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

I think Chun has the best after AA situation since she gets a L/R with throw/meaty cr.LP only problem is she has a dead spot you can exploit with an empty jump. I knew it was a thing but I never really worried about it then I played a guy who could make that consistently happen at my local. Shit was nasty. Sure LK should cover that but it’s an angle where you really usually want to press b.HK and muscle memory is a bitch

Jumping is too good, and AAs are too good.

We’re never happy.

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And Akuma is still too good.

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Yeah Chuns L/R is deadly. Her AA game is nuts. And yes her stlk covers the dead angle, stlk gives a similar L/R except for max range AAs.

That started in 4.

It wasn’t you who did it, but I remember saying Capcom needed to reverse back to older SFs were you needed a good jump in. People argued against me.

They can all stay wrong and loving scrubby jump ins.

kermit

No, SF5 AAs are kind of garbage unless they anoint your character with one. Purposefully gimping a character against a basic movement mechanic is garbage any way. Not being able to AA with a normal is like taking your characters ability to tech a throw. These are basic things characters should be able to do.

I don’t mind characters having great AAs at certain distances and other stuff, but just gimping them for no reason is silly.

The problem in SF5 isn’t that the AAs were too good, is that the way characters bounce back from a jump is dumb on purpose. Older SF games hitting an anti air means pushing the opponent back, in this one it puts you in a silly pseudo air recovery and you sometimes get mix ups. If all jab AAs did was bounce you back to neutral, it would’ve been sort of fine. Instead you got a L/R into some goofy corner carry and then silly shimmy shimmy ya shimmy yo shimmy yae nonsense. As always SF5 trying to reinvent the wheel and the world suffering for it.

The fact that they ruined AAs instead of fixing the bounce on anti air hits lets you know whoever made this game hates people.

As far as FG design goes, we’ve had games where all characters have reliable anti airs and others where all characters have meterless reversal options. In neither of those games did either of these decisions suddenly turn every character samey which means we have on paper proof that completely fucking up a character’s ability to do basic shit should be a design philosophy.

You want to manage how certain characters want to the number of ways a character can get out of pressure for reasons? Fine I guess. Saying they can’t AA because them AA would be too good? That’s just ignoring a lot of games where said things happen and it created no issues.

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Vskill isnt hard to deal with, depending on range you can backdash, time a neutral jump or go for a low, you can practise it in training. Even if you block it kage’s -2 at point blank range. It’s strength is that you can fuck up a masher if you release it early but even then if you mess up you’ll be -6 ob. Look at this way kage has the buttons of a shoto but without the fireball. Compare him to Akuma who has an infinitely better neutral, similar jump ins and better, safe special that allow you to get in Karin and Cammy are two other sledgehammers with 900 hp and have better neutral than kage does.

Not in VT1, no.
In VT1, that v-skill becomes annoying to deal with. 0 ob uncharged and 6 ob charged.

That’s because they are girls.

If you are female or kinda resemble Akuma you get low health.

This is Capcom, you might be kidding yourself if you think anymore thought than that went into it.

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Pretty sure Poison had 1000 health in SF4 then they nerfed it.

Well…

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Don’t go there…

You know what i mean.

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Not even in 4 you can jump for free without caring about height, in SFV instead… I need to test this with others, but at least Zeku still need deeper jumpins even vs characters with regular body height.

That’s why jumping becomes more legit in V and that’s why AAing looks problematic sometimes. It’s too late to bother anyway, that ship has sailed already.

@TheDarkPhoenix stahp plz.

Zeku only needs that for shitty j.mk. But you can just do jab, jab, koku when you land and still get damage.

Either way,

#MakeJumpArcsGreatAgain, #HitThemDeepPapi, #LetMeAntiAirWithNormalsYouStingyBastards

Makoto had 1000 health in at least one edition of SFIV, before I think Capcom decided that beautiful, delicate flowers like her can’t have as much health as Ryu.

I assume she’d choke and dick-punch all of Capcom HQ for that bullshit if she had the chance.

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On the topic of jumps, fuck I hate it when I jump, react with a light attack to punish them mid air, only to land and be at disadvantage.

Like what is even the logic in that?!

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Makes sense, Makoto and Poison are boys so, 1000hp.

Look at it from the other side. Maybe Akuma is a girl.

(Also, don’t think to hard about my joke, it was a joke and is not worth it).

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Air-to-air disadvantage is just Capcom logic.

It’s really dumb. But it fits the scrambly nature of the game. Stopping stupid shit being less rewarding than doing stupid shit has been a theme throughout SFV, even though stopping stupid shit is really obnoxious in this game.

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Saw this on Capcoms website

Weird that only Kage appears on one side.

What about Kolin, who also has 1000HP? Just too ugly?