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Am I supposed to just be mashing light jab every 2secs? The defense

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Am I supposed to just be mashing light jab every 2secs?
The defense options in this are fucking non-existant.
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>>389480574
Is this worth buying on ps4, if you have a terrible pc ?

I kind off want to buy it on my ps4, but I remembered that I won't be able to use mods :(
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>>389481413
The game isn't worth buying at all.
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>>389480574
Why shitters say 'no defensives options' they really mean 'no crouch tech OS' right?
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>>389481413
the game is shit either way but you get shit like dragon quest if youre into that. tekken 7 supposedly runs better on pc though
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>>389481413
I'd only recommend it if you can get it fir super cheap and are planning to play it mostly offline with friends.
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>>389480574
dont worry, defense options dont matter when youre a bronzie tier scrub who repeats memes rather than getting gud. consider killing yourself
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>>389480574
>mashing light jab every 2secs
not unless you want to get counterhit all the time
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>>389480574
>Am I supposed to just be mashing light jab every 2secs?
and get CC? no
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>>389480574
>mash jab on wake up
>other guy mashes his crush counter button
>it hits
>lose 3 quarters of my hp from the resulting combo

sorry anon, sfv has many issues but this isn't one of them
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>>389482878
here op, I found a really defensive guy
looks like you do have some options
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>>389480574
>mashing light jab every 2secs

>autoguard
>autoguard
>ABI-GAAAAAAAAIIIIIIIIIILLLLLLLLLLL!
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>>389483493

>mash jab on wake up
>guy mash his crush counter button
>you do a quick rise instead of back rise
>his meaty doesn't work and you get a counter hit combo
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>>389485417
This.

>>389483493
Actually mashing lights is one of the #1 complaints of the game at high level. You'd have to be absolutely terrible at the game to get CCd while mashing jab unless you are playing a heavy.
>>
>add quick tech as though it was supposed to stop vortexes
>all it did was make regular setups utilizing projectiles and crossups non existent
>instead everyone just rushes you down into a 50/50 mixup on your wakeup
>this mixup works regardless of how you tech
>this makes the wakeup game far scarier than it ever was in SFIV
>there are zero ways to deal with it
>if you ever do a DP, assuming your character even has one, and it gets blocked, you lose half your health due to CC
>you get CC'd if you backdash
>normals on whiff have such insane recovery that people have a million years to jump in and do half your health
>normals on block have stupid low recovery so it enables frame traps from half the cast all day with no repercussions

If I block a fast normal that isn't a jab or light kick, you should be done. If I block your standing MP, then it should be my turn to do something. It shouldn't force me to guess another 50/50. The concept of frame advantage in this game is completely retarded.

>fast short range moves that lead to little damage are safe on block
>fast moves that lead to good damage are negative on block, but not immediately punishable
>fast moves that lead to great damage are punishable on block
>extremely slow moves that can be poked out of are either plus on block or safe

This is the basic fundamentals to a fighting game's design for normals, and SFV just shits on it thus leading to its horrible "neutral" game.
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>>389480574
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>shitters put this game on a pedestal because it's popular and performing really well
>it's $20 brand new at Walmart
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>>389481619
Or invincible backdash or decent reversals without meter. Just dash in and make the opponent guess between shimmy or throw, fucking genius level gameplay.
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>>389481619
>whining about crouch tech OS in the Year of Our God Almighty 2017
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>>389480574
>hit priority
>mashing light
Enjoy getting CC
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>>389485417
>>389485908
Nobody who's not a Bronze will ever mash their CC blind on a down opponent. If jabs still bother you, it's apparent you're a scrub. The only time jabs are OP is when they beat out a jump in and allows the opponent to dash behind for a 50/50. That shit doesn't fly.
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>>389480574
Maybe you should just git gud.
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>>389486595
I do agree that the frame advantage is weird. Some of the combos seem so arbitrary. Like I understand, say a crouching kick to hadouken, because the motion flows together. But letting Ryu do a mid punch into another mid punch just seems like the moves are randomly thrown together without thought.
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>>389487097
It came out a year ago.
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>>389481619
No it's because defensive options are poor in this game. With the removal of jumpback tech OS its basically down to 3f normal/block/invincible move.
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>>389488419
Yeah and I really hate that. The target combos they added are stupid too. Letting Ryu do a medium punch and then a target combo looks so fucking retarded and half the cast has options like that. Where is the risk reward in anything in this game? So long as you're directly in front of the opponent and pressing buttons, your safe to do whatever the fuck you want.
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>>389481619
no crouch tech, no backdashes, no meterless reversals, some of the worst guard cancels in fighting games on average, but yeah it's just crouch tech people miss. retard.
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>>389489061
this is what you get when you put a guilty gear player in charge of sf
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>>389480574

