SFV Lounge: It was coming and it CAME HOME. Ono is your Evo 2018 Chamion

every character has homogenised range so when you introduce characters who can play a solid ranged game it kinda breaks the system it was built upon.

Menat has some stupidly easy match-ups due to the fucked up ranges of most characters. Guile crushes a lot of characters cause his buttons can move into space from so far away and ppl don’t have the tools to deal with that range.

1 Like

If Cammy is throwing too many st mks, it is time to start doing tundra storm.
Take note of their pattern to read the next one.
We get no oki out of it, bit at 220 damage and 300 stun the Cammy player will take quick notice of it after taking one or two and will stop pressing st mk.

Ibuki works for the shoto s.LK also. Similar walk speed to Guile and she has a shoto s.LK of her own to whiff punish with. Once close enough c.MP good whiff punisher and goes into ridiculous damage with EX meter/kunai.

Rog and Necalli also have whiff punisher s.MK’s like Akuma’s except they are plus on block. Necalli’s is definitely shorter than Akuma’s, but if you’re in VT definitely have the walk speed to do it. His s.HP and c.MK can whiff punish alright also.

Rog’s is slightly slower at 7 frames, but easily doable if you have reactions and walk up close enough. Think he has about 5 forward walk so clearly has the walk speed for it also.

Rog can’t do shit off of it without the backcharge though, and it’s a little too slow for V normal speeds.

5f or bust to catch most mids tbh

Actually reading it again its a 6 frame so a bit better. Smug uses it to whiff punish with and you get target combo into v skill for gauge build and it pushes them towards the corner. Which considering Rog’s ability to turn anything else he lands into free corner and oki is worth it either way. He gets plenty of opportunities especially with his trigger to slam you against the wall and floor repeatedly.

It’s not as good for constant reactive whiff punishing as Akuma due to slightly less range and whatever, but since its plus on block you can fish for punishes any way. Plus 2 with pushback basically sets up its own whiff punishes considering his forward/back walk and if it lands on counter hit it combos into itself any way

The most commonly seen whiff punisher with Rog are c.MP, c.MK and sweep. Sweep is 8 frame start up with solid range and as low already good at catching people walking back.

The problem isn’t Guile as a character, it’s the fact a well done character looks broken because big part of the cast isn’t, plain and simple. Chill.

That’s the point, most characters don’t have enough to compete. At least before there’s much more BS to work around.

1 Like

someone in the Cody discord was nice enough to link me this

it’s super helpful, format is clean

5 Likes

I feel like EVO will be a big disappointment for some big names in SFV this year.

Cammy players certainly won’t be sad

I’m pretty sure the next EVO Champion will not be a Cammy player.

So much talk about Cammy.

I am legit curious what will happen to her in S4.This babe gonna loose her legs or Capcom will be classic Capcom and won’t really change much.

Remember the Ibuki nerfs yet she still top tier ?

Myea…

More of this pls Capcom

1 Like

Cammy didn’t received crazy buffs during SFV lifecycle, she’s up there because the rest of the cast got butchered or just being not good enough from the start. The result is having characters who aren’t changed that much being a bit too strong for the others. She’s always the same, doing always the same thing, the game and the characters around were changed, that’s why she’s still there. Cammy and the others top tiers looks stupid because the others aren’t ‘stupid’ enough, that’s it. I’m worried about Capcom answer to this, but I think they will just change the actual top 5 cast replacing them with another 5. It’s a loop.

5 Likes

FOTM ?

I played Blizzard games for years, and i fucking hate that way of balancing.

1 Like

Best way to fight a shoto is being patient, you need to try to push him in the corner with YZ then finish him there with OZ.

Ken fireballs are bad in recovery, he can’t really zone you out with them, bypassing fireballs with Hozanto is easy, you can also absorb them with Palm if necessary. Ken don’t have a 3f normal,up close you need to frame trapping)shimmying him to death. I don’t get why Ken Tatsus are a problem, Zeku has tools even to stop his aerial attempts with ease, you just need to be aware of that possibility. 3f wakeup lk Tatsus isn’t a problem if your meaties are on point. Ken can still do good damage, his run shenanigans are still annoying and there’s always the ex dp treat when he has meter, but it’s pretty doable.

Here’s a long set where you can hopefully find some answers.

2 Likes

Something like, that’s even natural when u have a major update every year. We don’t know which route Capcom will take next year, but they will try to work on S4 with all the actual shitstorm in mind, at least on rebalancing the characters. They didn’t improved the weaklings since S1, I don’t expect them to start doing that now.

I expect the following :

  • Tone down top tiers very very slightly
  • Ignore the low tiers from previous seasons ( S1 , S2 )
  • Buff S3 characters to be above mid tier
  • Add / remove / change things people really did not ask for or wanted.

And to close it out, change Juri’s HK fuhajin damage again . Because they have no clue what to do with this character, as you can clearly see form previous patch notes.

  • Damage has been decreased 90 to 80
  • H Fuharenkyaku (Normal/V-Trigger): Normal, V-Trigger: Damage increased from 80 to 100
  • Normal, V-Trigger: Damage decreased from 100 to 90

That 10 damage loop they keep changing is a real problem !!

 ¯\_(ツ)_/¯
3 Likes

you forgot one thing: “buff Cammy”

1 Like

Three things:

1 - to the people whining about SFV top tiers being “too strong”: lol. It’s the other way around; the bad characters are utter garbage. Even the good characters in SFV always felt pretty weak to me.

2 - “characters with good ground control should have bad air control”: lacking one of these hurts the other. It doesn’t matter if your ground control is great if your ground control sweetspot is your aa blind spot. It becomes really hard to leverage the ground control then.

3 - aa jabs. They’re 30 damage. You win on a trade if you jumped. Are people STILL complaining about these?

4 Likes

1- That’s the point. I think the feeling about them being strong comes from playing against these characters with bad ones. Capcom has his reasons to being silent, but people are falling on the ‘Too good, too weak’ comparison. Personally I have a bad feeling about it, since make 5 characters worse is easier than improve the others. They gonna take the easier route again without solving the issue.

2- That was what they did with Karin, ground control beast with week AA game. No one outside Karin players complained about it, until Punk appears.

3- Capcom already improved that thing, but the problem was the ability to do mix-ups after it. Meanwhile clipping someone in a A2A situation can still put the attacker at disadvantage when on ground, that’s a bit silly.