Trife jinxed it.
It all worked according to plan
Karin (winner) vs Necalli at the TRT2018 finals. Keoma vs Brolynho.
I am 100% Karin tonight.
And Keoma took it 3x0. Another Karin win today!
It was quite a beating!
Keoma being relevant? I guess SF6 will come out next year.
Poor guy.
He played one hell of a Karin all weekend.
I wish I was there, but immobilized foot and the venue was too damn far away from here.
Next year I will be Falking things up there.
Either way I still think Bison overall loses to Guile. Luckily he does much better than he did in IV, but once Guile gets going itâs similar issues where he canât approach without running into booms that will force him to lose the life lead. Guile is one of the few characters that Bison has to actually struggle to get in on and canât really throw anything threatening at him unless heâs at a range that Guile would have to screw up to let him enter any way.
Apparently Problem X hates Guile also so psychological issues going into fighting him.
I certainly donât see it as the better v-trigger and more gimmicky overall. The only real benefit I see from it is getting a slight damage conversion from farther pokes and making unsafe moves safe which is not worth 3 bars imo and burns out quick against people who just block. The frame trap thing is a gimmick if you know which moves have a real gap and which moves you should block after (like Iâm surprised people are letting her get away with st. HP into Kikosho when you can counter with a 4f and convert that into a CH combo). Also there are some you can straight EX reversal after whether they kikosho or not.
Midscreen, sheâs almost always going to need EX bar to get any meaningful damage from it. Like you said the corner is where it gets the most mileage, but getting there is iffy enough and if the opponent has a side switching v-reversal (which you can bait with the extra blockstun on VT1, but not VT2) then what are you going to do to them?
The guard break mightâve been a nice perk if the actual damage after wasnât shitty.
Iâll take the 2 bar natural blockstun/hitstun/longer active frames/armor break and damage buffs from other things I couldnât normally get in VT1 instead (like anti-airs, F+HK throwbait and overhead⌠both VTs get extra conversions from light attacks, but VT1âs damage is actually more midscreen even if you used EX bar with VT2) over VT2. Plus the screen freeze activation to catch people doing something stupid and the B+HP vs projectiles are better perks for me. I also love the extra crush counter conversions and V-skill combo (which Iâve worked out oki for as well).
Iâm glad MOV still prefers VT1 as well as heâs one of my favorite Chunâs to watch. Iâve seen some other Chunâs go back to VT1 as well after trying VT2 for a while.
Yeah not surprised at MOV having the intuition to just stick to the trigger youâre at least guaranteed to get every round.
If itâs 3 bar it should be a serious threat. That should be the conditions of any 3 bar.
If itâs a 3 Bar it has to win an entire round on its own power. Thatâs the level that has been set from the start. If it canât win the round, itâs a terrible 3 Bar.
While I understand what youâre relying here in terms of power levels, this swingy bullshit shouldnât be the mentality for the game period. Too many v-triggers force massive changes in the game for little effort. Even some of the big effort ones still take over things in silly ass ways.
Chun would be an actual threat if her normals dealt worthwhile damage. you can eat like 6 of her standing fierces before you give as hit. Make those do 110, make the hitbox around her fist a bit bigger and call it day. See how much fucking around youâll do when 3 clean hits of that a jump in combos worth of damage.
Triggers arenât going to get anymore honest so just making sure the 3 bars are strong works for the 2 or so years we have left. Thereâs 2 bar triggers that still have better effectiveness than some 3 bars.
Wonât be surprised if Sagats VT1 goes down to 2 bars with some adjustments.
Well unless they power down all the 3 Bar VTs to a manageable level or immensely raise the usefulness of V-Skills of characters with more utilitarian 3 Bar VTs, ultimately not having a swingy, win the game on the spot VT is the difference between a relevant character and a irrelevant character.
It would be great if they experiment making some V-Triggers 1 bar.
Nash V1, Alex V1 and V2, Sakura V1, Ryu V2 are prime examples of V-triggers that could have a interesting gameplay being 1 bar. (was gonna say Juri V2 but nah, that thing could be a permanent state and still be worse than V1),
âŚHonestly wondering if you EVER fought against an Alex if you think his VT1 being 1 Bar is ANYWHERE close to a good idea.
I dont think swingy v-triggers are the reason characters are either good or bad. A lot of characters have tools thag need improvement well before you get to v-triggers.
But thats been one of the main issues this game has had since the beginning: they want people to spend more time fighting over the middle of the screen but dont want to improve the tools characters have to do it. Instead theyâve forced a lot od situations to reset back to it.
Iâm specifying 3 Bar VTs. A solid 2 Bar VT doesnât have to be swingy or stupid to round out a good character because you get to it far faster and can actually afford to use V-Reversals without screwing yourself in the end game.
Sure I have, disappointment ensues. For every time they get you with the clothesline there like two where you jump back and punish or it just whiffs. Iâve seen people actually grabbing him out of full charge clothesline and Iâm yet to find a parry monster that scares you into not doing your good moves. Thereâs a reason heâs hanging around in the bottom of the tier list, after all. The guy needs help and since making his normals better itâs unlikely making his V-trigger 1 bar seems the easier path.
The easy path is the reason SFV is in the state itâs in now.