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Rising Thunder [PC]

"but she can fire another one just about before the previous one is off the screen (roughly). But then she recovers to neutral AND has the King of DPs on deck if you're trying to jump her fireballs."

Lel, it takes about 20 frames after the fireball to go offscreen for it to be able to throw it again. The thing about is that, like every other shoto ever, you can throw another one as soon as it dissipates.

I actually find her fireball way worse than, say, Ryu's, because it's not a true blockstring from her 2M and it may not even combo from it depending on the range.

Its the same with SF4 Ryu's cr.MK tbh. However, her sweep is special cancelable which is a pretty big deal.
 
And her damage off of DP is massive.
 
"but she can fire another one just about before the previous one is off the screen (roughly). But then she recovers to neutral AND has the King of DPs on deck if you're trying to jump her fireballs."

Lel, it takes about 20 frames after the fireball to go offscreen for it to be able to throw it again. The thing about is that, like every other shoto ever, you can throw another one as soon as it dissipates.

I actually find her fireball way worse than, say, Ryu's, because it's not a true blockstring from her 2M and it may not even combo from it depending on the range.

Her fireball is way better than Ryu's because

  1. She's the only one with a fireball that refreshes cooldown on hit/block/clash. Other characters can't sacrifice their cooldown-laden projectiles for momentum. Movement is so clunky in this game that neutral jumping over a fireball doesn't really give you much headway.
  2. Because she's the only one, she builds a ton of meter for KADC which make fireballs and DPs safe.
 
Well, I managed to get into the alpha courtesy of @dapurplesharpie . Thoughts, as a player who's maining Edge;

  • The simplicity is incredibly nice. I thought it would feel too weird not inputting any directions for specials, but I was wrong.
  • I've found there's a way to get around everything anyone does. Chel's fireball? Edge's Special3 cancelled into slide goes under it and nets me a lot of distance. Talos's stepkick? Block, do whatever. People complain about cheapness; while I can see why people are complaining, this is only week 1 of the alpha stage. Things will change, and Chel might get nerfed.
  • L and M are useless buttons. You can't combo into anything higher off of them; the only combos I've found are Special3M-->Special1 and H-->H-->Special1, which are incredibly situational.
  • YOU CAN COMBO OFF OF THROWS, HOLY SHIT. Takes KADC to do it, but it's worth it. String I've cooked up: H-->H-->Special1-->KADC-->Throw-->KADC-->Special1 into Super if Super's available, Special 2 if not.
  • Having someone burst a combo is surprisingly not a big deal. They just lost all of their meter.
  • Throw ranges are too short. I have to be touching them to get a grab; this is troublesome when I'm fighting Vlad and my grab animation goes through Vlad's chest and whiffs. Maybe just extend the range slightly.
Overall, not bad. I'm liking it, despite a few things that could be improved.

EDIT: Shortly after posting this, I got a camera glitch. Basically, the camera was pointed toward the ground, so I couldn't see shit. Using a super fixed the problem though.
 
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L and M are useless buttons. You can't combo into anything higher off of them; the only combos I've found are Special3M-->Special1 and H-->H-->Special1, which are incredibly situational.

This I don't generally agree with. L are used to mash out of pressure. If you were to get too much out of them, this game would turn into SFIV in which preferred combos start with lights (something SFV is actively trying to stop as well).

Mediums are very important. They are usually what I'm looking to use to special cancel. Heavies are fantastic, but their start-up outside of specific ranges is asking for a punish.
 
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They gave edge a fucking multi hit fireball, i'm so do-
Talos' feet now become projectile invulnerable during air Spartan Rush.
:0
 
"But if Dps aren't dash cancelable then how will we be able to make those super cool swag juggle combos, and make our desperate mashing safe?!" - Cried the SF4 community, their faces red with anger and their eyes were tearing up from the thought of actually playing with real strategy.
Gawd, that's actually the same complaint that they're crying about for SFV.

Actually, the game itself does feel like it borrows alot from SFIV, while trying to address some of that game's issues. I wonder if one of Seth's intentions was to make a game similar to IV while fixing some the things that needed fixing in that game (not all, you still have extended combos from chained crouching lights).
 
I don't think comboing from lights is inherently bad, Yatagarasu does it and the game's really good...
 
You can get clobbering rush can't you? Crow gets nothing from lights =(
 
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I don't think comboing from lights is inherently bad, Yatagarasu does it and the game's really good...
But Yata doesn't move like SFIV (it's more like 3S), so you don't get SFIV syndrome where characters sit up close and mash lights. With the slower movement, you can get that situation at times in this game, especially with some characters like Dauntless or Edge who can chain 2 or 3 crouching lights in a row and convert into combos.

On a related note, another thing that I wonder why they kept in from SFIV in invulnerable backdashes. In IV, they were added because of unblockable level 3 focus attack. Here, they don't have that which to me, makes their addition a bit puzzling.
 
Talos gameplay

ah you liking Talos? now that the cooldowns are .5 seconds so you can use it again without having to use the Kinetic Advanced? Also Spartan Tackle into TK Spartan Tackle is now a thing. Some wonky shit is going to happen if this keeps going.

EDIT: AW GEEZE. I JUST NOTICED YOU WERE THE VLAD PLAYER. SIGH... SORRY...

Gawd, that's actually the same complaint that they're crying about for SFV.

Are you kidding me? Uhg... and I was going to be part of that community. I just want to play some SF that isn't SF4. If 5 is super dumb and is just like 4 then I'm going back to my 3rd Strike hole and never coming back out.
 
