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

I’m playing him right now:c

1 Like

If you never dreamed about your character then that character was neva yours. You have to ENVISION your main, you have to FEEL em…you have to dream fighting match ups

We must develop our American Wizardry while we can. Express yourself while knowing your character is not just a function…they’re also a uh…junction…yes you and your character are a junction!

If you don’t have a main then SFV just ain’t for you yet, stop forcing the function junctions, wait and see if Capcom adds your function junction to the game…if not…just give a lot of money to Capcom so I…we can get a new Rival Skools

3 Likes

2 Likes

FFS, I will start against PauloWeb.
He is playing Laura and Cody these days. :smile:
I guess I will be playing Falke.

But you’re not enjoying it, traitor

All this Falke talks… I need to try shooting low with her in the Kanzuki Beach Stage

1 Like

the clean 2-0 on Antique

he said my Cody was bad

2 Likes

Quoted for emphasis

@Evil_Canadian

1 Like

He’s just jelly Cody has better AA and bigger buttons than Necalli

Also if you play Cody exclusively for the weekend, you may gain back the label of Cody main.

I hope we’re not boring him as much as Cody does. ZZZZZzzzzz when’s expressive Juri?

Sorry man, we’ve already dropped him. Akuma is real. PR Rog dropped Rog for Akuma because Rog isn’t good enough anymore and it’s clear Rog can at least put up a fight. If PR Rog was a Cody main he would have given him a week at most before going to Akuma. It’s bad enough PR is still nearly irrelevant with the arguable best character in the game, but at least he has a better shot. G and Sagat not gonna help.

1 Like

5 Guiles in a row

This is why I wanted to play Juri, lmao

2 Likes

No you tough that mother fucker out with your main. Get into the mode.

3 Likes

I’ve managed to get some 2-0’s, but we’re going 1-1 and then I’m losing mainly.

The problem is that Cody projectile travel speed makes Guile’s Light Sonic Boom effective in fireball wars, which is usually not the case, light Boom controls the ground ahead of him, and heavy boom is used to claim space in fireball wars.

Let’s say for instance, Ryu trades a heavy fireball into a light boom progressively in a fireball war, it would slowly start to go from this, x being hadoken and o being boom

(Ryu ----xo---- Guile)

to this

(Ryu -------xo- Guile)

Ryu would slowly force Guile’s clashing area forward, winning the fireball war due to Guile using light boom, now obviously if Guile uses heavy boom, he claims space. Guile shouldn’t use light booms in fireball wars. However, vs. Cody, due to the slow travel speed of Tornado Sweep, this happens.

(Cody —xo— Guile)

and within 2 to 3 light Sonic Booms, his Tornado Sweep even via the heavy version will not travel far enough for him to contest another.

(Cody xo----- Guile)

This will force Cody to block, and if he blocks a Boom, he doesn’t have time to Tornado Sweep into the next incoming Boom, he’ll get hit during startup.

With no projectile invincible moves, a slow walkspeed, and no jump mixup options, this makes the Guile match-up suck immensely, he can light Boom for free due to you losing the fireball war via it, which allows him to control the ground super hard due to how long it remains on screen. He can walk up and get into cross-up range so your vskill and st.hp will lose to his j.lk, or get in prime range for a Sobat Kick.

Whichever way you look at it, Guile is winning. I think it’s his worst match-up, but some specialist archetypes could be worse for him like Dhalsim, Blanka, Menat etc.

If I were to run into a Guile in tournament, there’s no way I’d run Cody into him.

Did Falke’s arcade mode and got an art with some SFV girls along with Makoto and Elena. After those tarot cards, I don’t know. Maybe Capcom is hiding in plain sight.

bro my match history is legit like 14 guile games in a row wtf is going on

It is Guile Saturday, of course.

1 Like

Video notes

Pipe changes the matchup a good bit and you only need 2 bars for it.

So far most of your Guile losses that I’m seeing from the replays are personal mistakes (combination of oki/defensive mistakes and traditional vs Guile mistakes that people make in every SF game) and not forced matchup mistakes.

Video notes i broke down on your matchup in the first vs Guile set
  1. https://j.gifs.com/nrqwX5.gif

Seems like you already screwed up meaty throw. You must have screwed it up really badly if he had enough time to wake up upside down kick. Wake up upside down kick shouldn’t exist. Then the second boom you jumped, there was no need to jump over that boom. If you block a first slow boom, dont bother jumping you’re already at frame disadvantage and Guile gets easy AA. Just block and inch forward. You already have trigger any way just walk him into CC heavy activate or EX zonk activate.

Then he does an obvious jump forward at you and you try to anti air with s.LP. Please stop anti airing with s.LP when you have a 2 button AA that’s way better. You get the invincibility on frame 3 bro.

