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HeavensCloud

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Posts posted by HeavensCloud

  1. 2 hours ago, Mattatsu said:

    I haven’t but I’m curious if it’ll run SFV better. Seeing how the game lags on a base PS4 in training mode and apparently runs much better on a good PC, I’m curious if there are similar advantages for the PS5... cutting down the initial loading time from 15 minutes would be nice too lol.

     

    I decided I’ll probably get a PS5 eventually. I was hoping to get a good gaming PC instead, but I can’t justify spending 3-4x as much on one.

     

    I was going back and forth in my head about getting a PC or PS5.  Right now I want a PC, but it would just be to play SFV.  Yeah can't justify that lol.  

     

    I'm going to be getting a PS5 either way so I'll just wait a bit until a must buy game comes out and pick it up then.  Maybe for Strive in the spring.   I'm assuming it'll run fighting games much better than the PS4.   I mean it has to with those specs. 

  2. 40 minutes ago, Vhozite said:

    On the one hand I get this frustration, but on the other hand I hate how grabs in SFV have dogshit range. I die a little inside every time I watch my arm whiff through the other guys model.

     

    Bison specifically having good through range is intentional and imo a good decision. Character has the worst (?) walk speed in the game, so he needs a better than average throw to be even able to threaten with it. 

    Definitely intentional that they gave the characters with the slowest walkspeed the best throw ranges.  I think Sim's is up there as well.  I doubt Rose will get both her fast walkspeed and big throw range she had in 4.  

     

     

     

     

  3. 7 minutes ago, Doctrine_Dark said:

    Most likely what it is. Part of me still wants Capcom to release another league for a new goal, but I don't think it matters at this point. 

     

    Maybe things will change once Dan is released.

     

     

    Once the update comes you'll have a new challenge - make it to warlord with Dan.  

     

    In all seriousness, the new update is going to be pretty big.  In addition to Dan we're getting a balance patch, plus a new battle mechanic that could potentially shake things up.  

  4. 4 minutes ago, Vhozite said:

    Yeah Karin definitely can’t clear. I suspected as much but I’m in the lab right now and she can’t get much more than 500 from what I can find. Clearing 600 requires you to get around 450 (a bit less) before canceling into CA and she definitely can’t put that out without meter even in VT. 
     

    One thing I’ve noticed with SFV is that a lot of the characters with high practical damage tend to struggle at the top end of impractical damage. Characters like Karin who can easily dumpster you for 300 on the ground easy actually can’t do much better than what they’re already getting. 

    Yeah, people say Karin spits out damage but she actually has a lower ceiling than most characters in terms of raw damage where she dumps all her resources.   It's really all about her consistent high damage conversions in neutral off mediums.  Other characters can't do nearly as much, especially from a low.  

     

    High practical damage is obviously more important than twitter corner combos.  It's part of the reason Gouken was a high damage character in SF4 but sucked ass because he could never actually access that damage.  

  5. 48 minutes ago, Darc_Requiem said:

    Thanks for the games. The good thing about these costume color missions is that gets you to play new characters. I think I may have picked up enough Karin to get these damned colors. She's actually fun to play. I have know idea what the point of her V-Skill 2 is though. I can see V-Trigger 2 having it's uses. V-Skill 2 just seems like a worse version of VS1. I think it's supposed to leave Karin plus and her foes standing when charged but it does seem very plus. Does it even stop fireballs?

    Yeah VS2 stops fireballs.  It's not her preferred Vskill but it's decent against Laura, Nash, Guile.  She actually gets more damage from juggles in the corner with it too.  

  6. Just now, Volt said:

    Wong is hella fast at picking up games because of his fundamentals.

     

    I wonder if Daigo will give +R a spin, iirc, he used to play GG.

    I think he did play +R at some point it was in an FGC translated video.  He praised the mechanics saying he liked the fact that moving forward builds tension meter.  

     

    I doubt he'll play it though.  Him and Tokido seem to only play SFV these days.  

  7. 11 minutes ago, Mattatsu said:

    I typically feel this way, but PS4’s 30A ST has a weird issue where DPs aren’t consistent. Even if you record the dummy doing a DP, and replay the recording over and over, they’ll drop the DP like 30% of the time or something. It’s really strange.  I’m going to try this and see if it helps

    The training mode in 30th anniversary is ass.  It's clear they threw it in at the last minute after everyone complained on twitter.  The main thing that pissed me off is the input display is fucked, the inputs appear on screen in reverse order lol.  

  8. 2 hours ago, Vhozite said:

    So i've been working on this all day

     

    I went ahead and tried to document the damage every character gets off their best/longest buffered medium button. My goal was to find who more or less gets the best conversions in footsies. The results aren't perfect but they are good enough for my purposes. Just sharing in case anyone else is curious.