You might as well

Jabs are RETARDEDLY over powered in the game. Most recent bullshit I've seen is Guile anti-airing with fucking -crouching- jab.

Though I digress, I still try to play it a little bit each day. I usually stick with Abigail or Urien or sometimes Alex here and there. Used to use Necalli a lot but not as much.
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>>389489061
All you literally need is block and tech. Just git gud.
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>>389489135
ummmmmmm lol? except guilty gear has all of those and decent guard cancels as well as instant blocking, faultless defense, blitz/slashback
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>>389489246
amusing
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>>389489135
And a Millia player on top of that.
>>
SFV literally killed fighting games.
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>>389489413
>>389489135
Dude can't even count.
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>>389487185
>Just dash in and make the opponent guess between shimmy or throw

if you dash into a button you get counterhit though.

i agree that dash is annoying and could stand a nerf, but it's not like you cant do anything about it.
if your opponent dashes a lot, then stick out heavy buttons in front of him. if you catch a dash with them, you get a crush counter and can convert into huge damage.
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>>389480574
V-reversal?

Do you have any game footage people can watch to see how you play or did you just want to complain?
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>>389488939
>Letting Ryu do a medium punch and then a target combo looks so fucking retarded and half the cast has options like that. Where is the risk reward in anything in this game? So long as you're directly in front of the opponent and pressing buttons, your safe to do whatever the fuck you want.

ryu's target combo is very unsafe on block. it's also strictly worse than his regular link/cancel combos. literally no reason to ever use it unless you are too lazy to learn proper combos.
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>>389480574
Im waiting on season 3. Once we know they will be old school characters, ill come back in. I havent touched sfv since Urien.
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>>389490239
V-reversals are a poor option for many characters and people have had anti-vreversal tech for a while now.
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>>389490287

Not trying to be that guy but this is the 'what proper combos?' game

Each character only has literally 2-4 combos at the most that aren't target combos. Its one of the main issues 5 has
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if /v/ hates sfv, why are there so many threads about playing it, such as this one?
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>>389490521
V-reversals are a poor option if you are predictable and use it for the wrong move in a block string.

The thing that gets most people countered when they use it is they give in to jab pressure try to reversal it and get grabbed. Even if you are using a character with a relatively poor v-reversal (Vega) knowing when to use it is far more beneficial than not using it at all ever. Using v-reversals also depends on the match up as well.
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>>389490558
>waah ryus target combo is too safe and easy
>its actually extremely unsafe and shitty
>waah all combos are the same

what even is your point lmao
if you want longer and more varied combos just play akuma, urien, karin or abigail
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>>389490606

If i had to guess with 5 taking the spotlight from 4 despite an online attempt to get attention back to 4 maybe some people are trying to see the good 5 -could- have, capcom just designed the game as an 'entry level' game compared to 4.

There's enough rumors of leaks that might keep people at least partially interested

Most recent one I heard is the 'Super Street Fighter 5' expansion will be announced in december at PAX it will seemingly come with C. Viper, Oro, Necro and Q for free as apart of the expansion. Now of course that sounds like a load of bullshit giving that many characters for free but who knows right? They -might- actually bite the bullet and take losses for not -selling- them in order to get more interest in the game than what it has.

