One of the biggest topics throughout the young lifespan of Street Fighter V has been its increased amount of input delay as compared to Ultra Street Fighter IV. Initially sporting a whopping 8 frames of delay (versus Ultra’s mere 4 frames). Referencing an interview with Combofiend from EventHubs in December, Rosas said that:
There are no immediate plans to further reduce the input delay at this moment in time. I would like to point out, however, that with our most recent update to input delay a few months back, input delay was reduced to 6.5 frames. Players have mentioned that their experience has improved greatly since that update and that they react to everything in Street Fighter V that much easier.
Additionally, a test from Display Lag back in November revealed that SFV, as of the September update, weighed-in with 6.2 frames of lag vs. USFIV’s 4.3. Vesper wonders if having an extra 2 frames of input lag reduced should be a priority, particularly for the competitive scene with the 2017 Capcom Pro Tour Season right around the corner. However, some of the Season Two changes Capcom has implemented may actually be helping players out in this scenario: several long-ranged normals, such as Dhalsim’s limbs and Birdie’s mediums, have expanded hurtboxes, making them easier to whiff punish (even as they retract), as well as many of them also receiving reduced pushback. Overheads have also become more punishable, with the majority going from -4 to -6 on block, as well as V-Reversals being made slower–and thus easier to throw on reaction–along with several of them also becoming more negative on block and less advantageous on hit to remove offensive mixup opportunities from characters like Ryu and Ibuki. You can catch the video below.
Do you feel that this is something that needs to be addressed for the competitive future of the game, or do you feel Capcom should direct their efforts and priorities elsewhere, to improve other aspects of the game? Let us know your thoughts in the Comments section below!
Sources: VesperArcade; EventHubs
