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Street Fighter V Champion Edition


joffocakes
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Wow!

After 5 years they’ve finally put in a defensive option that people have been crying for since the beginning.

 

It’s a game changing mechanic. No more brain dead offence, one incorrectly placed button and you’ll be eating a counter. Why did they wait so long?
 

Going to be interesting to see how they’ve rebalanced the game, given this new mechanic. 

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Really fun update that, lots of stuff to chew over. 

 

Rose first, as she is my favourite. Sadly I wasn't a big fan of it. Definitely not finished yet, so the animations will improve, but she still looked a bit stubby and sluggish. Towards roundhouse with next to no range was especially disappointing. Soul Spiral also looked horrible. I really like that they've brought her shadows super from Alpha back as a V-trigger though, always hoped she'd get some version of that in SFIV but she never did. 

 

V-Shift is everything I wanted for this game since season 1. One or two more turns or options against the G-Train/Rashid Corner Blender etc. has been desperately needed and I'm so glad they've put it in. Putting it on the V-Gauge makes really good sense and it also helps to balance it. A lot of the strong characters already have a real invincible reversal and a strong V-trigger, a lot of the weakest characters have neither of those things. Nash, Vega and a few other characters who barely exist in competitive play should benefit the most and I'm a big fan of that. Great addition, I wish they'd been less stubborn and added it earlier. Was funny to see how excited the "Sleepfighter 4" people are about them putting invincible back dashes in the game. Just need to add V-CrouchTech and we're all set. ;) 

 

Dan is amazing. I think they've done an incredible job with him. The hayate cancel combos are great, the taunts giving the opponent V Gauge are the most Dan thing imaginable. He looks like a ton of fun to play and has the appropriate level of comedy self sabotage. Big thumbs up there. 

 

Oro looks great already. I like his model a lot more than Rose's, very excited to see more of him. 

 

Then of course there are the balance changes. Very very curious to see these as there are a lot of characters who need a bit of help, as well as a few at the top who could still lose some stuff. Akuma losing that side switch light tatsu is a fantastic start. 

 

From the footage there were some notable ones. Ed appeared to have some kind of guard crush added to his V-Trigger, Sakura's anti air command roundhouse gave her a juggle, Nash getting combo extensions off his V-skill 1 is also great. One of the most interesting ones was Chun getting counter hit out of her wall jump attempt and going into a float state to be juggled. I'm wondering if they've done that to all wall jumps to make that escape a bit higher risk. It's definitely a change Rashid needed and I think it'd be reasonable for Chun and Zeku to get it too. If that is the change I like it a lot, interesting solution to nerf a very strong tool. 

 

Lastly I think adding Mokujin is a fun idea. You can't pick random select on ranked currently, so it adds that as a feature to the game. I think competing to have the most points with Eleven would be good fun as it means you have to be solid with the whole cast. If they had it in SF4 I 'd definitely have played it. 

 

 

 

 

 

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  • 2 weeks later...

He has an infinite!

 

(Apparently it's very technical/impractical, but I'm sure good players will find ways to make it more consistent, soon...)

 

I didn't play the previous iterations enough to appreciate all of the nuances in this update, but it's still fascinating to read about the buffs - apart from Juri, everyone I've read about so far seems to have got exactly what they needed. V-Shift sounds like it changes the game at a very fundamental level, though, so maybe some characters aren't as strong as they seem, or are much stronger than they seem...

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Yeah this patch is absolutely huge. Guile got slapped pretty hard. He's lost his + on block sonic booms and sobat is punishable. That makes his neutral game a LOT weaker. V-Shift lets him get back to neutral more times per game without resorting to flash kick on defense though, so I'm guessing they had that in mind. Ryu looks to be one of the biggest winners. I'm hoping this is building up to Daigo playing Ryu for the final season. I would love that. 

 

I love that they've FINALLY got rid of light anti-airs. The game has needed that since season 1. Chun Li and Dhalsim probably hit the hardest by that. I love it as a change for Chun. It's absolute nonsense that you can jump over her fireball or jump over a whiffed heavy attack and she can stand light kick anti air into a side switch mix up. Happy to be rid of that. 

 

I was right about the wall jump nerf and I still think it's a great call. 

 

Nash's changes are all very positive. I hope he is actually a thing in the final season, I was sad that he got nerfed out of the game after 1 season. 

 

R. Mika's changes are also very cool. I think the season we've just had she was one of the best balanced characters in the game, which I was impressed by because the character design appeared to be inherently busted when the game came out. Her V-skills have been next to useless, so it's great that they do something now. I think she needs that option to convert into command grabs a couple of extra times per round, as V-Shift is pretty bad for her offensive game. 

 

Very excited to see top players get their hands on this, it's an enormous shake up they've done so I'm fascinated to see how it develops. 

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4 hours ago, joffocakes said:

Just lost 0 - 2 in my first Dan-only tournament because I thought it started at 7pm but it was actually 1pm at I'm at work. GGs.

