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

Yesterday I’ve started applying the 5 victory ‘Art of War’ essentials to my game and it works for me. I need to get used at being less aggressive, Cody newbies will be a good test.

Next week will be a good week for @Trife88.

I’mma read up those essentials - I’m steadily improving but I wanna get all sorts of tools at my disposal.

Man, that Bison G&G OST perfectly describes my experience online right now.

Long video with timestamps. I already knew some of the things he said, but I didn’t pay much attention to the consequences of my reckless way of play. Played Makoto for too much time, but she had better defensive tools thanks to the game mechanics. I don’t have these in SFV nor her firepower with Zeku. Playing more slowly and selecting when go ham helped me so much. Yesterday I’ve tried that in Lounge VS a friend of mine who destroyed me every time we met and I was able to win without push the pedal full throttle like I was used to. I still need to improve tho and keep this mindset as long as possible.

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@TWINBLADES

Oh Twin I forgot to say, Kolin can avoid Alex Powerbomb meaties by backdashing.

Here’s a guide by @Grounded

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I dont think Capcom balanced the move well at all. Which is a good thing as we do need some OP stuff to shake things up, but it’s hilarious that Blanka’s plus 3 elec and guard crush ground shave couldn’t make launch, but this shit is.

If the V Skill hits launch in the state that its in in videos, nerfs are going to get called for quickly. I’m already calling Cody vs Gief the new worst matchup in the game. Not that it matters since Gief is no longer CPT relevant, but hey Grief always needs new problems. He would have been a nice answer to 3.0 Abi also, but will def be comfortable vs nerfed Abi also.

Should take minutes to put into practice, but on paper v skill and zonk basically wont make Season 4 without nerfs. He has a 1,000 health and stun so the small white health that he loses is fine. There’s too many characters that will never be able to put Cody in a position where they can take advantage of the CC whiff in neutral. It would be on pressure/wake up only. Can recover that quickly during your neutral game any way. Not like he’s Gief where the white health is a liability since he has to get in to win. Luckily Cody’s free for couple days so i can mess with it without spending money for a couple days.

Please, please let Cody be grimy as fuck. That introduction video is giving me hope

You are way overplaying the V-skill IMO.

Chun’s EX SBK have like 16 frames recovery and people still punish it fine on block or on whiff. The white HP loss on top of being in a CC state means that he get punished more than what a normal CC would get punished for and on top of that, it is not invincible from frame 1 vs strikes.

Throw invincibility is nice but doesn’t really mean all that much since if they are in a position to throw you, they are in a position to CC you on block.

Cody having no 3F, no true invincible reversal and what is possibly the worst backdash in the game, means that he will not destroy Gief. It will be pretty much like what it was in SF4, Cody wins the neutral and lose the match the instant he hits he ground.

I can’t in any way shape or form say that Cody will be a harder match for Gief, over say Guile or Sim.

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I think Cody could be top 10

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^This 100%

With Zeku I can punish CC-able moves without using a Cc or meter, going for an easy 311dmg punish. That V-Skill not being invincible from frame 1 makes it R. Mika Ex S. Peach/ Laura Ex Bolt Charge kind of reversal with the ability to beat jump ins. Cody will be good, but I don’t think THAT good because of the lack of defensive tools you said. It’s too early to judge, next week we’ll have a lot of lab work to do.

Jin wasn’t really saying the defensive use of it will make it incredibly strong, he specifically mentioned that whiffing it in fireball patterns will be because it builds him a ton of V-Skill, and it’s clear once he get V-Skill his whole game opens up incredibly wide to the point that he’s capable of the setplay that defines some of the best characters in the game.

Chun’s EX SBK may have similar recovery, but the comparison doesn’t really add up. Chun has to charge her (not very good) fireball and her EX SBK, while Cody can instantaneously switch between either or, which means that if he’s throwing his (good-looking) fireball and makes the opponent stop moving forward, he’ll probably get away with whiffing a few V-skills, which means he probably has half his gauge built up.

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Not sure if people were hyper during Alex reveal or Cody reveal

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The V Skill is more like a neutral defensive tool like Birdie’s EX bullhead (particularly trigger armored version) or his own v skill. You use it to wall up and build v gauge. Birdie has it rough when he’s on his back, but good luck trying to put him on his back with any speed if he has resources at all.