  1. https://j.gifs.com/ZVB7y5.gif

Doing alright and got near stun, but tried to attempt to a meaty overhead vs a Guile who was near stun. Which isn’t the best odds. You can just keep throwing blocked buttons at him to get him to flinch or burn v reversal. Forcing him to block keeps his stun up even if you aren’t hitting him. If you bank on minus on block overhead either he’s going to block it right and punish you if it doesn’t work or he’s just going to EX flash out of being in a panic. Which every Guile obviously wants to EX flash now because it pushes you back to their optimal range. Keep the overhead for a post frame trap where they have more to think about. On wake up EX flash is a good option since it’s invincible, so dont make the good options obvious for them.

  1. https://j.gifs.com/D9L37K.gif

Was generally a bad start vs Guile. That shit happens, but the problem is when you make it worse not looking for things after. You walked up to him and he clearly did whiff a V Skill that you could have gotten a sweep knockdown on even HKD if you sweeped early enough. Long as you’re not too close to him when he whiffs a v skill its free sweep.

  1. https://j.gifs.com/Jqg32J.gif

DO NOT double fireball vs Guile until you condition him. Especially in this scenario where you trade the first fireball with his sonic boom. He’s obviously going to have frame advantage to get the jump and quick AA. He obviously did not see you throw the second fireball on reaction so he just guess jumped after the first boom and got you. If you sat and baited would have got the AA and started with life lead. Throw one and test, dont just auto pilot. And use good anti airs like V Skill or s.HP.

  1. https://j.gifs.com/mQpvP9.gif

You did more of what you should have done in that last corner situation. Pressuring with buttons to bait jump. Then you force the bait and he jumps forward and you AA with jab after clearly even low profiling first with a crouch. With Falke my PP would have been out there on that jump. Why make Baby Jesus cry with s.LP? Lets get V Skill in there or at least s.HP.

  1. https://j.gifs.com/Roq3DO.gif

So after that bad jump in number 5 he started going HAM with trigger and put you in corner. Then after that target combo “trap” you are mashing the hell out of crouch throw tech. You’re mashing throw tech in the middle of the target string when your stun bar is up pretty high which makes no real sense. He wasn’t quite in throw range to worry about that any way.

The Guile player was going for that s.LK to booms no matter what so if you had just stayed blocking and blocked the booms you could have V Reversaled out and at least bring your stun bar pretty far down and get back in the game. Panic mash is gonna end the round way quicker than it should.

Jist of notes is poor fireball decisions, poor defensive decisions after bad fireball/neutral decisions and making Baby Jesus cry with s.LP AA’s.

Guile does a good job of showing how shaky your neutral and defense is because people usually get squiggly legs once he does one thing right when they do something wrong. Lots of squiggly legs in these gifs. Gotta stay rigid. Guile players want just one squiggly legs situations and they are sharks smelling blood after that. Dont let them smell blood just because you are in the water. Otherwise you’re going to make these same mistakes with your better vs Guile character and lose similarly.

2 Likes

delayed throw was to cover flash kick, he USD in response. We run sets in lounge.

my entire point was about being unable to contest fireballs in neutral, and getting trapped due to that, not my personal errors in the MU

Delayed throw is going to lose to a lot of things any way vs Guile. Better off just keeping the real estate by being near him than going for something that gives him time to counter poke against. If you sit and bait flash kick he can’t do anything that will immediately push him away from you. Then if he walks at all he loses his down charge and the threat of EX flash is gone.

Your point only covers some basic aspects of the match and in general the matches you are playing can clearly be won despite those points. You’re not going to get to the actual matchup if you are making mistakes before the matchup. Gotta clean that up

it’s not a basic aspect at all, it’s literally how Guile takes his agency.

Your explanation details what would happen if Cody was a hard fireball character, but he’s not. He’s a buttons midrange character with a decent fireball in certain matchups. You have to use your buttons in the matchup while only using the fireball to occasionally bait a jump or clear a fireball at a range where it’s safe. You only need one CC sweep or s.HK vs him to get going and can throw those at a range where he normally likes to throw booms. Which that will get them thinking about jumping as you inch in on the ground and force jumps to AA.

About the j.LK over the V Skill thing, if he does j.LK cross at the range where V Skill will whiff, that’s actually where you can use s.LP to stuff it. Which means he’s relatively close to you at that point. Worst you might get is trade if that. Vs any standard forward jump everything else normal works. The j.LK is only an issue if he crosses. If he jumps in front V Skill and s.HP are fine.

If you need to beat the j.LK with V Skill you can also auto correct by walking forward so you get the hit box to turn around and hit him out of the air. Just you’d have to do that pretty preemptively and overall s.LP is safer.