Then again this is just my guess
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>>389490287
It's fucking OP.
>mid punch
>if it connects, confirm into combo
>if it's blocked, try the second one and see if they fall for it
>if it connects, confirm into combo
>if it's blocked, hadouken afterwards to do white damage and go back to neutral
There's literally no drawback to this.
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>>389480574
>a bunch of bronze and silver scrubs talking shit they don't understand

SFV lacks defensive options at high level play, you idiots don't have to worry about any of the concerns some of the pros have voiced

Why do you act like that even applies to you
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>>389491068
>still thinking they're going to release a super version of SFV
When you fuckers ever learn?
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>>389490521
>V-reversals are a poor option for many characters
v-reversals are great unless you play vega or rashid

>people have had anti-vreversal tech for a while now
what "anti v-reversal tech"? tick throws? lmao
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>>389491040

I'm saying you can't say 'learn proper combos' when each character only has a -couple of combos?-

Have you seen any vids on youtube? Every one plays each character the -exact same way-?

Come on kid, dont be dumb
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>>389491147
You don't need any "high level" defensive options. Blocking and tech is all you literally need.
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>>389490558
How is that an issue? SF has never been about doing combos its been about controlling space and putting yourself in the best position to win.

Most people complaining about combos only used 3 at most in SFIV and are more upset they can't watch an infinite loop or some other shit they can't do themselves.
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>>389491232

>Reading about rumors makes you automatically expectant of them

Yeah keep making the wrong assumptions kid, you'll go places
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>>389491147
>literally says sfv lacks defensive options
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>>389491278
SFV isn't about combo variety, anon. It's about the mind-game now.
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>>389491232
SFIV was shit, Super SFIV was not. There you go.
>>
>>389480574
despite sfv's efforts to simplify the game for casuals, you need a lot of frame data knowledge in order to defend yourself and identify when your opponents turn ends.
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>>389491124
you are -7 after getting the target combo blocked. any competent opponent will punish this before you recover.

>if it's blocked, hadouken afterwards to do white damage and go back to neutral

/v/, where people think using slow fireballs when being minus is "fucking OP" and "There's literally no drawback to this"

fucking lmao
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>>389491375
>that's just my guess
>not a concession of expectance
>>
>>389491278
>you cant learn proper combos because there arent tons of combos

what kind of retard train of thought is this
if anything that makes it even easier to learn proper combos
>>
>Bought a PS4, PSN Plus 1year, 2 copies of the game for PS4/PC, GTX 970 and SSD just to play this
>Played beta
>realized I fucking threw most of that money away
At least my 970 and SSD are salvageable, literally no games for PS4 and PSN+ just left to be expired.
>>
>>389491662
I'm not even talking about the target combo, just the MP to MP. If it hits, you confirm into a combo. If it's blocked, you combo into hadouken, which pushes them far enough that you can react after. There's literally no drawback to this.
>>
>>389480574
Mash v reversal and then watch your character get caught. All defensive options suck. This is what Millia players think is fun and enjoyable
>>
>>389491976
The beta wasn't that bad. Hell, normals were way better back then. They kept fucking everything after the betas basically turning the game into a unfun mess. S2 made good and terrible things, I hope they get their shit together in S3
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>>389491979
congratulations, you just described what hit confirming is.
protip: literally every single character has this. you can do this with every normal that links into another cancellable normal. its one of the absolute basics of street fighter and has been around for decades.
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>>389492719

>mfw Abigail's s.mp

No way it will still be +5 in season 3.
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>>389491979
>If it's blocked, you combo into hadouken, which pushes them far enough that you can react after

Many characters can straight up punish Ryu for this. Even cr. mk -> hadouken is not safe.

