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

Mad risky infinite timer that doesnt run out when you use the other moves.

I’ll give it an A- on the bullshit chart.

Ibuki gets S tier purely from the fact its two bars. Bigger horse shit that Menat.

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Personally I think sakura trigger 2 is one of the best. If not in BS, in sheer “this is a good trigger” type stuff. Yeah it’s only a confirm… but it’s a confirm that ridiculously ups her damage to big boy levels. And since she’s a can opener it synergizes with her perfectly by upping her damage.

I also think cammys v trigger is one of the best… because it’s on Cammy, a character that basically doesn’t even need trigger.

Not every trigger is rogs. But they don’t need to be to be effective. The glaring mishaps are when the character itself isn’t super powerful AND their trigger isn’t either.

Chun and zeku come to mind, which is why both were considered low tier. Zeku has made waves in young stance, but both triggers are still underwhelming. Chun got her 3 bar… but lots of chuns prefer the 2 bar.

Is having a braindead VT cancel really essential on a character that’s not good at capitalizing on that because of shit offense? I’ve seen a couple of videos and it seems pretty easy to combo into Falke VT2 regardless, but the post-activation robbery factor still seems present even though the activation itself is shit. I also think I read that a lot of the pressure options in VT2 aren’t “real”, could someone elaborate on that?

Oh, and the choice of which buttons to hold in neutral: is this something that usually comes down to matchups, or just situational awareness of which buttons you can live without at particular spacings? Or a bit of both?

I always thought it was pretty easy to confirm VT2. I mean if you don’t land a hit for as long as VT2 is charged (particularly now that it’s two bars) you probably wouldn’t have won that round even if her Trigger was Aegis Reflector and Menat Orbs combined. Literally any grounded move she has can be cancelled into Trigger 2 and it even combos off lights so I really don’t see the big problem. It’s just a different playstyle than throwing out unsafe stuff once per round and making it safe.

As for fireball charges it’s very much situational awareness. Outside of f.HP range it doesn’t matter, inside of it you obviously wouldn’t want to use HP to charge and depending on what combo opportunities present themselves you might want to have MP free to get a hit confirm. There are also a bunch of character where you don’t want to use it in neutral at all because you’ll need EX DP (for example against Cammy in V-Trigger).

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Oh boy I just now learned that Final Round will be at the Hilton Hotel again. I’ve been there 3 times during FR and the experience was always horrible because the ballrooms are too small for a tourney of that size. They have caps in place due to the limited space but I don’t think that will make much of a difference.

My other gripe is that the price is kind of high. I missed out on the early bird stuff so it’s $70 now. I don’t mind paying that much if it was for a large spacious room. But I’m dreading the thought of paying $70 for the can of sardines experience like I have had in the past.

In the end they’ll probably get my money regardless. I live less than an hour away from the hotel so FR is the only major tourney I can easily get to.

Ryus V1 should be like Cody’s if Cody gets mad damage off the grab and an improved set of situations that don’t drain the meter.

Basically a fireball and a DP should cost zero meter. It should just tick over and if Ryu is the best zoner in the game for 600 frames well that’s just tough shit.

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But giving someone O.Sagat fireballs for 10 seconds means 10 seconds where you can’t jump, and YOLONEUTRALSKIP-moves actually require timing. You have to stand still! Way too powerful!

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Question: I’ve mained G for quite a while, is it wrong if I do his V-Skill as an anti air a lot more than his cr.HP? For some reason, to me, it feels so much more intuitive but I wonder if I’m supposed to do cr.HP more instead.

Edit: also, went from super silver up to gold around like 4400 points I think… I was actually gold before but I went down due to losses, but now I think this is about the highest I’ve been in ranks so far, yay

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I would still guess MK Tatsu through fireballs.

SonicFox is a cool dude:

I saw that gay thing, I kinda get both sides. It’s good that he’s open like that, but I doubt anyone following doesn’t already know that he’s gay.

Seems more like an introverts way of saying stuff rather than saying anything meaningful, although I fully admit I don’t follow him myself, maybe he does have interesting things to say.

I like that he is always trash talking. And he is really, really good.
Don’t understand the furries part, but ok…guy likes that.

Honestly I wouldn’t know, maybe he shares tech and other thoughts.

I just find this whole situation these days a bit strange. I’ve got a cousin who’s gay and he says the most dirty shit in front of the family and gets laughs. Then all I can think of is what if I said “yeah I sprayed it all over her tits last night!” In front of my Mrs dad, would I get a laugh or a slap?

Prolly a few dirty dam looks!

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The hit box for his V Skll basically a Marvel hit box so once it’s out you’re pretty much going to land the AA pretty free. It is good to use for AA in that sense, just have to be on point reaction wise as the start up is abysmally slow for an AA (it would be broken if it wasn’t, only have to hit 2 buttons otherwise). c.HP and j.MP are much faster start up so those are better to use if you know you’re dealing with a tight/do or die situation.

