Hate Speech: Hands On

For the first time, I'm honestly perplexed who I want to main. Like, I want to play every single damn character :x Don't let me down Tag-meister! For Justice!
 
You know, that article contains viable information for the non-competitive, too. The summary being: Everyone get HYPE!

Seriously, that all sounds awesome. While SC3 introduced the series to me and SC4 had me play "seriously", SCV should be the installment that makes me go in-depth even though there's no scene in my area. I can't wait for the game's release and I can't express my hatred towards anyone who'll grab their copy before the European release.
 
I can't wait to play this game again! It's crazy how this game's feels so familiar, yet so new at the same time.

One mechanic that interests me the most is JG. It's gonna be a challenge to learn to do it, when best to use it, how to use it consistently. I think it might end up bein' almost as powerful as 3S's parry system in the future.
 
Active defense really does seem to make this game, I love it*. Quick step forcing a player to commit makes the game much more interesting than past calibur games with step guard. It is more important than ever to have the following attacks for a basic mixup due to this.

Vertical attacks
-From what I can tell B attacks seem to have great properties attached to them such as high guard gauge damage, frame advantage and good combo starters. Their weakness of course is quickstep which can make pressing the B button scary if the person converts an evade into a combo. Once you put the fear of Verticals into people you move on to...

Step Killers
-Horizontal attacks that can effectively punish someone who tries to evade with quickstep. Preferably something that leads to good damage on a counter hit to maximize your damage for punishing a quickstep. Horizontal attacks seem to be a bit lacking when it comes to frame advantage and guard damage when compared to verticals. If your opponent knows you are trying to stop them from stepping you move on to...

Throws
-Chip damage and the changes in break animations (you fall down if you break late) makes it so that even on a broken throw you will still come out ahead. This will certainly make people scared to stand still even if their guard bar is nice and full. This doubles as a step killer though I have seen some throws evaded using quickstep, I am sure this is character dependent. Once you get people trying to evade throws with a duck you cycle right back up to the top with Vertical attacks and so on.

-Low attacks fit in here as well but from what I can tell are not quite as important as they use to be due to the new systems in SC5. Lows are pretty much throws when it comes to the basics of active defense because the way to stop a low is to duck. This is not always true but hey, I said basic mixups in SC5 and I really don't want to extend this post any further.

TLDR - Fuck stepguard

*Keep in mind this is just from observations from playing the game a few days and what I have seen in videos. I could be wrong about some of the things I said.
 
No character so far has a good low.
Grab promotion was further increased.
Characters still lacking FC/WS punishes.
Take a look at Tekken. U can break 3 grabs, which each have their own animation so it eliminates the guessing. We don't have that. So not only do grabs dumb damage, they're also only a guess. On top of that, not only does Tekken get the benefit of seeing grabs, every character in the game gets a great FC/WS punish...how does that make sense in a game where u not only have to guess grabs but, u have shit FC/WS punishes for?
 
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