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Dude, people using lights to confirm in Street fighter has been a thing since Street Fighter 2, complaining about this because it was in sf4 is just pure petulancy.

On a different note, Chel's new tatsu doesn't allow follow up but lets you hit crouchers. I think I will keep using that.
 
On a related note, another thing that I wonder why they kept in from SFIV in invulnerable backdashes. In IV, they were added because of unblockable level 3 focus attack. Here, they don't have that which to me, makes their addition a bit puzzling.
It's really important because DP KADC is so retarded.
 
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Your Vlad is looking good.

How was the connection between you and Valle?
 
Your Vlad is looking good.

How was the connection between you and Valle?

That match is really read heavy, so there's not a lot of fine spacing involved. Connection was good enough.
 
Are you kidding me? Uhg... and I was going to be part of that community. I just want to play some SF that isn't SF4. If 5 is super dumb and is just like 4 then I'm going back to my 3rd Strike hole and never coming back out.
I meant that SFIV players are complaining that they can't make their DPs safe in V.
 
still, nerds need to know that shit in this world is unsafe and that doing a random uppercut should/ will get you stuffed. REAL LIFE DON'T HAVE NO "GET OUTA JAIL FOR FREE" CARD.
 
still, nerds need to know that shit in this world is unsafe and that doing a random uppercut should/ will get you stuffed. REAL LIFE DON'T HAVE NO "GET OUTA JAIL FOR FREE" CARD.

In fairness... real life "don't have no" shoryukens either.
 
Maybe I should do Chel rundown one day...
Right, let's try to do it

Normals:
s.L: chain into itself, can only be comboed off by her DP's (space dependent) and her newest tatsu, stinging wind (not space dependent!)
Far s.M: moves you forward, not special cancelable
Close s.M: hits mid, special cancelable and will connect with any special (exception as listed below in the specials section)
6.M: special cancelable, goes over low hits, can connect with her DP's and stinging wind
Far s.H: very long range, good AA that goes directly in front of her, not special cancelable
Close s.H: force crouchers to stand up, special cancelable
6.H: two hit move similar to ryu's solar plexus strike, not special cancelable, can target combo into 6.M or link into c.M
c.L: hits low, vid s.L for the rest
c.M: hits low, special cancelable, space dependent for which moves it will connect from it, but will connect with all of them if in the right space
c.H: standard sweep, special cancelable, very minus on block if not cancelled, very long recovery

Specials:
S1 Night Sun: standard shoto fireball, cooldown time is reset if it dissipates, has some tight links if you can dash cancel it, nominally the only special that you can connect you super with (exception listed below)
S2 Crush Breeze: invincible DP, hits once on the way up and another on the way down if the first hits connect. Second hit may whiff if it was used as an anti-air and the opponent was too up high. Second hit will cause a ground-bounce if it connects.
S2 Spiral Eclipse: invincible DP, hits once, comes out faster than crush breeze, has a hitbox behind the character that makes it much harder to miss a crossing up opponent. Normally a chain ender, can be dash cancelled to hit your super with (no points in guessing why that is)
S3 Dancing Wind: slow tatsu, leaves the opponent in juggle state to be followed up, WILL MISS CROUCHERS
S3 Stinging Wind: fast tatsu, combo ender with no possible follow ups, hits crouchers, deals less damage overall than Dancing Wind but is more reliable.

Overdrive: It's exactly Metsu Hadouken.
 
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Exactly like Metsu except it's an invincible reversal option that's + on block if you KADC and leads to a free empty low setup.
 
Exactly like Metsu except it's an invincible reversal option that's + on block if you KADC and leads to a free empty low setup.

YOU CAN DASH CANCEL SUPERS?!

Mah gawd, this changes everything.

Side note: really like Spiral Eclipse over the other DP. Leads to less damage, but the wider hitbox is nice. Important to note that if you use Spiral, you can't do strong xx dancing wind, cl.fierce xx spiral kadc throw, fireball/super.
Well, you can, but the fireball won't hit and the super will only hit once.
 
I'm really torn on advance. It does some cool things and adds some depth, but at the same time it does some dumb things and takes something away.
 
I'm really torn on advance. It does some cool things and adds some depth, but at the same time it does some dumb things and takes something away.
It makes Vlad a rushdown machine. It's great.
 
Patch notes said:
Bug Fixes
- Fixed a class of problems in which users would get a win or loss on desync (without actually having won or lost).
- Fixed a bug where two characters became stuck together. This happened when armored throws were getting hit with multi-hit projectiles while successfully throwing on the same frame.
- Fixed a desync related to animation ticking.
- We no longer update collision when everything else was paused. Previously this could cause a desync during KO.
- Vlad's cockpit has been retooled with 20% softer blankets.
- Fixed hit pause in the corner, preventing attackers from teleporting through the person being hit.
- Fixed training menu, so that clicking "Close" in the menu does not lose mouse focus on the game.
 
- Vlad's cockpit has been retooled with 20% softer blankets.

I continue to dislike this game but that is just adorable.

russian-dog-doge-communist-russia-1421240491F.jpg
 
I wonder when today's patchnotes will arive, tho.

Edit: well, I should have checked their forum

"Match flow upgrade!!! We should no longer see disconnects between games, during a match. More specifically the handshake error that was showing after selecting variants should not happen anymore."
 
Top players are buying into the hype and laying on the praise when they should be picking the game apart. I can't believe anyone is happy with the awful walkspeed. The game claims to let players experience the meat of fighting games but there's no footsies to speak of. I never thought I'd play a game that's slower than sf4. Is this what people want to play?
 
I don't get the "no footsies". Unless you're talking about Crow. He's AE Ibuki