SFV Lounge: Ken is high mid. Kage is barely mid. F2P still coming

Well with the dive changes she might be able to hit him more easily after a parried dive. Air fireball is not gonna be very good vs v skill parry since the recovery is awful and he’ll most likely have time to recover. If he was close enough to parry her air fireball she did the air fireball too close any way.

Playing too much around air shot is bad in general though because if he’s not going for v skill parry air shot is a free jump in if you don’t have them conditioned to try to AA your jump buttons or dive first. Jump forward/dash/fast horizontal special is the best way to deal with air fireball any way so it requires a bit of conditioning to keep it safe it neutral.

I think he needs at least two more buttons, St.MP and Cr.MK

Infiltration tried messing with it in S3 but I never saw anything out of him doing it that I really liked. The main thing that makes it worth bothering with is that since it’s 2 bars you can get to your VTC and get plus frame pressure quicker than with her VT1 which runs the risk of having to burn V Reversals now and Menat pretty much has to take a punish in order to V Reversal. It only really works as a last resort to avoid stun and the teleport technically gets her out of a corner. She’s definitely in a crossroads situation with VT1 now where she has to play real carefully around it.

With that said the stuff I’m seeing Sako do with VT2 actually seems kinda nice. Setups where he makes the ball hit you and then creates oki off the knockdown. Looks like it can cover different rises too.

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I played one of these V-Trigger 2 Falke bandwagon players a couple of weeks ago. He activated Trigger on block and threw out random overheads while hoping I didn’t know anything about that character or Trigger (I was using Chun that game). Safe to say it didn’t really work out.

It made me re-evaluate that Trigger a bit. I had a lot of success with it since July last year but if you know what you’re looking for it’s incredibly easy to deal with. So in theory it’s not that great but in this game you can’t always just go by that. Cancelling from a blocked normal into V-Skill dash into command grab as Laura is really dumb in theory but you see it land all the time for example. It’s just the way this game works.

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Hurts.

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tenor

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I already told you, just watch those replays with the input display on, none of what I’m doing is reactive I just guess and hope for the best XP

There’s a reason I can’t anti-air even when I’m playing flippin’ Ken :sob:

Seems like the turbulent wind has been blowing a bit too fast.

“Remember the hair well”

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“I am Rashid, pillar of the BGC”

Watched that how to fix SFV video, don’t really agree with most of it because to change things like dashes or increasing pushback would break the game in certain areas, like oki or someone like Laura who needs to stay in. SFIV had low pushback and worked fine. It’s less so how to fix SFV and more like a SF6 wishlist with how impacting the things requested are.

One thing I did agree with is shallow jumpins not giving full combos, this wouldn’t fuck with Vs design and bring jumps in check a little. This is forever gonna be my pet peeve about newer gen SF games.

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Funny thing is that if you want to play Smash even remotely competitively, the amount of execution required is way above the hardest stuff in SFV.

But is it as complex as SFV? As stimulating? Are wins as gratifying? And are losses as painful?

Far better in every category

Except losses aren’t as painful because Smash is far more enjoyable

Did you just accuse SFV of being complex?
My socks are probably more complex than this game.

What kind of socks are we talking about ?

I’ll show you what I mean now

I’m not confirming or reacting to anything, I’m just guessing and hoping it works. I don’t have the reactive ability to properly deal with most of this game so I try (and fail) to predict things instead.

Unless you think not being able to react to neutral jumps, you walking forward, Cody’s unsafe LP -> LP, or any confirm is good all of a sudden :roll_eyes:

Anyway while you learn to not be wrong about what you’re telling me here’s something cute

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What is Kokopuffs doing with the lootbox girl on the same picture.

dude top players can’t react to Cody’s st.lp x2 atm and they couldn’t when it was -4 either, it’s hard to do it’s a very fast jab string. That doesn’t mean your reactions are bad. I struggle to react to neutral jumps, nobody is gonna be 100% on stuff like that because the AA option is usually different to what you’d do on a forward jump, so it’s not just “react to neutral jump” it’s “confirm they aren’t back or forward jumping, adjust standard AA option to beat neutral jump” you really have to understand when and where a player habitually wants to do it and already be wary of the option in your head. Like Jin loves to neutral jump air fireball as Falke, so I have HK.Ruffian in my head at all times.

Your neutral, hit confirming and whiff punishment was good and I don’t think that vid proves shit. If you had an upwards of 80% success rate confirming cr.mk with Ken even if it was due to seeing me walkback, that counts.

Sets were fun though, I’d have carried on playing but Menat really drains me to fight, the MU played properly always makes each round go almost full length. If you ever wanna play again just ask, the connection felt really good toward the end, could see everything.

What was the first song btw? It was catchy.

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I love that Felicia(?) Menat costume.