Everyone who didn’t get disqualified is not a true Dan player, especially the winner.

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The makeshift Capcom Cup streams were very good. The set posted above one of the better ones for sure. Idom vs Smug was pure insanity, G vs Laura is definitely one of the dumbest match ups in the game. 

 

Played 20 games as Laura against Chun Li. Laura's new speedy EX elbow and the new confirms she gets into it are all fantastic. V-Shift is troublesome for her, though command grabs don't set off the slow mo, so I did get a chase down on it with EX Command grab which felt fantastic. I think on balance it's bad for Laura though. Gaining a wake up option for herself isn't as good as the rest of the cast getting an extra one. She's had other buffs to compensate though so we'll see how Idom does with it. 

 

I think the match up against Chun Li has improved for her simply because of the light anti air nerf. Chun is so dominant on the ground that you have to be able to sneak in a jump from time to time, and last season that was almost impossible. Chun now has to air to air or make sure she's at the right range to use her other excellent anti-air normals, which is how she should be. No more stand short into 50/50 for jumping over a fireball, I approve of this. 

 

 

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4 hours ago, JLM said:

I love that they've FINALLY got rid of light anti-airs.

 

Oh that is fantastic news. I haven't played this game in forever and have no real desire to, but that restores it as a spectator sport somewhat. Few things more deflating in a match than a hard-earned jump-in getting blown up by a wee slap.

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Managed to have a little session on this, this morning.

 

V Shift is actually more balanced than I thought. It’s not a guarantee, but it definitely helps mindless pressure. It seems slow enough that you can’t punish lights, but you can catch mediums. Managed to do it a couple of times and turn the situation, which was satisfying. My main gripe with it at the minute is that you need to stick to be neutral in order to do it. This makes it a bit more awkward when in a block string where you’re naturally pulling back.
 

I think a lot of people are going to have to retrain their muscle memory. I still saw people doing relentless pressure and the more people get used to V Shift the more those people are going to get countered for doing that without thinking.

 

FANG got very little in the way of updates, only a couple of situational things but that’s about it. I did run into the new juggle state you get from hitting someone out of a wall jump which threw me off. The way it’s shown in the video was air to air but it’s also possible to anti air with a grounded move and get the same bonus.
 

Seth got hit with the nerf stick too. I played one person, I read their ex DP, which lead to a CC combo, followed with a mix up and at that point they were almost dead and almost dizzy! I think I few people will be dropping the character.

 

 

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Punk just completely destroyed this week's NLBC bracket with Dan. The taunt cancel pressure looks to be incredibly strong. Fierce into fierce, fierce into low or overhead, footsies stand MK into another stand MK to confirm into combo or more pressure. It's like Makoto but even worse as he's moving forward while he does it and it applies grey life. I'm sure people with come up with answers but my god he tore up this tournament. 

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On 25/02/2021 at 05:10, JLM said:

cancel pressure

 

Fierce into fierce

 

It's like Makoto

 

Viper was my first thought when I heard about his taunt-cancelling. A biggish recovery nerf wouldn't surprise me; obviously very different games.

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After moving over to the PC version of SFV i've had zero complaints (just win, win, win, on a new account). Until this update arrived and there was no option to purchase an individual character (i.e. Dan). Just the £20 character pass or the £30-something Season Pass. Then! I remembered the crazy amount of Fight Money you get first time around playing the utterly pointless Story Mode with various characters.

 

Skip forward 30 mins and my friend had eaten his pizza, and i'd gone from 20K to 100K plus, and Dan was there for free!

 

:eyebrows:

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10 hours ago, Escape said:

 

Viper was my first thought when I heard about his taunt-cancelling. A biggish recovery nerf wouldn't surprise me; obviously very different games.

 

Changing recovery on the taunt wouldn't fix the infinite, they will probably change some properties of the light gadoken as the loop is enabled thanks to it hitting so late from that specific spacing that it is +10. If its hitbox extended a couple of pixels forward this loop would stop working because it would hit too early. Or if they reduced its active frames by 1, or its recover by 1/2. Or they could change the standing hard punch so that it doesn't move Dan forward the right distance to keep the loop going.

 

I dunno what they'll actually do but they're patching it soon to fix a few bugs (like the audio now being mono rather than stereo, online desyncs, V-Shift issues etc) so maybe it'll be dealt with shortly.

 

https://game.capcom.com/cfn/sfv/systemfault/133136

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Omg Sagat punishing Cody's jump-back escape attempt more thoroughly than I'd have thought possible. I hope we see some more high level players using Sagat, I miss seeing him (however I hate fighting him please never use Sagat when we fight).

 

 

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A bugfix released today to fix a few hurtbox and VShift issues, as well as the sound being mono instead of stereo. It seems the Dan infinite has been left intact, which is surprising.

 

https://game.capcom.com/cfn/sfv/systemfault/133136

 

Played a match with the intention of landing a specific anti-air combo with Dan on lunch earlier, and a stomp-happy Alex gave me the opportunity:

 

 

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