I agree, I’m at a point now where I’m going to have to do some homework if I want to progress. Mind you, I don’t really mind putting in work, but memorizing frame data and studying matchups can be tedious at a certain point. The alternative is playing so much of the game that your muscle memory reacts to familiar setups, which will probably take a while.
I think the game should be able to convey visually when a person’s “turn” is over and it looks like IV did a better job of this.
so ehi SFV is like 20€ on steam which is the right price for me
How long it would take to play the game to unlock a single character? Can’t really find a straight answer which is oddly worrying
What do people think about their fight guys/gals after the changes? Alex is kind of disappointingly samey, depending on what you liked about him. Can still smash c.mp all day, but definitely feel the lingering hurtbox/slowdown while you’re just walking around filling space. Not sure why they felt c.mk was scary enough to change. c.lp comboing into normal flash chop is a nice quality of life thing. c.hp is definitely a more legit anti-air, but they way that it moves along with the universal shrinking of lp hitboxes makes Alex feel even free-er to crossups. I think the only setups he lost where after v-reversal (too far) and ex-knee smash (no dash up f+hp, only mp/lp powerbomb). With everyone now basically forced to eat meaty setups all the time without meter, it feels like the plan is even more f+hp and force a guess whenever possible, especially since you get some more damage on normal hit with mp comboing.
I dunno, I guess seeing the new toys folks like Urien or even Chun-li, of all people, got have me wanting something a little zazzier to play with.
Bison walkspeed is splendid. V-Skill change is kind of goofy. V-trigger knee press is nice. Psycho Axe should be an overhead. Crouch fierce is still a terrible anti-air. Overall, SF V balance changes seem to continue the trend from IV of inscrutability.