True. Not sure if this will happen in SFV, but in A3 it could get hit out of which didnt make it as reliable as hopkicks for beating lows. And if blocked it was unsafe. People will catch on and figure things out in SFV. So it might be able to go over most lows for now, but if people start figuring out how to beat it, then it’s not gonna be good. Mujinkyaku was so reliable because it had a lot of priority and was the most safe option. None of her VT moves have those type of benefits which means her rekka game might be way more risky than it used to be
Lol seriously? I play good people on fightcade all the time and they all have habits for trying to poke me out of my rekka pressure. And it most certainly is a practical tool. Either you dont fully understand how her rekka game used to be, or you barely played enough A3 to see these things for yourself. I never said she was good solely because of her counters. Thats just plain idiocy to believe something like that.
re: command grab. I’m sad to see it go, but at this point they must have designed the character to be balanced without it. A command grab adds a lot of utility so while i’m definitely not opposed to it returning, there has to be some give and take on having it back.
We have to assume that in order to add some moves that didn’t make it, you’d have to nerf something in its place. Most likely her buttons or her pressure. Not sure if I would want that.
I’m kind of shocked that she has multiple safe special moves in a game like this, really.
If you want to reset yourself to neutral after you confirm the enemy blocked, I think you’ll be better off using one of her other specials for that purpose. Don’t forget you still have access to upkicks and CD pressure.
Where have you seen people poke before the d+MP in step 2? The only things that look vulnerable to that so far are the crossthrough ender and the hopgrab.
If you did see it, I would assume the person delayed the input. But yeah, the mixups can also probably frametrap as well depending on timing and what move they use. I don’t think there’s going to be very much mashing of normals between step 1 and 2.
Yeah, but now both the fierce anti-airs can cancel into command dash off the reset. I’d be surprised if there isn’t something great you can do with it.
Edit:
I know I’ve seen raw overhead go over the opponent’s head in the corner once, but that may have been the wrong strength. Since rekkas in this game are designed to keep you close to enable the crossup finisher, I doubt there will be any trouble with that while using the rekka version of it.
Something else i would want to try is off a back throw, the opponent looks within range of qcf+P. So what i’m thinking is that you can do a backthrow then qcf+P and if they quickstand they are forced to block the rekkas, and if they stay on the ground you can either go straight into the overhead as they get up, or go for d.P and then either overhead or crossup punch or im hoping that it’ll be safe enough that you can just not do anything and still be at advantage. You can also obviously backstep but you want to try to avoid that as much as possible.
Would be nice as a way to handle both quick get and normal get up. Not sure how effective it would actually be though and im not certain on the timing differences between quick and normal get up to make the whole thing work. I think it should work though even if you had to make d.P whiff as well.
On counters, Gouken’s are much worse (he has to choose from 3, rather than 2)…yet still they see use. So comparing counters to Ibuki flip is ridiculous. Depending on the character and game, counters are situational at worse and a core part of the character at best.
As for Karin in A3, yeah they were used in high level play. For myself, I lioved them, and would use them probably more than I should. Nothing fits Karin more than these counters. Like “Hohoho, you think I wouldn’t see that coming peasant?”
Would counters really make sense in SFV, though? They seem to be pushing to make everyone balanced while also wanting players to fully utilize their new mechanics, where V-Reversals take that spot. Basically, would one character having a counter make them dominant when the neutral game is so prominent?