Capcom guy 1 "The players aren't happy with the direction the game is going." Capcom Guy 2 "Just give them a new skin to sink their teeth into. How about Chun Li" Capcom guy 1 "But she already has S..so many, what about the gameplay, netcod.........." Capcom Guy 2 "I SAID CHUN LI, trust me, it'll sell. These fanboys eat anything up and here have a raise." I can imagine them like Jerry Maguire "Show me the MONEY" and laughing.
Guilty Gear can really use some love. I'm a diehard SFV fan, but Guilty Gear Xrd is fun as hell. The anime quirkiness is not for everyone, but the freestyle combat and absolutely spectacular tutorial and training system is second to none. If there's a game that deserves support for taking fighting games in the right direction, it's Guilty Gear. Revelator randomly drops in price on Amazon (I managed to snag it new with Prime for $14, and it jumps between $11 and $26 for reasons that are beyond me) so it's totally possible to get it for a decent price, especially since Rev 2 is coming out later this month.
Punk did this at Dreamhack and I about lost my fucking mind. 5 throws in a row against, I believe it was Xian who is one of the best on the circuit. They have to know how big of a problem this really is. If he can't defend it, no one can.
Jwong had this happen to him recently too. He walked away and didnt even shake the dude hands. Can't stand Grab Spams.. From Grapple character it's fine.. but any other its instant trigger.
As a Ryu player, I find it amazing that Capcom wasted time removing his throw loop, but everyone else still has it. Throw loops are so ugly to watch. Capcom should make it less effective. I think it's bad for everyone: it's horrible to those who get "throw looped", there's no enjoyment for the people who are watching, and even the people who do it might find it ugly, but do it anyway because it's the way SFV is
@@cbrfan8438 The very style this game seems to be attacking at every angle. Nerf non-meter DP on wakeup, even though its so easy to bait out. Oh and zoning stinks, which ruins one of the core templates of streetfighter.
I think other games like Guilty Gear give you more frames of invul to throw after you wakeup so they don't have this problem where you are greeted with a throw before your wakeup jab starts up.
Accurate and on-point as usual! It seems like there are so many players that don't understand how throw loops work and why they are so dangerous. Even the ones that know that they exist and how they work mechanically don't seem to grasp how limited you are in dealing with them.
Good work as always man!! I think you should do more videos like this as it gives player a clear picture of their options, their risk, their rewards and the thought process behind it. Maybe a video of when to and when not to use a Invincible DP or a video of meter management on Round 1 and on Round 2 if you won or lost Round 1.
The meta of the game is like this and I like it, but what I don't like is the huge damage/stun and it isn't easy to go back to neutral after a knockdown. If they reduce the damage for all the cast in the game or make the oki game weaker in SFV, it will be a much better game imo.
Ahmad Dajani I think this is a good solution as well. With the damage and stun throws currently cause, and the current lack of escape options in the corner, "throw-vortexes" can create high-damage panic scenarios from very boring, simplistic gameplay that isn't fun for anyone (especially the viewers). If they reduced damage and stun on throws, they can still be used (as intended) as tools to enhance position and gain/disrupt momentum, while also removing the threat of players abusing it to win whole rounds.
I really like this idea. Throws can be an important tool for starting an offense, but then they shouldn't ALSO do good damage/stun. I think they should be one or the other. The fact that you get such great offense off of a throw (for most characters, LOL RYU) is good enough for them to be used, even if they did much less damage.
Thanks for video Vesper! Excellent video and I hope that other SFV players understand this is why it's better to eat a throw than risking other options. It's funny how Ryu's throw loop was removed and everyone still has theirs. Anyways, take care Vesper and have a good one man!
Man, looking back on this in the last few months before the final chapter on SFV closes forever, what a truly awful game this was during the first couple years of it's life. This issue plagued us for like 2 years until season 3, and even then I think like 1 or 2 chars still had pseudo throw loops until it was eventually eradicated. SFV was so rushed, I feel like it should have had the all the added content of season 2 or maybe even season 3 on day 1 release. The game felt so anemic and NEEDED the extra characters, v-skills, v-triggers, and system mechanics that the following seasons brought. I didn't finally enjoy SFV until season 4, it was just OK at best in seasons 3&3.5, but after seasons 4&5 I think it actually turned into an excellent game. The only thing I miss was the vanilla rank point system, where you only gained like 5-10 points for a win but lost like 100 on a loss. It made getting to a high rank feel better and more like an accomplishment.
You probably could have mentioned that some characters have throw invincible attacks, like Guile's UDK, Ibuki's f+MK, Akuma's f+HP, etc as an offensive option as well. Good tutorial all the same.
repeated throw loops should reduce in damage eventually becoming non-rewarding. Maybe by third throw loop the damage is almost 0 and adds nothing to stun meter. Then provide a cooldown timer before the throw damage is returned to normal.
