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The Street Fighter V Thread


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16 minutes ago, Vhozite said:

I know. I’m saying that if you do s.mp>s.hp>s.hk the target combo knocks down whether you pop VT or not

Fml. Did they nerf it?

 

You used to get a juggle point off that VTC before.

 

This character can't escape the bottom tier man... 😭

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5 hours ago, FlyingVe said:

I think gill can do it if the opponent is pre-iced.

 

I’m  trying to think of others. You either need to be able to extend combos a huge amount (Gill) or be able to really frontload the combo (Abigail)

Gill can get over 600 with VT1 and VS1, though obviously if you start with a trap he can go higher (max I got was 624).
 

I’m not in front of my computer to check was I got with Abigail, but of course it was pretty easy to go over 600 and tbh I don’t even think what I did was optimal.

 

So far it’s easy to game the system with anyone who has a delayed hit they can setup like a trap or slow fireball. Pretty funny using tire to get a double jump in with Abi

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1 hour ago, Vhozite said:

Gill can get over 600 with VT1 and VS1, though obviously if you start with a trap he can go higher (max I got was 624).
 

I’m not in front of my computer to check was I got with Abigail, but of course it was pretty easy to go over 600 and tbh I don’t even think what I did was optimal.

 

So far it’s easy to game the system with anyone who has a delayed hit they can setup like a trap or slow fireball. Pretty funny using tire to get a double jump in with Abi

I bet Lucia can do something similar to Your Laura combo with VT1 up:

 

VT1

236K>LK,  jHK, (fireball hits), njHK, sHPxx214K, 236P>P+Kxx214214KKK

 

Willbe able to test in about an hour but that should break 600 pretty cleanly.

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Gill is really cool but he has some issues that really need to be addressed imo. 
 

First is his lack of crush counters. Retribution is supposedly to be its replacement I guess, but they don’t really serve the same purpose. Retribution is mostly combo extension, and you can’t even access it without resources unless you are using VS1 (hint: you aren’t). Retribution doesn’t give him the occasional big neutral conversion and VT gain that everyone else gets for free. 
 

Suggested fixes (pick one Capcom). 

1. Make his VS’s build more meter than average: No CC’s takes away one of the 3 ways you can build VT. Compensate for his deficiency by letting him build more with VS. Right now his parry builds the exact same amount of meter as Ryu’s even though the latter has Crush Counters. 

2. Make sweep and overhead crush counters: Gives him (unsafe) CC’s without launching his combo damage into the stratosphere. More ways to setup hard knockdowns also indirectly buffs VS1, which nobody ever will pick atm

3. Make Retribution procs build VT meter: Pretty self explanatory. Let’s his CC replacement actually mimic the functionality he lost. 
 

My second issue with him, and actually the bigger reason I don’t use him, is his mediocre VT game. VT1 does basically nothing but give him long ass combos and VT2 is cheeks without a combo from activation.

Edited by Vhozite
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29 minutes ago, Vhozite said:

Gill is really cool but he has some issues that really need to be addressed imo. 
 

First is his lack of crush counters. Retribution is supposedly to be its replacement I guess, but they don’t really serve the same purpose. Retribution is mostly combo extension, and you can’t even access it without resources unless you are using VS1 (hint: you aren’t). Retribution doesn’t give him the occasional big neutral conversion and VT gain that everyone else gets for free. 
 

Suggested fixes (pick one Capcom). 

1. Make his VS’s build more meter than average: No CC’s takes away one of the 3 ways you can build VT. Compensate for his deficiency by letting him build more with VS. Right now his parry builds the exact same amount of meter as Ryu’s even though the latter has Crush Counters. 

2. Make sweep and overhead crush counters: Gives him (unsafe) CC’s without launching his combo damage into the stratosphere. More ways to setup hard knockdowns also indirectly buffs VS1, which nobody ever will pick atm

3. Make Retribution procs build VT meter: Pretty self explanatory. Let’s his CC replacement actually mimic the functionality he lost. 
 

My second issue with him, and actually the bigger reason I don’t use him, is his mediocre VT game. VT1 does basically nothing but give him long ass combos and VT2 is cheeks without a combo from activation.

