Are anti-airs too weak in Street Fighter V? VesperArcade discusses the state of Street Fighter V’s neutral game

By on October 4, 2018 at 4:00 pm
G Barrier sfv G Rashid

Jumping in is certainly stronger in Street Fighter V than many players would like.

VesperArcade is joined by Mir on this discussion video, in which they explore what needs to be improved about Street Fighter V‘s neutral game — this time specifically, they’re talking about anti-airs.

It’s widely agreed that anti-airs are too weak in Street Fighter V, either not damaging enough, or not setting up fortuitous situations for the defender; they certainly aren’t as threatening to potential jumpers as they could be. When a single landed jump-in combo can outstrip the damage from multiple successful anti-airs, the risk vs. reward system seems to be severely imbalanced in favor of offense. VesperArcade and Mir talk about what anti-airs work in SFV and which ones don’t, and what they hope to see changed for Season 4 — such as altered scaling rules to allow anti-air specials to hit harder, or heavy normals causing juggle states to allow for anti-air follow-ups.

Source: VesperArcade


RELATED POSTS

VesperArcade offers some insight into Street Fighter V: Arcade Edition’s new Dojo mode

VesperArcade discusses possible Crush Counter changes in Street Fighter V: Arcade Edition

Maximize your Presidentiality in Street Fighter V with this V-Trigger guide for G from VesperArcade

Shoryuken.com Editor-in-Chief. Street Fighterin' since there was only a "II" in the title.