I find the best way to deal with throws is from the tutorial in Geifs Gym, throw tech when u expect the hit animation to end, that way if the opponent strikes...u jus block, if he throws, you'll late throw tech, takes practice but it really helps to think about it this way.
we pretty much know who one of the characters is already. I doubt it will be any time soon. I would like them to fix the current problems before anything else.
a good start would be to give every character a frame 1 throw invincible move that does pretty good damage or leads to a combo or something. this way you can challenge the throw and people are actually at risk for trying to do throw loops and will opt for more meaties. so then you buff v--reversal and make them actually good again like they were in season 1. every character's v-reversal should be good enough to reliable get out of pressure as right now some characters reversals are just wasting vtrigger. the last offensive option is the shimmy but this is already defeated by doing nothing so that is okay. as it is right now their is no risk going for a throw loop and that needs to change if they are going still be in the game.
I think the throws should beat certain attacks, but not when the opponent's fist or feet are practically though you and nothing happens. This is probably the most annoying thing in this game to me. You can literally "see" you attack pass through the opponent, which should register a hit before he completed his throw attempt. But then you are forced to watch yourself get thrown.
I believe it they made adjustments to throw mechanics, input lag, and added another defensive option, it would be much better. Lessen the anger when losing.
There's something called "hitboxes"(essentially the groundwork for mostly all fighting games next to "frame data") . Check it...: "eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes" The red boxes are "hit boxes". When you press a button, during the active frames, that's what will be happening on screen so it's good to memorize them. Goto training mode and find out the max ranges of your characters moves. P.S. There's also something new in SFV that wasnt in SF4..the priority system. Example: if you press heavy punch and your opponent presses medium punch (at the same time) their attack will be counter-crushed.
Tremayne Peters I appreciate the breakdown. However I am aware of all of this. It still does not make it less frustrating. Seeing your striking limb go through an opponent with no effect is weak. And then they throw you. DoA doesn't have this happen and they have a priority system of throws, strikes, and holds. Simple fight mechanics would suggest that if someone throws a punch at you while you're trying to reach out and grab them, you won't finish the grab because you just got popped. Isn't this game a fight "simulator"...fantasy albeit, but a fight simulator nonetheless? So its unacceptable.
Having high risk defensive options isn't a problem in itself. It's a huge fucking problem when it's impossible to keep people out. Worst yet the characters with the best options on offense and defense also have the best chnace of controlling neutral.
Guys guys guys... Injustice 2 is just around the corner, tekken7 comes out next mont and ggR2 ( which is an expansion btw) releases at the end of the month... This is gonna a fantastic summer dood!
Just another dood Capcom wants us to buy different games so they can balance in private, these marketing tactics are evil and dispicable! *Buys Marvel Infinite, T7, GG, BB*
What if the game was like GG or KOF where there's a few frames where you can't be thrown when you wake up? It shouldn't affect command grabs though. They could simply add recovery to certain throws and that would fix the problem.
Juri's light dp is gonna be great to deal with throws in the new update. even if they bait it you won't get crush-countered, and it's only like -4 so the punish won't be too big. it still looses to meaty attks, but makes her defense a lot better IMO
Very interesting tip....i didnt keep up with SFV update details like that like i did SF4 game so this is very informative. Didnt know defense in this game is damn there shit to throws
lol, good thing I watched this video. I was wondering why when I was trying to crouch tech it didn't work :p Been playing since release and just found this out.
I just think that that the 2 button meme applies here Capcom either had to make a super balanced game with footsies and spacing vs. a game where you're rewarded for landings your hit, knocking down, or throwing.
Throw loops are fine. What this game needs is universal parry and new V mechanics for every character with a parry as their V-whatever. Parries in 3S made it so that no matter what character or matchup you found yourself in, with enough raw skill, you could just never once take damage at all. The best mechanic in the history of fighters, and they got rid of it because of the 'skill gap'.
I main vega I fluctuate from super and ultra gold and grabbing absolutely frustrates me. if I try to grab somebody on their wake up I will get crush countered or their normal will beat me out of it. why is that? why can somebody cr light kick me on my wake up when I try to grab but if I do a jump Empty into crouch lk why do I get grabbed? On Xbox 360 I am a b plus adon and have been playing street fighter since the first but this version I can't figure it out.
I really wanted to like SFV, I bought it for PS4 and PC cause my brother plays it, thought it would be a good excuse to chat and play some good old SF, but we both ended up dropping this game less than a month in. I don't even like watching matches, I really am thinking of getting GG, although Tekken is a day one purchase for me, I might even get Injustice 2. I'm not trying to hate on it, I'm sure it has its audience, but boy, I would love a PS4 Third Strike port, and if they add in the levels from Giant Attack I'd even pay a full 60 dollars for it.
Is this really only for games with a multi button press throw? Is throw looping not really a thing in games with hold a direction and press a normal, like SFAlpha or KOF?
Could you PLEASE do one on command grab characters? I don't know what to do when Alex, Laura, Mika or Zangeif just C.Grab me while I het up. Do I mash out jab or something?