Like with the rate you build v gauge on whiff with v skill, if you can get any zoning game going at all vs Gief and mix the v skill inbetween, you’ll likely be close to v trigger within seconds. It’s not like Gief has a bunch of raggo ways to close the gap so the white health can be built back as long as you dont get hit by a j.MK or something else that you can obviously defend against. To top that off all of his tools in pipe look like they are primed to destroy Gief and do well vs Abi

We’ve already seen the V Skill literally blow through other EX DPs so its ability to keep shit away from him while he’s on his feet is going to be nearly unmatched. On top of building extra gauge I would imagine if it actually hits the opponent. Even on wake up it’ll still be solid vs any botched meaty or a legit meaty throw. Considering its throw invincible frame one he’ll at least have that on wake up vs grapplers at the minimum. Against Gief specifically it’ll probably never get to that point when optimized. You’ll have v trigger super early in the round and then it’s over for him.

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To me, Cody looks like kind of a suped-up Nash. Nash, at first anyways, was defined by solid fireballs that set up his super fast dash and runaway game. Trying to control him fed into the chaos that the game boils down to at high levels, and I think with Cody we have something similar. He’s obviously trading off the anti-zoning potential and runaway style for a bigger midrange focus, but it kind of seems like they are breaching the same territory.

Nash, too, had defensive issues with lack of a 3 frame jab and a not-invulnerable frame 1 reversal in his V-Trigger, but that hasn’t stopped him from (on occasion) doing really well because we have seen that slowing the game down and being able to steal big damage from small interactions still has its place (Menat, Guile)

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Cody better 6-4 Urien, Guile, Ibuki and Cammy or else nobody wll use him

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When abusing jump bait normals, it’s extremely important to not “walk into” the range and use it. That’s when most people call out those kinds of normals like birdie/menat st.hp. You’ll notice the best footsie players will use them either as parts of blockstrings or fromfar when standing still, till they train the opponent not to jump them, that’s when they will start to do walk forward “jump bait normal” this is something I used to get in serious trouble with till I noticed my telegraph. Walking into “the perfect range” to do a jump bait normal is a big telegraph that intermediate and high level players will bait and jump.

If people are just staying out of range of your longest normal, just walk forward and wiff jabs (if you have long range one) or walk and block if they haven’t showed the dash.

This is Justin/infiltration footsies 101.

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I watched that entire video. I’ll go as far as to say that anyone playing SF for any stretch of time or any skill level will learn something significant from it. The Sun Tzu lesson was implicitly something I had going on, but I didn’t fully employ it. Good example: know your yourself right? Well admittedly, I was too YOLO and used a special moves based offense (lol) with a ton of 50/50s. Obviously that’s not sustainable, so I got blown up for it majorly. So now that I’m really learning myself and Birdie I don’t have to play ultra aggressive SF.

Another thing that I realized about myself is that I’m probably better off having shorter gaming spans tied to a goal each time I play. So I might want 500 LP in a session but if I only win half my matches I’m not going anywhere. So until I get better, I’ll have shorter sessions with smaller goals. I wanted 200 LP last night. And it worked out by winning 60% of my matches. Soon as I reached my 200 LP I was through. So I’ll stick with that until I’m even more comfortable with my change in play style. Good stuff sharing the video @NCK_Feroce

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Been a month since I played this, looking to play more since Cody is coming, and a friend just bought me season one pass, so at least I have less yellow shopping carts covering my CS screen. lol

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I think having the shorter term, repeating goals helps. For me at least it keeps me focused on a couple things at a time which makes it more likely that I’ll be able to improve on those things.

Like with me I’ve been playing short stints of online sets with the major goal of doing something I’ve been practicing: using HPs more, moving more defensively, more tick throws. And always with the minor goal to win 3/3 online sets. If I win any I’ll stop after 3 but sometimes if I skunk out I’ll extend to 5 (time permitting).

It’s small progress but for me it’s all I have time for, and I’m not sure I’d gain a lot more by playing for hours at a time either. Right now so much of what I’m trying to work on is fundamental and overwriting old/bad habits that if I played for too long I’d just slip back into that anyways and it feels counter productive.

Last practice set was good. Brought the first set back against a Karin, lost to a Urien (was slow to adapt here but it was educational), and no round browned a Necalli. All Golds, which is where I’m trying to hang. Feels good to see the practice pay off.

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