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

No way, people will go apeshit when they’ll see those dope Tiger Knees being thrown around in VT2 (only three uses before it runs out though, we don’t want to get too crazy).

Aren’t high level players reacting to dashes with jabs though? I feel like SFV is like MVC3. You gotta condition yourself to look for the opportunity to inflict damage when the opponent tries to open you up. Think Magneto tri dash L or (SFV) Ryu dash into St.Mp. Maybe that’s why AA DPs are less prevalent at higher levels because they’re so focused on the ground game. Ie, dashes.

@amrraed

When the nigga declines the runback, escapes with your points, and the CFN decides to match you up right after anyway :sunglasses:

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I also love when that happens when someone bails after the first game. I can almost feel them saying “goddammit not this Laura again”.

Also is that a Juice gif?? I watched that movie like a million times when I was younger.

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Yeah, that’s Juice.

That moment immediately made me think of my online experiences and gave me a good laugh.

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Aye, that GIF is mad. So befitting too.

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Reacting to the dashes is character dependent if you noticed. Look at most of Smug matches and see how many of his dashes are being checked. Or Nemo with Urien, Infiltraion when he was playing Nash and now to a lesser extent Juri.

Not every character have unreactable dashes but some characters certainly have an almost unreactable ones. But yeah, focusing on the dashes is certainly why it is hard to AA effectively.

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I don’t have issues against fast dashes personally, BUT you know when they become a problem? Yup, when you had to react/everything else. You can’t abuse checking them with buttons, because it’s where CCs on neutral really shines. The unreactable moves on neutral are good tools to skip the latter altogether, I can’t remember the last time I get clipped by an EX Tackle, but definitely I know what happened next when Urien has VT ready. As I said before my personal issue with this game is reacting defensively, I can’t overcome the input lag and deal with jumps,dashes,crush counters and EX moves altogether 100% all the time. If fixing some things is impossible without making a different game at least I want the possibility to react accordingly.

Plus they ran sets of SF1 in Juice, if you could splice in the scene of them playing SF first. Half the forum would die from laughter.

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The idea behind it all is to make it so that you can’t react to it all, that is to prevent the game from being turtly. Its a very deliberate design choice.

A lot of people complain about the game thinking that Capcom fucked up or have no idea what they made, while in practice, it is a very tuned neutral that they created.

They want explosiveness and it to be volatile like that.

The tarot card art here is sick:

Gotta scroll around halfway down to get to where you can see the whole deck.

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Welp, I need to get that whole deck.
I am disappointed that Rose isn’t the Empress card, but alas, nothing can be perfect.

That would be even dumber if true, the offense need to be natural and not on roids. With everything in mind, playing in a retarded way on offense is smart at the end, especially if you have these intangibles on your back. I’m sure Capcom will find a way to lower this aspect of the game without changing his inner nature.

There’s a simple solution if you want to play reactive, and it’s pretty old school.

Don’t stand within range of a dash normal.

“But, if stand at that range, how am I gonna get any offense going?”

What? I thought you wanna play reactively. Well if you really want a party starter at that range, pick Ibuki and Ex kunai.

But if not, then you do something old school again. You walk in and out of dash normal range, to bait them into jumping or dashing from a range that is reactable.

“Using action and spacing to bait an action that I can punish? That sounds suspiciously like footsies”

Exactly.

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You obviously missed the part where I was TRAPPED in the new world of Street Fighter 3!

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After actually spending some time with akuma, if more characters just played around with the basic idea of what he can do sf5 would be an amazing game.

But that a side I feel like one of the biggest thing that holds this game back is AA damage and or combo’s. If more characters had "Don’t jump at me AA’s that lead to bigger damage you’d see way less nutty stuff. I’m not saying all characters should have amazing AA’s but 4 times back to back and then a person lands the 5th one and does as much if not more damage and gets “oki” something needs to be looked at.

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When you look up the meaning of Tarot cards Rose being the Empress wouldn’t make any sense. The High Priestess tarot card description fits her perfectly.

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SF4 had the same problem with high reward jump ins that SF5 has. One way to fix it is to get rid of the silliness that a jump should net you a free combo every time. You needed a good jump in before to get a full combo (specially if it was from heavies).

SF4 was worse in the high reward though because certain characters could jump 6 times but that 7th one would stick. Then they got the combo, the hard knockdown and unblockable set ups backed up by OSes.

Knockdown pressure in SF5 is hilariously baby cakes compared to SF4; which is why the issue is very likely to be i. The neutral tools for the majority of the cast and not in the options once knocked down.

The Empress representing the creation of life, romance, art, or business and being a caring/nurturing figure, it would fit her about as well as the High Priestress, that represents the connection with the arcana and esoteric mysteries.
So either would work really well for her.

Now, I feel almost offended by the fact that Cammy is the one representing the Empress card.

Yeah Akuma and Cammy get access to really strong mid - mid options that cover 3f normals and lead into combos w/oki.

So I was thinking like, in the case of Akuma you can do cr.mp > cr.mp > st.mp and make people respect your blockstring, and end in a safe fireball. Cammy can do st.mp > cr.mp > cr.mk for counter-hit conversions.

For people like say, Sakura/Alex/Juri, their blockstring options are heavily capped,

Sakura can do st.mp > st.lp/cr.mp to trap 3fs, but she’s too far away to connect another normal after that hits. She has no option post st.mp, even though it’s her best oB normal. This is stupid.

Alex can do st.mp > st.lp to trap 3fs, and he’d do st.lp > st.lk to convert after it. But the st.lk is 5f, and st.lp is +2, so that trades with 3fs if they decide to press it later. But Alex is a grappler, so let’s mark this one down being weak due to archetype.

Juri’s st.mp is similar to Saks, in that the pushback from a follow-up hit is so severe she can’t covert from it even if she DOES trap a normal.

I think a big reason Akuma and Cammy are strong right now on top of their instant get-in moves is because their normals on block convert into solid damage w/oki, a HUGE majority of the cast don’t get access to something so basic it’s ridiculous. This is the one thing I want changed severely, because not having access to basic frame traps due to either obnoxious pushback or stubby normals is limiting how you can string together offense.

Walkspeed is also super prevalent due to the shimmy subgame that’s dominant. Slower characters like Cody/Alex/Zeku(old) all take a massive hit in lethality due to not being able to threaten strong throw scenarios.

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