That's pretty much a mixup. After certain knockdowns, you have to guess if your opponent is gonna hit you or command grab you or anything else. Blocking beats hits but not grabs, jumping and backdashing beats grabs but not hits, so guess correctly. Anyways, as an Alex main I can tell you that he doesn't have really good oki. For example, after a power bomb, his only REAL options are st.hk and light elbow. Dash power bomb is NOT real and you can mash buttons before he lands it.
So when this update comes through, does it make SFV season 2 the game with the least amount of defensive options to utility in the Street Fighter franchise with the removal of jump option select, meterless invisibly and such?
i realized a few days ago that a so many high ranked players will be block in the corner. just seat there and do nothing. i like to throw them into death and then shimmy
So if opponent is doing a wakeup armored (orange) and invicible DP at the very first frame once standing up and you will do a succesfull throw at the exactly same time, you will always win, right?
Question: Can't you do a kind of delayed throw tech? Instead of getting throw teched, couldn't you be DOING the throw tech? I mean isn't that how throw teching works? Your throw goes second so the opponent is countered, and it creates space. Or is that basically the same thing different words?
8 defensive options to choose from and none of which are guaranteed to save your ass.. Each of them still results in you getting combo'd or still in being in the loop..I'm glad they did something about this bullshit.
I just started getting back into street fighter. I'm a super bronze and I was fighting a silver who kept doing this to me and I couldn't understand why it was happening. This just sealed this game off for me, no way to retaliate an exploit. I guess I'll just go look for a different fighting game.
Tekken has hundreds of throws within the game but almost no one uses them because it's 10 frames (as fast as a jab). Any good tekken player already mastered how to tech them by looking at the limb of the throwing opponent. And now them made it even easier in Tekken 7.
So that's why everyone I fight just seems to want to get up to me and throw me over and over again. It's like the best strategy because the other person has barely any defensive options!
Coming from the 90’s when I use to play sf2 in the arcade throws could get you in a real street fight. I don’t use them that often in sfv and maybe it’s my 90’s mentality but throw loops seem to be a low blow to me
ExoClown the shoryuken changes are positive for her. for example the middle version gives her full invincibility in air. but she wont be able to use her lp as an anti air anymore
something I would like to see for her, are improvements to her god awful crush counters. Her stand HK is terribly slow, and her crouch HP has an extremely small hurtbox. Both of which lead to some terrible spacing and limited follow up options when they hit as they cause minimal stagger. I rarely use them, cuz you will whiff and get blown up most of the time. Her crouch HP is good for AAs, but you have to be extremely close for it to hit. Compare hers to someone like Urien or Kolin, who can actually dash in when theirs hit. Her MK overhead is weak, along with her stand MP range. She's so fun to play at times, but it is def a struggle more times than not. Her DP change is def a step in the right direction.
Throws are also so effective in this game because the fear of a crush counter. You'd rather block, risk getting thrown again, than get CC'd for 600 health.
Having good throws in a fighting game makes the game more challenging and exciting. Practice tech throws and anticipate the opponents next move. Take risks like burning a meter, etc. It's called a fighting game for a reason.
Jin Kazama I'm assuming you're the type of idiot that mash's light jab on wake up, grab loops, bust out critical at any moment, and grabs out of a V reversal right?
Back then throw loops can only be done for those with throw commands but now its not. And now because of the command delay it seem more gamble and intuitive based. Just who's dumb idea was to make this delay command anyway?
lol funny but you can spot when someone is actually going for throws which is why I usually beat em out with crouch moves that have a good wake up move. Timing anything is crucial in a fighting game cause someone is gonna misread you. If they know the character , your play style and they anticipate stuff based on frame data ....you gonna get smashed or you know a way out. Standing there is worse than trying something. SFV def has its share of some mechanics issues but player issues are a majority of the problems too. Cap com should add more patches to certain traits but its gonna cost a character something in the mix. There are ways around everything in this game and its gonna be hard trying to please everybody. Throw loops are a pain in the ass but you gotta play chess not checkers and stop being so defensive or get yourself into jacked up situations where they can punish you. I take many azzwhippins but I learn from them . Some stuff def needs work in the game.
Gives characters like Akuma (a character that already does massive damage and has tons of tools) throw loops, but removes throw loops for Ryu (who they already nerfed with lower damage and slower startup and longer recovery on a lot of moves). Rip Ryu ):
Idk what capcom is doing anymore tbh they take away Ryus Throw loops but keep everyone else's that already have one then they say they got rid of AA jab but in reality they only took away juri's and a couple of others all while allowing Kolin to come into the game with one I'm sooooo confused... and annoyed
When _"doing nothing"_ and repeating a _single input_ become the meta you know there's lack of yin and yang... My friends and I have finally jumped on board with SFV, only to be met with the Ryu nerf debacle and this. Yikes-!!
They need to get rid of this shit. I absolutely hate how good throws are in general in this game. It's a legit problem at this point especially when you're like me and used neutral jumps to beat them out and that don't work at all anymore. Throw loops, such a stupid mechanic and a scummy way to play.