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It’s essential for every character, essentially. At lower levels of play you can get away with a minus 20 something on block trigger. At higher levels of play, the opponent will know that you are playing a character that doesn’t have an overhead and must land a confirm in order to activate. Any strong player will just block down everything you do once you get 2 bars and block you out of activating it. Then just take the turn when they eventually get spaced out for it.

It’s not like Sak’s VT2 where if you block her down a bit she can still walk and throw you towards the corner and throw out an overhead that is fast enough and covers a decent distance. Then can dash up c.MK VTC you and be plus in your face with a free throw/frame trap setup. Falke’s VT2 VTC gets none of that sort of essential safe on block start the party pressure, so you have to activate your “dishonesty” honestly in a game where pretty much no one else with a good trigger really has to do that.

I was the one that brought up the fake pressure of VT2 and yeah, most of it is pretty fake. You get a slow as hell overhead that while is plus on block, pushes people out of throw range so both the overhead and frame trap become irrelevant vs anyone that knows. Only time you get a real throw set up is if you make them block it dead in the corner to negate the pushback. At that point the trigger then just becomes a damage dump trigger that gives you nothing really new that’s powerful in neutral. Even the hit activation stuff for VT2 is wonky and stuff like anti air PP VTC still doesn’t confirm that well.

Falke’s damage is already pretty solid and VT1 lets you confirm c.LK, c.LP into trigger shot from max distance while staying safe if blocked. c.MK into damage dump not worth it since you have to commit to it any ways and leaves you no real options/turn loss if blocked. Sakura can still c.MK ex fireball you down if she has a couple bars until she’s feeling good to hit confirm.

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And VT2 hit confirm activation can whiff if done from max distance too, leaving you wide open against your opponent.

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Plus other stupid shit like the reflect move burning 33 percent of your timer even if you whiff it. Using any of its tools in neutral effectively has no real purpose other than burning out 33 percent of your timer. Meaning you are just burning away your damage dump instead of getting stuff that further improves what you’re good at safely.

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Okay, wait. Obviously you don’t want to get a -20 oB move blocked, but isn’t the solution to that to just, you know, hit confirm into it?

Is really having a safe on block activation more important than the VT itself? Because coming from Sagat and Ryu, I know that safe activation was nice, but their triggers were pretty unimpactful so it rarely won me games, all it gave me was a safe sweep or sometimes a really easy confirm into super. Falke VT1 seems in line with those than anything else, so a safe cancel as the main draw (and corner chip if they don’t V reversal) doesn’t seem all that great either.

Hence me asking just how valuable it is to be able to just throw out a button with no impunity and get an install in this game, regardless of the strength of the install. It just doesn’t click with my thinking.

On another note, it’s quite handy that all of the roughly seven people playing Falke are posting in this thread on a regular basis.

Personally I don’t see it as such a big deal either but DevilJin will argue against it until the apocalypse.

At the rank I used to play (low to mid Platinum) V-Trigger 2 was good. There’s no other way to put it. It’s arguably very easy to deal with if you try to use it as a mixup tool and the opponent knows what he’s up against, but if you manage to land it it can shift the momentum really fast, even just off a simple reset (case in point: this little replay from me during S3: https://giant.gfycat.com/HighFaroffBorderterrier.webm).

Also, and as a non-competitive player I can’t stress this enough, it’s just a more fun Trigger. Trigger 1 adds nothing new to her arsenal, it just enhances her fireballs. Trigger 2 adds two more moves and an offensive aspect to her kit she otherwise lacks. If I approached every match as if it was EVO Grand Finals I’d probably always pick Trigger 1. But I’m not.

You seem to like Trigger 2 and I really don’t see a reason to not use it in that case.

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If you can do it consistently, go for it. Covers a lot of space and gives you some V Gauge.

For me it goes cr.HP -> B+HP -> VSkill.

cr.HP is fast and has a good sweep to it so I’m trying to build that as my “oh shit” reaction.

B+HP is a little more of a “saw that coming” AA and I think it gives you the best payout especially once you get Prez levels going.

I can never seem to react in time to get VSKill to work well as a general AA but I like it for corner defense and checking jumped normal throws so I need to keep working on it.

Still sort of theory because my muscle memory with G sucks but this is also what I’m seeing from Smug and 801 when I watch their matches.

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I share the same thought that Falke’s VT2 is more fun to play with than her VT1, I like the damage burst and better aerial and crouching projectile she gets in VT1 a lot, but I always prefer the VTs that gives new moves.

Its a reason I like G’s VT2 more, despite it being not as good as the first one. I love the whole “you get a new move that can be canceled off of from any normal/special” thing along with other cool stuff you get such as the armored command grab he gets in it, its so satisfying to condition the enemy to keep blocking your normals only for you to cancel one of them into the grab, or if they think you’re going to do his normal command grab and try to jab, the armor absorbs the hit and you still manage to land it.

Some oyher VT2s are like this like Laura’s, which I also really like. These types of VTs to me at least feel like the better designed ones because they dont seem as round stealing and they require more risk in some ways or the other (also yo add to this opinion, I think both of Falke’s VTs are the better designed ones because even though the first one is easy to use, its not as OP as other easy to use VTs)

Phew that was a long post :disappointed_relieved: