Step~G exposed

I don't understand why Namco should fix something that is system mechanics from at least SC3.
In SC5 you have bigger lag if you do a~g post SS and you will eat stuff during about 14 frames of ss. In SC4 you could make it faster, maybe in 9-10 frames even, in SC3 it was even more flexible but no one bothers it since stepG was better back then.
So it's in the system from long time, only difference is that now there's big ass 20 frames lag if you want to step something (with imo is bad change) and now this mechanics is more useful then in SC4

As for QS4G, it doesn't change anything because:
a) you have easier version of it by a~g
b) In SC4 you could legally cancel SS by forward step much faster then by back step, and you could legally cancel forward step in any frame with G so you just do SS6G that cancels step few frames faster then regular stepG and voila, your QS4G of SC5.

The system is fine, 14 frames with a~g is still more then it was in SC4 without it, so i don't know where's a problem.
 
Then you probably play some beta. My ver of sc5 allows to cancel step to move and move to G. These are basic SC mechanics from years.

But it's your thread, you can name a bug anything if you want.

But what will be next?
In SC6 you will find out that you can G~jumpA_B_K with allows shorter exe frames and make all jump attacks TJ as fast as regular jump?
It's in all calibur games.
But SC game mechanics don't allow to make 20 frames jump moves to be 16 frames moves + 4 frames of pre-jump state, you should risk to eat CH during 20 frames, not 16, everything else must be a bug. Must.
So maybe we should write the petition to namco now, because I'm 100% sure that this "bug" will be in another SC game also (like step a~g thing).
 
You writing is incoprehensible, sorry. Care to post when you chill out?

Whenever something doenst work as its supposed to its a bug and potentially gamebreaking.
Before, Namco didnt care to fix bugs, now it does. I find it amusing there are people who are actually against fixing the game.

Maybe you just love bugs so you can make cool vids of it, idk. But there are actually people here who play this game competetively.
 
It's not the SC3 VC or walking upside down or character walking in air, its just canceling move from sidestep and it's a 100% bug because you feel that way, no arguments, you just think it's wrong. Sorry but it's looks like that.

Also can you pls tell me, is the G~jumpA_B_K is in your opinion a bug or a proper system mechanics? How do you feel about it?


Oh, one more thing, I don't use It, and I don't "love bugs", I just understand system mechanics and understands that fighting game is not a tetris where you learn all of system mechanics from the manual.
 
Also can you pls tell me, is the G~jumpA_B_K is in your opinion a bug or a proper system mechanics? How do you feel about it?
G~jumpA_B_K is obv a bug as well.

It looks buggy, it plays buggy, it just doesnt make any sense. Why would you cancel step not with G but with A_B_K~G instead.
Most characters movesets have been designed keeping 20frame recovery in mind.
A lot of step killers are revolving around ability to CH on step, which step~G removes.
Or take Raphael: his stance game is raped by step~G, since his main option to combat steppers is prep K. Step~G lowers him in strength significantly.
Overall examples are too many to list.

If Namco intended stuff like that in the game they wouldve made it a different way.
What kind of arguement are you willing to hear? To me "this existed in SC4" makes no sense at all. SC4 had a different system. with different movement.
Right now 66 and 44 recoveries has 10 frames recovery, you cant cancel that. While in SC4 it was possible to cancel it any frame.
10 frame recovery on forward and backdash allows using interrupts to prevent mixups even at big disadvantage.
Half of the system in SCV is based around the fact that if you step while your opp dash - they have 10 frame adv and you are forced to guess mixup.
So when you're disadv you need to guess if your opp step or backdash. One options stop interrupts and or backdash. Other stop interrupts and step and CH. Dash-mixups beat step but lose to interrupts. etc etc. Itd take a lot of text to explain it all. One of the reasons high-mid mixups are viable in this game is this kind of system.
Step~G just stuff this system completely. Its possible to step and still escape mixups by stepping again, or backdashing. Its possible to step and duck w/o taking any big risk. Step CH killers no longer work. A lot of characters start to suck ass b/c of it. Step~G must go and go quickly.
 
it is possible to JG pretty much any move in the game. it makes 90% of the moves worthless if done with total accuracy. it is arguably easier to do than QS4G or QSa~g, and it is only a matter of time before it is fully exploited and ruins the game. clearly, it must be a glitch and it has to go.
 
Belial ok, these are arguments:).

2 things:
Right now 66 and 44 recoveries has 10 frames recovery, you cant cancel that. While in SC4 it was possible to cancel it any frame.
Don't know why 44 and 66. Dashing in SC series is by 45 and 65, 66 is just dash canceled with short run animation, but doesn't matter.
45 is like you say, but 65 can be cancelable in really early frame like from 3-4th frame so it looks like in SC4.


Second is about G~jumpA_B_K.

This mechanics is logical and handy, thanks to it you are allow to make jump moves with the same speed in 100% of time. While there are pre-jump state in every fighting game same is here. For example while blocking you don't have to press 9+B in the same time to make i20 jump move to be 20 frames, it's a jump input move and there should be a input error tolerance, so if you make 7_8_9 and 4 frames later B you enter pre-jump state and then exe of 9B is 4 frames shorter.
Probably it's also namco way to prevent something like empty jump where you just jump without the attack when you are too late with B after pressing jump.
This mechanics is also in tekken games at least from T3. There is no G in there, but mechanics works the same with all u/b_u_u/f moves. So it can't be a bug. Just a smart little thing in the system.

I will leave this way, for you these are bugs, for me not. Doesn't even matter. I just wouldn't give hope that namco will path something like that.
 
Okay, seems logical on 9A_B_K behalf. But if step~G stays Im out. So i hope the opposite.
 
I dunno if I should even give an opinion on this since I can never understand the potential responses of SC players in particular. For what its worth though coming from someone who's great at everything he plays competitively (me). This is far from the game breaking thing people make it out to be. In actual play this glitch or bug (whatever you want to call it) is a complete non issue. Even looking forward in the future. It's almost as if the emphasis on this bug forgets all about the neutral game and its many variables.
 
I dunno if I should even give an opinion on this since I can never understand the potential responses of SC players in particular. For what its worth though coming from someone who's great at everything he plays competitively (me). This is far from the game breaking thing people make it out to be. In actual play this glitch or bug (whatever you want to call it) is a complete non issue. Even looking forward in the future. It's almost as if the emphasis on this bug forgets all about the neutral game and its many variables.

SU's best post ever.

this QS4G thing is a non issue. the biggest disservice we have done to the game thus far is blow it completely out of proportion. more people are threatening to leave because of this than...even understand it.
 
Well it looks like they're taking steps in the upcoming patch to prevent step-G cancels, so yeah they still want step to be a risk and anti-step attacks to be viable. This seems like a good thing. I don't really get why lobo and S-U want to make anti-step a redundant tool. From seeing S-U's whining about Guard Burst too, I guess he likes to just stand there blocking all day, tapping step-G on occasion, waiting for his opponent to do something unsafe/steppable and then punish it.

If you step, and someone does an anti-step, and you get CH, then the risk/reward game is functioning as intended. If you step and then block your opponent's anti-step, by inputting some option select that gives you a chance of whiff-punishment with no risk, there's a problem.
 
now that the backdash > g nonsense is gone as well, i am happy. if i can't have step g, at least i can stop the mindless turtlefest that had become SC5.

seems like a fair compromise to me.
 
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