I beg to differ. Doesn't matter if you get an immediate punish off it for it to work. It was a way of escaping it. If the attack lands, that's a plus, but even if it gets blocked it still got you out of the situation. Defense doesn't always have to lead to offense to be effective. Now you neutral jump and you can get DP'd after. Dumb asf
i will agree to disagree. Sure its been possible, but how many times have you actually seen that? I've never once heard of a "walk up throw while buffering DP tech" anywhere. LOL
Budd631 EX DP does more than 100 damage right? Now that LP DP's universally will have invincible frames vs throws, i feel they should not grant a crush counter punish, maybe just a regular (none crush counter) punish
Rush G is getting someone off of you, as opposed to having to take the mix-up not a huge advantage? you completely reverse the momentum, which is huge in sfv.
Bring back the invincible reversals(I still don't get why this was a problem if EVERY SF game before have them and gives more punishing options if you fail)...make the throws send opponents more far away (like they did to Ryu), low the scale of stun damage that the throws do while damaging opponents so be less risk of get stunned, and make the freaking VReversals more powerful so at least no body can jab you for doing the damn defensive option.....in matter of fact make VReversal invincible, like the counter of KOF (as far I know is invincible and took off your opponent away from you), all those options could have been done already, so please Capcom stop been LAZY.
Would you guys want Capcom to add more defensive mechanics to SFV?
VesperArcade this game just needs more mechanics in general
VesperArcade more mechanics in general!?! what!?!
Gohado Number they should just take out all fireballs and jumping for maximum honorable hand to hand combat
VesperArcade I would say yeah to balance the offense heavy gameplay but to not make it to broken like V-Reversals should be throw invincible.
Will you do a wrapup video of Dreamhack Austin perchance?
So basically when we need defensive tactics and options, Capcom will give us more Chun costumes?
Best comment!!!
Capcom guy 1 "The players aren't happy with the direction the game is going."
Capcom Guy 2 "Just give them a new skin to sink their teeth into. How about Chun Li"
Capcom guy 1 "But she already has S..so many, what about the gameplay, netcod.........."
Capcom Guy 2 "I SAID CHUN LI, trust me, it'll sell. These fanboys eat anything up and here have a raise."
I can imagine them like Jerry Maguire "Show me the MONEY" and laughing.
Yessir, more Chun costumes after they went overboard on nerfs. Makes sense, right?!
chun, costume boost defense by 50 percent.
7 months later...
Remember folks, this is what you get for complaining that SFIV had too many options.
Truth to this day
i see alot of players do this then claim they are AMAZING at the game.
Guilty Gear is on sale for 75% off right now.
weird girl on PSN?
DatDisneyDewd UA-cam Channel Yeah.
weird girl $5 Dollar fighting game vs $40 Dollar fighting game. Find out on BuzzFeed.
weird girl That's the old one though.
Guilty Gear can really use some love. I'm a diehard SFV fan, but Guilty Gear Xrd is fun as hell. The anime quirkiness is not for everyone, but the freestyle combat and absolutely spectacular tutorial and training system is second to none. If there's a game that deserves support for taking fighting games in the right direction, it's Guilty Gear. Revelator randomly drops in price on Amazon (I managed to snag it new with Prime for $14, and it jumps between $11 and $26 for reasons that are beyond me) so it's totally possible to get it for a decent price, especially since Rev 2 is coming out later this month.
Soooo... Capcom just turned the 50/50 into more of a 90/10 in favor of the aggressor?
Option 9-Rage quit.
At least Capcom nerfed Wolfkrone's quit loops, lol.
throw loops are straight up disrespectful...that shit triggers me harder than T bags or Taunts.. And this never happened to me in any other SF before.
Punk did this at Dreamhack and I about lost my fucking mind. 5 throws in a row against, I believe it was Xian who is one of the best on the circuit. They have to know how big of a problem this really is. If he can't defend it, no one can.
Jwong had this happen to him recently too. He walked away and didnt even shake the dude hands. Can't stand Grab Spams.. From Grapple character it's fine.. but any other its instant trigger.
V-Triggered amirite?
Jimmy Lee Gaming Got a link of the match or the name of the player that did that to jwong?
KingDusk278 mobile.twitter.com/CapcomFighters/status/858797630544986112/video/1
As a Ryu player, I find it amazing that Capcom wasted time removing his throw loop, but everyone else still has it.
Throw loops are so ugly to watch. Capcom should make it less effective. I think it's bad for everyone: it's horrible to those who get "throw looped", there's no enjoyment for the people who are watching, and even the people who do it might find it ugly, but do it anyway because it's the way SFV is
stop complaining you play a shoto.
lol Ryu is trash.
@@cbrfan8438 The very style this game seems to be attacking at every angle. Nerf non-meter DP on wakeup, even though its so easy to bait out. Oh and zoning stinks, which ruins one of the core templates of streetfighter.
@@martenas5341 i agree, a lot of things that make street fighter u cant do like footies u could get crush counter.
I'm glad Im not the only person who thinks throws are OP in this game.