Gill is G without the command grab.

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32 minutes ago, Vhozite said:

3. Make Retribution procs build VT meter: Pretty self explanatory. Let’s his CC replacement actually mimic the functionality he lost. 

That shit would have him building whole bars in a combo.

 

What Gill could use would be certain moves setting up the conditions to Retribution, mainly on counter hit. 

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44 minutes ago, FlyingVe said:

Gill is G without the command grab.

G has a lot more over Gill than just a command grab.

 

G has CC’s that build his VT, safe advancing specials, a forward moving low special, fast advancing EX moves he can cancel into VT to force the issue, the ability to stall his air momentum with VS1, and that’s before we ignore how dumb he gets with prez levels/VT1 which is better than both of Gills in every conceivable way. 
 

 

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5 minutes ago, Vhozite said:

G has a lot more over Gill than just a command grab.

 

G has CC’s that build his VT, safe advancing specials, a forward moving low special, fast advancing EX moves he can cancel into VT to force the issue, the ability to stall his air momentum with VS1, and that’s before we ignore how dumb he gets with prez levels/VT1 which is better than both of Gills in every conceivable way. 
 

 

I was oversimplifying.

 

But in my mind the core problem is that Gill is only good after he hits you, but he has not great tools for doing that.

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1 hour ago, Volt said:

That shit would have him building whole bars in a combo.

 

What Gill could use would be certain moves setting up the conditions to Retribution, mainly on counter hit. 

Have you ever used Gill? Outside of VT it’s very difficult to proc retribution more than once. To get more than one you in a combo you have to use his garbage, slow as shit VS1 or already have an element on them when you start your combo. And to do either of those things you have to dump meter. 
 

Even if we assume it builds the same meter as a regular CC (it doesn’t have to), I think it’s fine when it’s hyper situational and/or requires him to dump probably multiple EX bars 

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5 minutes ago, FlyingVe said:

I was oversimplifying.

 

But in my mind the core problem is that Gill is only good after he hits you, but he has not great tools for doing that.

That’s basically my entire point. G has more ways to open you up, get in on you, and when he does those things be claps you for l more damage lol

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13 minutes ago, Vhozite said:

That’s basically my entire point. G has more ways to open you up, get in on you, and when he does those things be claps you for l more damage lol

BTW on the 600+ club. My Lucia combo may not work? It feels like it should but the spacing is hyper specific (and may also require the opponents hitbox to be specific aswell). A simplified version without only one jHK does 589, so getting the spacing right should crack 600.

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12 minutes ago, FlyingVe said:

BTW on the 600+ club. My Lucia combo may not work? It feels like it should but the spacing is hyper specific (and may also require the opponents hitbox to be specific aswell). A simplified version without only one jHK does 589, so getting the spacing right should crack 600.

I’ll check tomorrow morning. I’d be really surprised if she couldn’t make it. 

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@FlyingVeso I’ve been trying Lucia for 600 and 2 things

 

1: I can’t get a double jump in. Her fireball drops too fast. How are you doing it?

 

2. j.hk side switch 

https://imgur.com/a/KuLzRBN
 

Probably not useful for much but after a dizzy you could maybe sneak a reset in there? Not sure how strict it is...I did it twice without even trying (first time I thought I saw it wrong). 

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18 minutes ago, Vhozite said:

@FlyingVeso I’ve been trying Lucia for 600 and 2 things

 

1: I can’t get a double jump in. Her fireball drops too fast. How are you doing it?

 

2. j.hk side switch 

https://imgur.com/a/KuLzRBN
 

Probably not useful for much but after a dizzy you could maybe sneak a reset in there? Not sure how strict it is...I did it twice without even trying (first time I thought I saw it wrong). 

I couldn’t get it. However the fireball never seems to hit quite the same which makes me think that the spacing is hyper specific and there may be hitbox issues (if it’s possible at all).

 

i did some research and the combo is possible but... always seems demonstrated against a stunned opponent... so yeah, probably very hitbox specific.

 

i should try Abigail as he’s a bit larger than normal.

