sweep doesn't reach now. c.Short, s.Jab, s.Fierce doesn't reach now either.

I can't perform xx WWS into meaty divekick anymore. From the looks of things, meaty divekick (ie, no bounce back, +3) is only possible out of well spaced raw V-Skill leaps. It won't work out of a WWS xx V-Skill xx Divekick set-up and it won't work out of raw jumps, only raw-V-Skill... Kind of sad about this one.

c.Fierce xx MP/EX.WWS is only interruptable with invulnerable moves, otherwise it's air-tight now.

The new forward moving trajectory on his super art makes comboing into it a breeze. C.Fierce xx MP.WWS is such an incredible hit-confirm now.

I'm still labbing and have other notes, but the above stood out the most. All in all, super happy with the changes, I just need to readjust my oki set-up timings and certain combo, timings, but those are just minor annoyances.
Dissapointing that some stuff doesn't work like I thought it would. I've been in the lab for about 2 minutes and I'm already finding new combos though.

This works now: CC st.HK, f.MP~MK whirlwind shot, EX Eagle Spike, HP spinning Mixer
327 dmg
550 stun

Holy crap that's a lot of stun!
 

CrazyFingers

The Power of Lame Compels You
Dissapointing that some stuff doesn't work like I thought it would. I've been in the lab for about 2 minutes and I'm already finding new combos though.

This works now: CC st.HK, f.MP~MK whirlwind shot, EX Eagle Spike, HP spinning Mixer
327 dmg
550 stun

Holy crap that's a lot of stun!
JESUS THAT STUN