Very informative analysis! Helped really pin down what makes throw loops so good in V. Hope this gets featured on SRK and Eventhubs!
damn, a lot of akuma players love to abuse this :
And then they do f.hp to bait the throw, and if you block it it's +1 so you're again in the same situation. Akuma is really strong in the corner.
I hope I didn't just go up against you this morning and ruin your day. Sorry if I did.
Don't worry, he meant good Akuma players.
hahaa salt is real 😳
im more suprise you havent seen this tech as an akuma player, bad indeed
I think other games like Guilty Gear give you more frames of invul to throw after you wakeup so they don't have this problem where you are greeted with a throw before your wakeup jab starts up.
Thank you so much for this.
This was really good. I have been wondering why throw loops seemed so potent in SFV, and this really cleared it up.
Thanks ! Very helpful ! Your break down is on point. Thanks for taking the time to make these clips !
Accurate and on-point as usual! It seems like there are so many players that don't understand how throw loops work and why they are so dangerous. Even the ones that know that they exist and how they work mechanically don't seem to grasp how limited you are in dealing with them.
Throw Fighter 5
But they're not fighting, more like Street Thrower 5 or Street Grappler 5
Good work as always man!! I think you should do more videos like this as it gives player a clear picture of their options, their risk, their rewards and the thought process behind it.
Maybe a video of when to and when not to use a Invincible DP or a video of meter management on Round 1 and on Round 2 if you won or lost Round 1.
possible solution for capcom is to nerf throw damage in the game or not to make throws fill the stun bar (best solution imo).
Ahmad Dajani that doesnt solve the problem
The meta of the game is like this and I like it, but what I don't like is the huge damage/stun and it isn't easy to go back to neutral after a knockdown. If they reduce the damage for all the cast in the game or make the oki game weaker in SFV, it will be a much better game imo.
Ahmad Dajani weaker oki is the best option
Ahmad Dajani I think this is a good solution as well. With the damage and stun throws currently cause, and the current lack of escape options in the corner, "throw-vortexes" can create high-damage panic scenarios from very boring, simplistic gameplay that isn't fun for anyone (especially the viewers). If they reduced damage and stun on throws, they can still be used (as intended) as tools to enhance position and gain/disrupt momentum, while also removing the threat of players abusing it to win whole rounds.
I really like this idea. Throws can be an important tool for starting an offense, but then they shouldn't ALSO do good damage/stun. I think they should be one or the other. The fact that you get such great offense off of a throw (for most characters, LOL RYU) is good enough for them to be used, even if they did much less damage.
Thanks for video Vesper! Excellent video and I hope that other SFV players understand this is why it's better to eat a throw than risking other options. It's funny how Ryu's throw loop was removed and everyone still has theirs. Anyways, take care Vesper and have a good one man!
Man, looking back on this in the last few months before the final chapter on SFV closes forever, what a truly awful game this was during the first couple years of it's life. This issue plagued us for like 2 years until season 3, and even then I think like 1 or 2 chars still had pseudo throw loops until it was eventually eradicated. SFV was so rushed, I feel like it should have had the all the added content of season 2 or maybe even season 3 on day 1 release. The game felt so anemic and NEEDED the extra characters, v-skills, v-triggers, and system mechanics that the following seasons brought. I didn't finally enjoy SFV until season 4, it was just OK at best in seasons 3&3.5, but after seasons 4&5 I think it actually turned into an excellent game. The only thing I miss was the vanilla rank point system, where you only gained like 5-10 points for a win but lost like 100 on a loss. It made getting to a high rank feel better and more like an accomplishment.
You probably could have mentioned that some characters have throw invincible attacks, like Guile's UDK, Ibuki's f+MK, Akuma's f+HP, etc as an offensive option as well. Good tutorial all the same.
Throws are the reason why i abandoned this games, this game is all about guess
repeated throw loops should reduce in damage eventually becoming non-rewarding. Maybe by third throw loop the damage is almost 0 and adds nothing to stun meter. Then provide a cooldown timer before the throw damage is returned to normal.
K so dont grab, jump, dash, delay recovery, v-reversal, or attack and pray they dont go for another grab as you do nothing. got it. fuck this game
Such terrible gameplay, man. Don't know what Capcom was thinking.
I find the best way to deal with throws is from the tutorial in Geifs Gym, throw tech when u expect the hit animation to end, that way if the opponent strikes...u jus block, if he throws, you'll late throw tech, takes practice but it really helps to think about it this way.
any explanation as to why there isnt any dlc trailer
we pretty much know who one of the characters is already. I doubt it will be any time soon. I would like them to fix the current problems before anything else.
a good start would be to give every character a frame 1 throw invincible move that does pretty good damage or leads to a combo or something. this way you can challenge the throw and people are actually at risk for trying to do throw loops and will opt for more meaties. so then you buff v--reversal and make them actually good again like they were in season 1. every character's v-reversal should be good enough to reliable get out of pressure as right now some characters reversals are just wasting vtrigger. the last offensive option is the shimmy but this is already defeated by doing nothing so that is okay. as it is right now their is no risk going for a throw loop and that needs to change if they are going still be in the game.
