More players continue to speak out on Street Fighter V’s Season 2 patch. This week, Shoryuken writer and New York competitor Patrick ‘DaFeetLee’ Lee put together thoughts that address the character and systematic changes.
In Season 1, characters equipped with invincible moves (e.g. Dragon Punch) could freely punish opponents without the use of meter. However Season 2 no longer supports meterless reversals, weakening the effectiveness for characters like Ryu, Ken, Cammy, and Necalli.
“Now, nobody in the cast has a meterless one-frame invincible reversal,” said DaFeetLee, excepting Cammy and Akuma, though only when their V-Trigger state is active. This change is a huge departure from the traditional meta: previous iterations have always supported meterless reversals and Capcom never took action to modify that aspect. That is, until the Season 2 patch came along.
“You could see early signs that Capcom was headed in this direction if you look at the Season 1 DLC,” he said, pointing out that Guile, Ibuki, and the rest of the post-character additions all required to spend one bar for a one-frame invincible reversal.
His post also covered the throw loop parameters and general attack changes introduced in the Season 2 update:
This change makes it seem like Capcom wanted to adjust characters based on complaints about “throw loops.” Throw loops are essentially situations where, after a normal throw, you can setup a situation where you’re in position to throw your opponent again immediately on wakeup.
The throw has to hit frame three of their wakeup because the first two frames of wakeup are throw invulnerable in SFV. The throw would beat out any wakeup normal and had to be avoided by teching, jumping, backdashing, or doing some sort of invincible reversal.
However, Capcom only really removed Ryu’s forward throw loop, Laura’s back throw loop, and I’m probably missing someone else. They still kept so many throw loops (Ken, Karin, Rashid, Guile, etc. all kept their throw loops). I’m not sure what Capcom was thinking when they decided to only remove SOME throw loops and keep so many intact.
This change really hurts Ryu the most because, now, he gets absolutely nothing from both of his throws while the rest of the cast still get strong pressure after landing normal throws.
As a result of this adjustment, characters who possessed attacks with long-range capabilities became significantly stronger. This is why you’ll notice some characters’ normals — Alex and F.A.N.G. for instance — were adjusted to be one frame slower. DaFeetLee speculated that Capcom could have evaluated a previous build and “discovered how strong they were after all the changes were applied.”
“Or that’s just what they want to use as an explanation as to why they slow down the speed of some normals.”
Health regeneration is another big concern now that it recovers twice as slow than it did in Season 1. If you felt blocking was less important before, the Season 2 change won’t make you any happier.
DafeetLee explained: “A lot of players believe that this change discourages blocking because, as a player, you don’t want to keep blocking attacks (which leads to more white/gray life being stacked on). So, instead, you should be proactive and avoid blocking as much as possible.”
From DaFeetLee’s point of view, Season 2 is essentially similar to the previous year. “If you didn’t like SFV Season 1, then you most likely will not like SFV Sesaon 2,” he said. “Unless your favorite character(s) got buffed and your most hated matchups got nerfed.”
You can check out other portions of the article which goes into detail about input latency, DaFeetLee’s personal tier list, and Akuma.