People will hate Gief again.
For the next 2 or 3 weeks I will be playing him exclusively on the PC and Falke on PS4 to decide who will be the main character and who will be the pocket.
But Gief is back into the game.
All this falke talk has reminded me to ask how exactly do I fight her? Any time I see her in ranked o anticipate a loss. I know Laura’s stubby buttons don’t help but I find I beat sim with Laura way easier than falke. The only thing I can seem to get it’s baiting her reversal. Her keep out is too real.
Basically the best way to beat Falke or any zoner is to be patient. If you lose to a zoner character it’s because you weren’t patient.
They’re already going to outrange you so there’s no point throwing out a bunch of shorter buttons that they will hit or shoot at and bring your health down further before you get in.
When I fight Laura players they usually try to charge a fireball with her. Once you get the fireball out it’s tough for Falke to hit you without getting hit herself. Otherwise just slowly walk and block your way in and maybe go for a v skill dash if you see fit. You basically can’t really hit button until you get into about sweep range. Take your time and once you get into frame trap range pressure her and use your fastest light attack to bait and block her EX PP
I’ve played against grand master Lauras like IceEffect and there’s a lot of rounds where he can’t do shit for 70 seconds, but the 10 seconds after that determine whether I win or he wins.
Thanks for the insight I’ll definitely be putting it to use.
You hit the nail on head about patience, seems as soon as I think I have a opening I’m going all in and eating shit. Then when I get the ball going the life deficit is too much and they run the clock out.
little stomp oki thing I found
Pick boxer/dictator or be patient is how you beat Falke.
I love walking down guile, menat, Sagat, and Falke. It’s like they panic when I’m walking towards them and not pressing shit.
It’s definitely about finding that time.
In this match Justin was almost about to win the whole set and a clutch EX run through Menat’s s.HP put Itabashi back in the game.
stomp oki is now named
stompki
Crazy you mentioned boxer I’ve wanted to play him for a minute but I’ve never played a charge character. I mean I can do the trials for charge characters but actually using them in a match is a different story. The majority of characters I think about about switching to are charge maybe I’ll quit being lazy and give it a shot.
And yeah yesterday at one point that falke started walking me down the same way because tbh they had me pretty much mind fucked me lol.
When you are learning charge characters you need to remember two things:
- You can charge at any time/during any action
- You don’t always need to be charging.
The best way to learn is to totally ignore the charging concept at first then slowly integrate it into your game. When I first learned Vega in SF4, I just played him as a buttons character.
Level 1: Charge during the “Round 1 fight intro”
Level 2: Charge during your jump ins
Level 3: Charge during your attacks
A lot of charge characters have normals that move them forward or back to aid in moving while charging. Also in SFV most charge characters have one motion special and a motion super.
The first Cammy I fought since the patch dropped gave up mid match. Her nerfs weren’t that bad, were they?
Plus Falke lets you charge while walking forward which is the main thing that deters people from learning charge characters.
oh also forgot to add it to the video but after VT2 knockdown, just backdash > forward dash and cr.mp is perfect meaty. Lmao. Cr.hp on regular hit.
@Evil_Canadian could you tell me your setup for crossup ex tatsu from VT2 please? Any cr.hp meaty set-ups from it would be appreciated too, I’ve yet to find a perfectly meaty cr.hp setup. It can be +8 at best right?
So I’m going through Kage’s hitboxes and uh
I think he learned some tricks from Abigail
I need a setup that is +3 on wakeup. You got that? Then it’s perfect throw/cr.mp mixup because both can hit meaty and beat 3 framers.
Also a perfect walk back shimmy to bait reversals and throw tech.
Actually +2 should work also since cr.mp is 5 frames.
Would figure it out myself but I’ve gots of work to do
So another random Kage tidbit
crhk xx misogi combos regardless of if you get a crush counter or not and regardless of if they quickrise/backrise or whatever
So you basically get a 180 damage 285 stun hard knockdown sweep that’s safe on block (crhk xx misogi is also a true blockstring)
I suppose that’s minor compared to the other confirms and things you get with it, but it’s yet another thing you can do with it
I swear Kage’s bullshit VT2 downsmash Mitsurugi whatyamacallit is the most abrupt and satisfying thing in SFV.
3 Bar trigger means it’s late into the round and often low health for both
You pop the thing, they can’t jump, can’t fireball, can’t do anything.
And when they do… BONK
(Cue FF7 Victory music)
Kage looks sick, but I’m with some of you guys that his dan like fireball is kinda a deal breaker for my scrub ass.
I want to recall reading once that there was an issue with the hitbox displays for moves in SFV, that the display is off by a frame or something?
If you look at SFV hitbox images online, you will quickly realize that not a single image shows the hitboxes of an aerial attack lining up with the character. However, if you were to move the boxes down and/or to the right, they will line up with the character.
If the hitbox viewer is indeed either displaying late, or just using old position data, then that is exactly what you’d expect to happen with jumping attacks. The character continues to move, and the displayed boxes lag behind. The same issue may exist for grounded attacks as well, but most grounded attacks do not involve the character changing location.
Basically, if what I vaguely recall reading is right, SFV hitboxes may not be as wonky as many people (myself included) believe.