I think the throws should beat certain attacks, but not when the opponent's fist or feet are practically though you and nothing happens. This is probably the most annoying thing in this game to me. You can literally "see" you attack pass through the opponent, which should register a hit before he completed his throw attempt. But then you are forced to watch yourself get thrown.
AllFlashNoDash
Brothers, I be screaming the same shit at the screen when this happens. It should at least be a trade.
AllFlashNoDash yessssss thats what pisses me off
I believe it they made adjustments to throw mechanics, input lag, and added another defensive option, it would be much better. Lessen the anger when losing.
There's something called "hitboxes"(essentially the groundwork for mostly all fighting games next to "frame data") .
Check it...: "eish.deviantart.com/gallery/58172993/Street-Fighter-V-Hitboxes"
The red boxes are "hit boxes". When you press a button, during the active frames, that's what will be happening on screen so it's good to memorize them. Goto training mode and find out the max ranges of your characters moves.
P.S. There's also something new in SFV that wasnt in SF4..the priority system. Example: if you press heavy punch and your opponent presses medium punch (at the same time) their attack will be counter-crushed.
Tremayne Peters I appreciate the breakdown. However I am aware of all of this. It still does not make it less frustrating. Seeing your striking limb go through an opponent with no effect is weak. And then they throw you. DoA doesn't have this happen and they have a priority system of throws, strikes, and holds.
Simple fight mechanics would suggest that if someone throws a punch at you while you're trying to reach out and grab them, you won't finish the grab because you just got popped. Isn't this game a fight "simulator"...fantasy albeit, but a fight simulator nonetheless? So its unacceptable.
now I know exactly why I hate throws so much in this game, thanks Vesper for the insight
Having high risk defensive options isn't a problem in itself. It's a huge fucking problem when it's impossible to keep people out.
Worst yet the characters with the best options on offense and defense also have the best chnace of controlling neutral.
Guys guys guys... Injustice 2 is just around the corner, tekken7 comes out next mont and ggR2 ( which is an expansion btw) releases at the end of the month... This is gonna a fantastic summer dood!
Just another dood Capcom wants us to buy different games so they can balance in private, these marketing tactics are evil and dispicable!
*Buys Marvel Infinite, T7, GG, BB*
Noobis Lmao xD
Injustice 2 = more or less the same shit balancing just like SF5
Tekken 7 = clown fiesta
GG = ?????????????targetcombomashing????????????
Zadawn Hello troll.
Zadawn
T7 : clown fiesta?
I2 isn't even out yet dood!
Very helpful. Thanks.
What if the game was like GG or KOF where there's a few frames where you can't be thrown when you wake up? It shouldn't affect command grabs though. They could simply add recovery to certain throws and that would fix the problem.
Juri's light dp is gonna be great to deal with throws in the new update.
even if they bait it you won't get crush-countered, and it's only like -4 so the punish won't be too big.
it still looses to meaty attks, but makes her defense a lot better IMO
Very interesting tip....i didnt keep up with SFV update details like that like i did SF4 game so this is very informative. Didnt know defense in this game is damn there shit to throws
lol, good thing I watched this video. I was wondering why when I was trying to crouch tech it didn't work :p Been playing since release and just found this out.
Great video man!
Nice vid vesper :3
getting this explained to get ready for sf6 lets go
I just think that that the 2 button meme applies here
Capcom either had to make a super balanced game with footsies and spacing vs. a game where you're rewarded for landings your hit, knocking down, or throwing.
Waking up with a cr normal is good for beating shimmies. Straight up wakeup backdash is okay sometimes if you do it sparingly
Throw loops are fine. What this game needs is universal parry and new V mechanics for every character with a parry as their V-whatever. Parries in 3S made it so that no matter what character or matchup you found yourself in, with enough raw skill, you could just never once take damage at all. The best mechanic in the history of fighters, and they got rid of it because of the 'skill gap'.
I found that the best way to beat throw loops is to fight Ryu :))
well done as always
I main vega I fluctuate from super and ultra gold and grabbing absolutely frustrates me. if I try to grab somebody on their wake up I will get crush countered or their normal will beat me out of it. why is that? why can somebody cr light kick me on my wake up when I try to grab but if I do a jump Empty into crouch lk why do I get grabbed? On Xbox 360 I am a b plus adon and have been playing street fighter since the first but this version I can't figure it out.
I really wanted to like SFV, I bought it for PS4 and PC cause my brother plays it, thought it would be a good excuse to chat and play some good old SF, but we both ended up dropping this game less than a month in. I don't even like watching matches, I really am thinking of getting GG, although Tekken is a day one purchase for me, I might even get Injustice 2. I'm not trying to hate on it, I'm sure it has its audience, but boy, I would love a PS4 Third Strike port, and if they add in the levels from Giant Attack I'd even pay a full 60 dollars for it.
Thanks for this video! Can you do more videos like this? Maybe 1 per week? Like tutorials serie.