That's without getting into the fact that st. mp is only what, +1 on block?
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>>389489295
GG has a bunch of fluff and then has Unga Bungas that don't have to respect any of it.
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>>389491464
nice revisionist history super was just as shit SFIV was never good
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>>389491361
>SF has never been about doing combos

>The biggest staple of SFII was the combo system
>SF Alpha 3 gives you three different -ISM's, one for supers and another specifically for combos
>SFIV has FADC shit

Honestly, 3 and 5 are really the only not-combo-heavy SF games in the series. SFII didn't have huge combos because its systems could only handle so much, but people make combos work in it anyways. Even SF3 has Yun, Ken, Akuma, and Urien, all of who are pretty combo heavy characters.

The problem with SFV is that it's combo system is too controlling. There used to be a reason to go for super long combos, but now everything scales so hard and the amount of moves you can cancel stuff into is more limited that previous games.
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>>389491124
enjoy getting jumped in on/combo'd after your slow-ass (-24 or so) point blank fireball gets blocked. See how well that works for you in a real match

also yes, hit confirming is a useful technique that is in all fighting games - what's your point?
>>
Isn't /v/ always complaining that they should take combos out of fighting games. SFV should be perfect for you chucklefucks
>>
>>389493439
its a great button
one of the few in the game that are slow enough for you to confirm off a single normal and instantly go into b.hp xx hp on hit, or into something else on block
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>>389493919
exactly how fast do you think the average jump is that you think jumping after a blocked point-blank fireball is even remotely a good decision
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>>389494028
/v/ just wants to complain, not actually play something

if they wanted a dumbed down fighting game they could be playing divekick or sirlins meme strike game, but they dont want that either. they just want to complain about sfv.
>>
It's really about the arcade mode if SFV had launched with it we wouldnt even be talking about it now
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>>389494663
as weird as it is, this is the truth.

the SFV character story "campaigns" are extremely bad and dumb.
the "main story mode" is so fucking retarded it gave me a headache when i first played through it.

if they had just delivered an SF4 style arcade mode instead, they would have avoided a ton of criticism and hate.
>>
>>389494045
yeah mb point blank on block it's like -6, of course you cant jump in on that. still punishable with a medium button or faster which you can convert into a combo
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>>389491147
t.gold trash
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>>389494856
after button xx fireball most characters are pushed too far away to reach ryu with their 6f buttons
you can still apply pressure by making him block something slower, or dash up and throw him because he will likely hold down back after having a fireball blocked
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>>389494853
It's the same shit though if each character just had 7 random fights, a rival battle, and then one against Bison it would still be the same game. They could even slap the same bengus art at the start and the end
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>>389488194
>If jabs still bother you, it's apparent you're a scrub.
>pros are scrubs
>>
>>389494040

s.mp (blocked) s.mp (counter hit) s.mp m abigail punch.
I'm even getting fucked turning off my brain and doing s.mp s.mp on regular hit.
>>
>>389495220
arcade mode had more settings, hidden gimmicks (get X perfects and Y ultra finishes to unlock hidden boss fight) and adjustable difficulty. much more appealing than the shitty character story or the asinine survival mode.
>>
>>389493878
>Biggest staple in SFII was the combo system
You type that wrong right? SFII combos were literally glitches the creators didn't understand, dizzy was random, and the game was slowed to a crawl if you got hit by projectiles. It was THE most basic the game could get. Anti-air and control space.

Even if you bring up alpha combos themselves were not the point of the game. Controlling space and using footsies to gain an advantage came first before you could land said combos. If you played those games with shit fundamentals you would get fucked up regardless of how many combos you knew and that is true across all the SF games. You could get through all of those games without needed to know a combo list and most people use the most optimized punish.
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>>389495440
on block i like to do another st.mp and cancel it into the run and go for the running grab followup. its gimmicky, but works well enough if you use it just once or twice in a set, and you get absurd damage as well as good oki from the grab.

other neat stuf is going into forward mp overhead, walk forward into grab, mp flip, or just jump at them. so many options that will give you a mixup if they just block, and if they try to jump or even hit buttons they get brutalized if you just go for another st.mp most of the time.
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