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20 minutes ago, FlyingVe said:

Good shit, you found the G spot.
 

Who else? we have Gill, Lucia, Laura, Abigail.

 

 Guile with boom loops?

Alex being able to frontload heavy attacks?

G doing G shit?

 

 

 

I’ll probably try Guile next, assuming I can do noon loops lol

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1 hour ago, Sonero said:

So I should permanently switch to Seth?

 

👀

 

You should permanently stop playing SFV.

Thats the best decision you can do.

13 minutes ago, Shakunetsu said:

What do you guys think about mechanics that puts situation in a rock,paper and scissors?

 

Team Aerial Counter in UMvC3

 

And Counter Breaker  in KI

 

Are mechanics that put situation on a rock, paper and scissors okay?

 

No, not in 1v1 games anyway.

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19 minutes ago, Mr.Cipher said:

No, not in 1v1 games anyway.

 

Considering we already have RPS scenarios on fgs anyway, i fail to see how they are bad in 1vs1 fgs

33 minutes ago, Shakunetsu said:

What do you guys think about mechanics that puts situation in a rock,paper and scissors?

 

Team Aerial Counter in UMvC3

 

And Counter Breaker  in KI

 

Are mechanics that put situation on a rock, paper and scissors okay?

 

I dont really mind them as long as they arent really intrussive or busted.

 

SC6 added a mechanic like that, and i think it added a distinctive dynamic to the game without taking away the SC essence from it.

DOA has its counter mechanic that works kind of like that and the series works fine with it.

 

Like any mechanic, it all depends on how you implement it and what adds to the game.

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38 minutes ago, Shakunetsu said:

Why not in 1v1 and why is it better in tag like games?

 

The last that got implented I remember was Reversal Edge.

The move killed the interest of the casual crowd on the game and was basically completly useless in High level.

 

Other than that we probably talk about Capcom and knowing them they turn something like this into the next V-System.

Capcom is realy good at making bad mechanics cornerstones of their game.

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5 minutes ago, Mr.Cipher said:

 

The last that got implented I remember was Reversal Edge.

The move killed the interest of the casual crowd on the game and was basically completly useless in High level.

 

No it didnt, and no, it isnt useless at high level play.

WTF are you talking about?, lol.

Have you not watched high level play?

The mechanic is used, is just that it isnt an intrussive one, and has a place and time when to use it, since it can be countered if used at the wrong time.

 

If anything, that shows that it was a good implementation, since it isnt a mechanic that interrupts the flow of the game.

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1 hour ago, Shakunetsu said:

What do you guys think about mechanics that puts situation in a rock,paper and scissors?

 

Team Aerial Counter in UMvC3

 

And Counter Breaker  in KI

 

Are mechanics that put situation on a rock, paper and scissors okay?

KI3 combo breaker isn’t really RPS anymore than any other attack is RPS.  In KI1 & 2 is was.

 

TAC is pants.

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15 minutes ago, FlyingVe said:

You are on your own, I ain’t doing guile.

What characters are you doing exactly? 🤣

 

So far Ive done Gill, Abby, Lucia, and Laura like you said. Tried Ryu, Kage, and Karin but I couldn’t do it with them. I need to give Chun another try since I was just fooling around and I still got really close. 

 

I think Guile, Menat, and Urien can do it, but the execution requirements might be beyond my capabilities. 


Nash might be able to do it if you start with canceling a boom into stealth dash. Alex might be able to front load it like you said. I think Ken falls just short, but it depends on how much damage Shinryuken does. I’m definitely looking forward to trying with Ibuki. 
 

Mika can cheat with VS1. Does Balrog TAP still do gorgillion damage if you hold it long enough?

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@Vhozitei figured out Lucia even though You beat me to the punch on execution.

 

i also figured out Gill (again you beat me to the execution).

 

i also tried with Chun, Ken, Kage, Seth, & Kolin but only got close with no obvious way to improve.

 

im actually a little doubtful Alex can make it because his juggle options are so shit. I bet it will involve VS2 and starting with a charged VT1 Lariat.

Edited by FlyingVe
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