So kids, what did we learn? The optimal strategy is to give up and do nothing.
so basically, capcom cant balance .
Just like Injustice and MKX
ninja ninja In MKX you can neutral duck throws might be good for this problem.
ninja ninja Tekken .Do a great job tho
blackjack_bulls nope -- it's even worse
Well Tekken balance... try playing as Gigas in Tekken 7 or Kuma in any edition of Tekken 5...
Isn't this video invalid because ryu is not jabbing as a reversal (on the first frame on wake up)?
I personally think they should just make every subsequent throw after the first do significantly scaled dmg and stun
I hate that shytty throw loop i wish they take it off from sfv
Is this really only for games with a multi button press throw? Is throw looping not really a thing in games with hold a direction and press a normal, like SFAlpha or KOF?
Can someone clarify please. you can throw someone out of an ex invincible move, like chuns ex spinning bird kick or ex dragon punch?
No you can't. Moves like that stuff everything.
Could you PLEASE do one on command grab characters? I don't know what to do when Alex, Laura, Mika or Zangeif just C.Grab me while I het up. Do I mash out jab or something?
sfczd sdvsv I'll try that out man, Thanks.
Will it work if they don't jab first? like if they raw C. Grab
That's pretty much a mixup. After certain knockdowns, you have to guess if your opponent is gonna hit you or command grab you or anything else. Blocking beats hits but not grabs, jumping and backdashing beats grabs but not hits, so guess correctly. Anyways, as an Alex main I can tell you that he doesn't have really good oki. For example, after a power bomb, his only REAL options are st.hk and light elbow. Dash power bomb is NOT real and you can mash buttons before he lands it.
What's the "back dash" option select? Why mention and not explain what it is?
So when this update comes through, does it make SFV season 2 the game with the least amount of defensive options to utility in the Street Fighter franchise with the removal of jump option select, meterless invisibly and such?
you can't jump tech option select in S3? why am I still playing this game again?
i realized a few days ago that a so many high ranked players will be block in the corner. just seat there and do nothing. i like to throw them into death and then shimmy
So if opponent is doing a wakeup armored (orange) and invicible DP at the very first frame once standing up and you will do a succesfull throw at the exactly same time, you will always win, right?
by succesful i mean at range and obviously no throw tech
Question:
Can't you do a kind of delayed throw tech?
Instead of getting throw teched, couldn't you be DOING the throw tech? I mean isn't that how throw teching works? Your throw goes second so the opponent is countered, and it creates space.
Or is that basically the same thing different words?
8 defensive options to choose from and none of which are guaranteed to save your ass.. Each of them still results in you getting combo'd or still in being in the loop..I'm glad they did something about this bullshit.
I just started getting back into street fighter. I'm a super bronze and I was fighting a silver who kept doing this to me and I couldn't understand why it was happening. This just sealed this game off for me, no way to retaliate an exploit. I guess I'll just go look for a different fighting game.
Tekken has hundreds of throws within the game but almost no one uses them because it's 10 frames (as fast as a jab). Any good tekken player already mastered how to tech them by looking at the limb of the throwing opponent. And now them made it even easier in Tekken 7.
Throws in Tekken are 12f.
Had to watch it as I had no idea what throw loop is but it's getting nerfed in AE.
Option 8 :- Don't play the game.
I don't get it! Can't you just block it with your own or hold up?
option 5. I have no idea why ppl keep quick rising 3-4 times in a row.
So that's why everyone I fight just seems to want to get up to me and throw me over and over again. It's like the best strategy because the other person has barely any defensive options!
throw loops turns everyone into R.Mika
Coming from the 90’s when I use to play sf2 in the arcade throws could get you in a real street fight. I don’t use them that often in sfv and maybe it’s my 90’s mentality but throw loops seem to be a low blow to me
does cammy have a 3f? her bk mp is 4f
C.LP is 3.
Juri didnt get any change in this balance patch?? the big one so far, cant find anything about it
I will be highly annoyed if they don't give her something. She and Fang are in desperate need of something to get them out of bottom-tier status.
ExoClown
the shoryuken changes are positive for her. for example the middle version gives her full invincibility in air.
but she wont be able to use her lp as an anti air anymore
something I would like to see for her, are improvements to her god awful crush counters. Her stand HK is terribly slow, and her crouch HP has an extremely small hurtbox. Both of which lead to some terrible spacing and limited follow up options when they hit as they cause minimal stagger. I rarely use them, cuz you will whiff and get blown up most of the time. Her crouch HP is good for AAs, but you have to be extremely close for it to hit. Compare hers to someone like Urien or Kolin, who can actually dash in when theirs hit. Her MK overhead is weak, along with her stand MP range. She's so fun to play at times, but it is def a struggle more times than not. Her DP change is def a step in the right direction.
She's having her jab AA nerfed and DPs slightly buffed.It's not in the game yet, but it will be at the end of the month.
And they brought them back
This video basically told me that I'm fucked if I'm in the corner
Ryu throw loops are missed.
