Well, people can jump his normals from that range anyways, so fireballs aren’t that much more risky than his s.MK.
I swear, the jump arcs in this game screw me up more than the plethora of anti-fireball tools. I’m not adjusted to having to be ready for jumps from the spacings where they’d also be dashing on me yet (though that’s a very conscious design decision for this game, I’d wager).
Yeah, I fought the most annoying Ed recently whose neutral consisted of dashing around like he was having a stroke and then randomly jumping in. That took so much effort on my part to deal with that I just resorted on hitting LP all the time outside of his HK CC range and then AA when he jumped. It was zero fun.
Add in “periodically mash PPP” and you’ve described 95% of all online Eds. I’d wager most of them don’t know what his forward walk animation looks like.
I need to get to that point. I still have trouble with the Eds/Kens/Uriens/Ryus that you run into online at the ranks I’m in that alternate between dashing, jumping, and falling back to throw a few fireballs to try to get you to jump at them. I don’t have enough confidence with my ability to shut down the dashes so I tend to let those fights get away from me when I probably shouldn’t.
Cammy nerfs gotta be coming. I dunno that anyone else gets more than mild slaps on the wrist.
I think we’re gonna see some meta shifting changes to the “sfv rules” tho as well, so that’s where i think most of the tier jumps are going to come from
You can’t change the core meta of V without fucking up half the characters oki opportunities. Dashing is prevalent so they can’t be reduced or people lose their oki which is designed around dash speed.
All I can see being changed universally is like how VTs work again, because they can’t seem to balance the system at all.
What would you nerf about Akuma?
I see that most complaints are about + on block cr.FP. It can be made minus, I don’t care (as long as it is not punishable).
Not everything is visually 100 percent in this game (more so than other games), but in every fighter there are things that don’t exactly match what you are visually seeing so that’s nothing new.
I could see if it was some oppressive projectile that it would be more of an issue, but it’s a one hit projectile that does small chip, burns a 1/3 of his v gauge to reload the knife after he throws it and is like all projectiles, can’t chip kill you if you just block it down and wait for a spot. Especially considering he has no real anti projectile option and you have an air fireball that can shoot in any jump direction you definitely have other options.
On top of that the hit box is set low enough so it beats most low profiling moves. Which means Ibuki can’t slide under it either. Only Chun’s slide from what I’ve tested low profiles under it efficiently. Either due to her low profiling lower than other characters or how fast she travels during it. Which is fair considering the main use of chucking the knife is to relieve yourself of it so you can go back to chucking tornadoes. Which those can be low profiled under. Especially considering it’s his weaker trigger, not the worst situation to learn the hard way over one match. If you ever rank up you most likely won’t run into anymore VT1 Codys any way.
Within the game I agree with it doing what it does because it’s too shitty of a projectile in general to also get low profiled for free. The knife otherwise kills his far to full screen game which he sorely needs vs some characters.
Yikes fought a real Juri that didn’t just sit back charge v-skill and ex dp.
Is Juri bad or is that just a meme? Seemed like a wall of buttons with really good range. Other than dhalsim I can’t think of a matchup that I’ve been kept at bay with Sakura.
I think she’s mid tier in Season 3, she was pretty terrible in Season 1 and still bad in Season 2 though.
On paper she has it all: good walk speed, two 3 framers (one of them a low), invincible DP, average health and stun, overhead, good damage once you get stores… Her store system is what gimps her and keeps her not strong in my opinion.
Juri is a bunch of good buttons with a less than stellar gameplan and little reward on hit. She has spots where she shines but that usually isn’t when the round says “Fight”.
The cool thing about her is that her non-fireball stores are akin to storing EX moves. She gets those extended special cancels nobody else had before G. The big problem is you aren’t going to be able to store those all that often. So you have to think of the other stores as a 2 to 3 time max use and work your gameplan around that.
I still think she needs an EX store that nets her all 3, start each round with one of each charge or let her go full Jam and let her do up to 3 of the same store.
I would say that anyone saying Juri is actually bad is memeing. Others have elaborated but just to add my $0.02 because I’ve thought a lot about her.
She can be really pesky and control space well relative to how chars in SF5 normally can manage it. She actually has good pokes, a great projectile, good AAs, and good anti-fireball tools. But as others have said she pays for that by not having access to all of it at once and it fucks with her ability to maintain tempo.
IMO she is one of those characters that is good but not great. Still not one to underestimate or she’ll grind you down like a sluttier Guile.
From the Laura side I’ve always found this fight to be a pain in the ass but I’m still not sure if its a strict character match up (Laura does hate anyone with any kind of reach) or a player match up issue. I have been doing better against Juris recently though so to Frost’s point I do think the more you play against her the more you see where you can cause her pain points.