SFV lounge: London we have a Problem X. SFV gave us the Burger King again

Sorry noob here again, does Zeku play like fei long?

Let’s rev up those season 4 predictions boys.

I think we’re starting to see enough negative reaction to Cammy now where I feel she’s actually a safe bet for nerfs come Season 4, and I’m not saying negative reaction from the playerbase but rather for tournament viewership. Chat reactions to Cammy matches are noticeably negative.

For the same reason I feel like Menat might be touched too. As nice looking as her VT1 combos can be the general feel I get from the audience tends to be ResidentSleeper.

Yes, he can jump and he has normal moves and special moves and everything.

4 Likes

Just for fun 'cause I already started, here’s every crmk in the game (using Dhalsim’s new command normal as his “crmk”), in order of longest to shortest.

  1. Abigail
  2. Birdie
  3. Alex
  4. Nash
  5. Balrog
  6. Kolin
  7. Urien
  8. Necalli
  9. Falke/Cammy (range is identical)
  10. G
  11. Zangief
  12. Old Zeku
  13. FANG
  14. Sagat
  15. Bison
  16. Young Zeku
  17. Chun-li
  18. Karin
  19. Guile
  20. R. Mika
  21. Ibuki
  22. Blanka
  23. Laura
  24. Ed
  25. Rashid/Akuma/Ken/Cody
  26. Ryu
  27. Vega
  28. Juri
  29. Sakura
  30. Menat
  31. Dhalsim

Dhalsim technically has the longest though if we go by his actual crmk slide.

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SFV’s normals must be in a really sorry state if the 12th longest crmk is a struggle kick :thinking:

6 Likes

They are in a sorry state, we knew that since day 1.

Fuck the audience

They’re the same reason it took so long for Sagat to get here in and be in a reasonable state

Leave Menat alone

3 Likes

Its still an 8 frame piece of shit that’s -2 on block and only +2 on hit.

#StruggleKick4Lyfe #PlsBe7framesAtLeast #AtLeastPlus4OnHitNormally

Kolin pretty much has the best c.mk that isn’t cancelable. Long range and plus one on block so she can keep taking her turn after you block it. Not to mention force a counter if you bother trying to challenge it. Basically becomes cancelable once she has a VTC.

Most of the other long c.mks don’t have cancel properties outside of VTC. Which is why I rate Blanka c.mk pretty nice because can always cancel into plus frames and knockdown without meter. Rare for this game. Makes up for short range with those properties.

Long strong cmks tended to be what helped characters shoot up to top tier in other SF games and this is a game where they wanted to get away from one button doing too many things. I like good c.mks though because that’s pretty much what top tiers were in dark age games. Good spammy c.mks

There are people that actually own skies of honor. I’m gonna puke.

1 Like

I do, its an awesome stage.

Shame about the vertigo though. But it is really, really nice.

4 Likes

Nah fuck that. I gotta deal with peeps dashing, jumping and shit moving in the background? ffs

2 Likes

But then you’ll have a better crmk than Guile

And we can’t have that now can we

Wouldn’t Young Zeku be a better character to abuse a c.MK with any way? O.Zeku more of a ranged character with slower walk speed where it’s harder to be in range to enforce a c.MK.

Young Zeku has Chun Li forward walk with a 7 frame c.MK that has rare 3 active frames for a c.MK. Also plus 2 on hit and only slightly more unsafe at minus 3 on block.

FAT also lists this for both of his c.MK’s

  • Deceptively far range compared to what it looks like
  • Less likely to lose compared to most MK pokes in the game due to not having any hurtbox extension before active frames
  • Young Zeku’s best button to buffer into V-Trigger Dash and confirm in neutral/footsies

The second one sounds similar to Juri’s s.MK where it becomes a strong poke due to the hurt box not extending before active frames.

This isn’t true of either Zeku’s crmks I’m afraid.

While it is true that there isn’t an extra hurtbox around their legs until the first active frame, both Zekus move their bodies forward during the start-up frames. So unlike Juri, they may just run into another normal while they’re shifting forward, before the move goes active. Juri’s hurtbox remains at the same width as her standing hurtbox for the entirety of start-up and doesn’t move forward at all, the hurtbox only expanding on the first active frame.

I wanna do more checking of stuff but I’m going to bed

2 Likes

Great, now I can’t unsee it and it disappoints me too. #JustGenXThings

1 Like

Sagat v Bison is one awkward match for Sagat.

Sagat at 14, I did not expect that. Feels short. Maybe it’s deceptive because of his size.

Tonight I learned just how vital close range fireballs are for Sagat. One of our better local players kicked the shit out of me with multiple characters when I tried to contest him with normals. Switching that up to use fireballs from there made everything a lot better since the speed was comparable to sMK but now I didn’t get stuffed by everything.

It’s weird to me because I’m used to characters where fireballs complement their footsie normals rather than replace them. Here it’s the actual backbone of the mid-range game.

We were both a projectile away from dying (or more accurately in my case, a flying physical hitbox away from dying). I never played against Cody before, I thought I had a read on him throwing the knife, decided to counter that, and then died for what in that moment seemed like the right decision.

Now after I got hit by it I assumed it was as Akhos explained because the alternative (knife having a vertical wall hitbox) seemed even more stupid. Visually it still makes absolutely zero sense. There’s no reason for them to not just reduce her hurtbox by a few pixels so that his knife flies right over her. She’d still be jumpable, which I suppose is why they decided to handle it this way.

Sagat optimal fireball range is played super close I think, his hurtbox doesn’t extend so he can stuff everything coming his way with a fireball. It’s just really risky, but when it works it forces impatience or them to back off and give a bit of screen space up.