Make jabs throw invincible, simple!
basically playing rock paper scissors
Just add more than 2 frames of throw protection on wakeup
Throws are also so effective in this game because the fear of a crush counter. You'd rather block, risk getting thrown again, than get CC'd for 600 health.
Having good throws in a fighting game makes the game more challenging and exciting. Practice tech throws and anticipate the opponents next move. Take risks like burning a meter, etc. It's called a fighting game for a reason.
Jin Kazama throw spammer spotted.
Just flip a coin if you like it so much
Jin Kazama I'm assuming you're the type of idiot that mash's light jab on wake up, grab loops, bust out critical at any moment, and grabs out of a V reversal right?
Derp Guile because his opinion differs?
TEAMSTARBLOCK Blueslime dude easy with the cheeseburgers Pizza Hut pickle diddle.
Thank Harada these are gone.
I remember when, on launch, people bitched and moaned that offense was worthless and was all defense
What do I do when caught in a throw loop? Option 8: give up!
Back then throw loops can only be done for those with throw commands but now its not. And now because of the command delay it seem more gamble and intuitive based. Just who's dumb idea was to make this delay command anyway?
What a game when throw loop characters are the better grablers..
lol funny but you can spot when someone is actually going for throws which is why I usually beat em out with crouch moves that have a good wake up move. Timing anything is crucial in a fighting game cause someone is gonna misread you. If they know the character , your play style and they anticipate stuff based on frame data ....you gonna get smashed or you know a way out. Standing there is worse than trying something. SFV def has its share of some mechanics issues but player issues are a majority of the problems too. Cap com should add more patches to certain traits but its gonna cost a character something in the mix. There are ways around everything in this game and its gonna be hard trying to please everybody. Throw loops are a pain in the ass but you gotta play chess not checkers and stop being so defensive or get yourself into jacked up situations where they can punish you. I take many azzwhippins but I learn from them . Some stuff def needs work in the game.
this why this game i dont like this game
Gives characters like Akuma (a character that already does massive damage and has tons of tools) throw loops, but removes throw loops for Ryu (who they already nerfed with lower damage and slower startup and longer recovery on a lot of moves). Rip Ryu ):
Idk what capcom is doing anymore tbh they take away Ryus Throw loops but keep everyone else's that already have one then they say they got rid of AA jab but in reality they only took away juri's and a couple of others all while allowing Kolin to come into the game with one I'm sooooo confused... and annoyed
When _"doing nothing"_ and repeating a _single input_ become the meta you know there's lack of yin and yang...
My friends and I have finally jumped on board with SFV, only to be met with the Ryu nerf debacle and this.
Yikes-!!
didn't throws beat lights in sf4? on another note I can't get into this game find it to be so boring. great vid!
Command grabs are op af in SFV. Everything wrong with SFV, Laura, Alex and Zangeif.
This is why I miss SF4
They need to get rid of this shit. I absolutely hate how good throws are in general in this game. It's a legit problem at this point especially when you're like me and used neutral jumps to beat them out and that don't work at all anymore. Throw loops, such a stupid mechanic and a scummy way to play.
WutTheDeuce that never worked in any sf game ever
I beg to differ. Doesn't matter if you get an immediate punish off it for it to work. It was a way of escaping it. If the attack lands, that's a plus, but even if it gets blocked it still got you out of the situation. Defense doesn't always have to lead to offense to be effective. Now you neutral jump and you can get DP'd after. Dumb asf
WutTheDeuce thats what im saying u can get punished for neutral jumping in every sf game, if you dont believe me test it dude
i will agree to disagree. Sure its been possible, but how many times have you actually seen that? I've never once heard of a "walk up throw while buffering DP tech" anywhere. LOL
Wait... JUMPING DOESN'T WORK AT ALL?!!! Now I get it!
I wouldn't say inv DP is high risk "high" reward..
100 damage reward 400 plus damage risk.
Rush G the high reward is getting back to neutral with the right guess. it's a huge reward.
Budd631 EX DP does more than 100 damage right? Now that LP DP's universally will have invincible frames vs throws, i feel they should not grant a crush counter punish, maybe just a regular (none crush counter) punish
Watson_dabox It's a reward, but I wouldn't say it's huge? Following up the knock down with a meaty, they wake up DP you, you're back to square one ;)
Rush G is getting someone off of you, as opposed to having to take the mix-up not a huge advantage? you completely reverse the momentum, which is huge in sfv.
it's time to bring back USF4
Bring back the invincible reversals(I still don't get why this was a problem if EVERY SF game before have them and gives more punishing options if you fail)...make the throws send opponents more far away (like they did to Ryu), low the scale of stun damage that the throws do while damaging opponents so be less risk of get stunned, and make the freaking VReversals more powerful so at least no body can jab you for doing the damn defensive option.....in matter of fact make VReversal invincible, like the counter of KOF (as far I know is invincible and took off your opponent away from you), all those options could have been done already, so please Capcom stop been LAZY.
I always thought V-Reversals should be like an Alpha Counter, it's guaranteed to hit because, you know, ya spend meter on it.
Totally agree man.