SFV Lounge: Cammy at the Falken bottom, Makoto is in final phases, Leo Alex is broken

I have fun playing kage, I have yet to mess with VT1, I’m assuming you can’t RD in VT1 tho.

I feel like a VT2 Kage with RD setups is super super nasty and that alone would probably change most his match ups.

Basically there is Kage with no RD setups and Kage with RD setups. Drastically different playing one vs the other

Frost posted the hit box for Kage c.hp which is good. Basically I’ll have some stuff up soon to encompass it all. He is easy like top 2 hardest to jump on characters in the game while also having dumb long jump normals for a fast walk shoto. Basically forces you to stay grounded until he forces you to block a jump normal and then good luck. If you pay attention to his jump too long hes walking in

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Who are your other two?

I would also give mention to characters that put you in a bad spot after tha AA. Characters like Akuma, Ibuki, and Ed get great pressure/offense after a successful AA.

So to put it more simple.

“They fucked up”

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Akuma, Ed, Chun, Kage, Ken, Sagat, Cody

All have some really solid AA choices.

He essentially does what Sakura players want to do but better with better air options

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Everybody should have reliable normal anti airs.

Email capcom and ask them why they are so stingy with them.

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In a game with such limited movement, if you make AA too universally good you could turn the game into SFxT 2013, where no one can move, and no one can jump, so everyone just kinda sits there.

Its SF, you walk.

What are you really trying to tell me here, fam? Because it doesnt make any sense.

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Some characters leverage the ground so strongly that having weaker AA is a deliberate design choice. You don’t want Karin to have an incredible AA pool.

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Yeah if you can’t jump willy nilly that’s not a bad thing… Jumping should be high risk high reward… Not minimum/low risk high reward

But she does have a incredible AA pool…

Karin’s AAs aren’t incredible, they have super flawed weaknesses to deeper jump arcs and get beaten piss easily by some of the better jump-ins.

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If SF you walk and you have a jump. The threat of the jump is important and reducing that threat has an effect on everything.

You want spots and timings where AA is more or less good.

Personally I think the issue is more with the jump in normals than the AAs. Too much hit/guardstun even on really shallow hits.

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ST and 3S both had good middle grounds for AA for me. AA is strong but not completely stuck to never jumping either. In ST Claw and Gief will at least force you to block a jump sometimes but the AA is still solid enough and they jump ins have to land deep to combo any way.

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Yeah fuck the hit/blockstun values of jump attacks in V. I legitimately forgot that other games require deep hits to get full combos.

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I discovered the other day you can VTC combo into the instant air tatsu… (Wall bounce)

This is really good because It’s a hard knockdown!

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This is another SF4 carry over.

If you want to do the shallow jump in to beat something, you give up some of your potential reward.

If jump ins were less generally good, then you don’t need the AA buttons to be as strong either and it frees up some design space.

He has a bunch of super good set-ups from that, I use it a good amount

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Let us just have KOF jumps in SF6 and all will be well!