     

    https://docs.google.com/spreadsheets/d/1i1d3aeEhWlOcx1bNEMK8DB6MRMafi0SVMlHLLqhSQwE/edit?usp=sharing

     

    The characters in red I had trouble with. If anyone here uses them and can tell me a better combo or whatever id appreciate it.

     

    Right now its just meterless and 1 EX bar. May or may not add VT in the future

    Nice stuff, just a couple corrections...

     

    Karin gets more damage off st. mp than cr.mk.  So 187, 292 meterless and 252, 373 with meter.  

    Also Necalli gets more damage off cr.mp into light disc guidance and cr.mp into ex disc guidance.  132, 235 and 195, 280 with meter.  

  9. 4 hours ago, Sonero said:

     

     

    I was checking some stuff out in training mode. Checked youtube to see if I could find vids on something I had a question on and saw this.

     

    I'm gonna look at some character specific stuff but maybe this will help before I post.

    Thanks dude! This was super helpful.  

     

    This is the summary at the end of the video for those that don't want to watch the whole thing:

     

    - If cannon lands in front, assume it is plus

    - If you're a 3 frame character, take your turn after cannon switches sides

    - If you're a 4 frame character, you have to guess if cannon switches sides

    - Master the upball crossup block option select

    - Wait out VT2 if Blanka has meter, learn ex upball punish

    - Deny any and all activation if possible

  10. 7 minutes ago, misterBee said:

    I've seen you despair over what character to use for a little bit now. Really the answer to your problems is to just pick  a character you think is cool and stick with them.

     

    You worry about what characters are good but I don't think at your level a character's flaws/strengths really matter much.  Switching characters a lot when you don't quite have a handle on things will make things unnecessarily difficult.  You'll be much better off getting really proficient with a character you like and really learning the game. Jumping between characters while you're still trying to improve at a basic level doesn't really help you any.

     

    Stop worrying about what character you should play/is the best and just play the one that makes you happy!

    Pretty sure that's Nash for him.

     

    I know people that are in constant character crisis.  But more often than not it's not a real crisis.  They just get bored and want to play around with a new character and that's what they find fun about fighting games.  But if the goal is to get gud, you gotta stick to one or two characters and keep grinding.  

  11. 58 minutes ago, Vhozite said:

    Gonna be honest I know less than nothing about Blanka, but I can try labbing him up a bit tonight if you like. 
     

    I assume you use Karin?

    I use Karin and Cody.  

     

    36 minutes ago, Sonero said:

    He is negative on the rolls that make him land. You akso dont get crossed up if you crouch block IIRC.

     

    Who are you playing?

     

    He definitely feels plus after landing from a blocked roll.  It feels like Ed's psycho snatch where he has frame advantage and it gets a mixup from point blank either strike or throw.  Also, he can ex. reversal at any point out of the rolls.  

  12. On 10/20/2020 at 12:22 AM, Sonichuman said:

    So...Chris G got mad at lag and rage quit the tourney.  When he stopped moving during his match I didn't think he was going quit the whole damn tourney.  Jesus lol.  I get it...but everyone knew what was up when they agreed to this.

    I get protesting the netcode, but this is not the way to do it.  Totally unprofessional on his part, he should have just manned up and continued the tourney.  Everyone else has to deal with the same shit.  

  13. 1 hour ago, Mattatsu said:

    In SFV, what do you guys like for light punish combos?

     

    Chun has quite a few she can do (see spoiler) but they all seem very situational, as well as range-dependant, and I dont even really know what is or not punishable with a 3 or 4 frame light, so I’d like two buttons to help me confirm it...

     

    or should i not even worry about this now, and just do cr.LP, cr.LP or something easy and safe? Keeping in mind I’m in Super/Ultra Bronze ranks at the moment, and probably don’t need optimal punishes right now. Also, since i’m very green with chun, I’d like to limit my options a bit.

     

      Hide contents

     

    3 frame:

    - cr.LK, cr.LP xx LK SBK (requires a bit of a charge)

    - cr.LK, cr.LP xx LK Legs (keeps opponent standing but your +4)

    - cr.LK, cr.LP xx EX Legs (requires meter but causes a knockdown)

     

    4 frame:

    any of the above but with cr.LP (with a bit more range), plus:

    - cr.LP, s.MP, cr.MK xx HK Legs

    - cr.LP, s.MP, cr.MK xx L/M/HK SBK

     

     

    Ideally, you want to get the most damage possible on each punish.  Realistically though, it can be difficult to always net the max punish in the heat of the moment.  A lot of situations require only one normal into special because of spacing.  For now, I'd got with whatever you find most comfortable in training mode since landing a sub-optimal punish is better than landing no punish at all.  

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