SFV Lounge: Lupe please comeback! DevilJin moving to Mortal Kombat 11

Typical unless custom combo rumors are true.

It’s a very eSports/Capcom Cup centric game so it doesn’t pay for the jersey wearers to have a wildly changed game. Makes the devs job easier also.

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Bad reads. Bad with scrambles. Tend to get flustered/frustrated when opponent is clinging on to sliver of health (I really really hate no chip kills as it makes it easier to cling on). I am pretty good at clinging onto a sliver of health myself though.

I know all that, I’ve tried using it here and there since the SF4 days because invincible DPs were free back then. Like I said it’s a confidence issue, plus I hate being wrong if I get jabbed out.

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Ryu and gat pressure isn’t bad. It’s decent because both characters have decent Enders that can’t be punished by most characters and because both characters have good fireball games so they don’t care if they get pushed out… which funnily enough makes their upclose game better because they don’t HAVE to force a mixup.

Playing an upclose character, you have to force a mixup, or push yourself out.

There are few to no ways to stay “safe” in the game. You pretty much always lose pressure or have to take drastic actions like using staggers and walk up throws after blocked mediums.

I want uriens cr.mp to be +2 on block though. If his fireball is going to be -7 then he can afford a medium linker that is plus.

-edit

@Rice_Eater

Yeah in sf4 I delayed my “meaties” about 99% of the time. Wakeup jab wasn’t powerful in sf4 when I was playing because people didn’t get free reversal timing on their wakeup normals.

Weaknesses? I only have one that I really acknowledge. Lack of ability to 1 hit cancel confirm which ties into bad reactions in general.

But sf5 specific? A laundry list:

Play is too linear (not a bad thing in the oldschool)
Don’t differentiate my pokestrings and frame trap/throw setups enough
Don’t play in an optimal way (ch link confirming, going for best combo that will kill in certain situations)
Inability to differentiate between different pokestrings my opponent does in the heat of the moment. (I generally have to guess what my opponents exact blockstring will be, I can’t react to the negative and plus frames from most normals)
Play more dynamically in neutral. I like my spacing based games and I like to stand in certain ranges, a lot. It’s the oldschool in me and the “was once a guy that could challenge top players” in me. You see top players like punk and tokido doing this, and back in the day I could as well. It I’m so old now that the reactionary weight is a bit too much. Like trying to curl 50 pound dumbbells when you are 70 years old, versus doing that when you were 30.

That’s it mostly. Other small things but meh.

Yeah I’ve been playing Akuma since last Summer and yes, I stick to the gameplan you mention because it’s easier and works fine against most players I face. I’ve thought about adding staggers to my game a lot and will try it sometimes. But I lose confidence in it quickly when it doesn’t work and go back to the basic stuff.

It’ll continue being a very slow work in progress. But reading this stuff does make me want to try harder when it comes to this aspect of the game. We’ll see if that goes anywhere though.

Quick question for you guys. If you play someone that seems like they’re always willing to take the throw on wake up. Do you just accept that or will you pass on it and look for ways to open them up?

Throw them till they die

If you’re playing someone that will take the throw, keep throwing them. That’s basically what happens at top level play. They keep taking throws, but they can’t just keep taking them or else they will eventually die. Just keep throwing them until they eventually make some other move that you can account for. I’ll take 3 throws if I have to, but eventually I’m going to have tech/dp/dash the 4th or 5th one or else it’s gonna get bad.

I just win off the fact that most lesser players dont encounter people who dont tech throws so they get flustered after I don’t tech the first 2 times and let me get back to playing neutral.

If I fight someone else that isn’t teching I just keep throwing until they finally tech or hit buttons.

Some players seem more stubborn and really want a fat combo instead. I know I’ve seen some Tokido matches where he’s unwilling to throw a guy and will do cr. MP, walk forward cr. MP or something like that(repeatedly) to try and get the guy to press something so he can capitalize off it.

So I was just wondering what other people thought about that.

that micro walk into another cr mp is to catch people pressing 3 frame or pressing buttons to beat a shimmy.

We need this in 11:

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I know exactly what it is, I’ve had it done against me many times successfully. I’m willing to just take the throw, but my opponent keeps doing micro walk into more buttons and I lose my patients with them and get blown up because of it. The throw is free, but the reward is bigger if you can catch your opponent hitting buttons. Some top players though will keep passing on the throw because they want that fat damage.

That part of it depends on health leads and stuff.

Like if you are at a 60 percent life deficit and finally get in, you probably want more than a throw but the opponent is going to be smart and buckle down on downback so that you don’t get much other than throws. Staggers and such are better in those scenarios so you can give them just enough room to feel like they should hit a button and then counter hit them into bigger damage. The idea when you need the life lead back is to give them just enough room to feel like they should be ok to hit buttons back and take their turn, but you fish for the counter at that point.

Plus a bunch of c.MP’s end up doing significant white chip which forces the opponent to move also. They know that throw is going to do like 200 or more damage if they keep taking c.MP’s so that vicariously makes the throw more dangerous. Especially with Akuma’s walk speed.

They will push themselves out eventually. If the opponent does a micro walk into cr mp. Your 3 frame should beat it because it’s not a frametrap. 3/4 frames will almost always beat microwalks, cr mp microwalk into cr mp, or cr mp microwalk into throw. So for the most part the opposing players best options are a frametrap which will push them out due to pushback.
Also once they’re out of throw range you can v reversal if your in the corner.

When you get someone taking the throws you’ve basically then got to make your neutral better than theirs or counter their attempts.

You can then try and push the screen to the corner and get them to a point where options are limited.

That’s why the game looks a little better at CPT level than the cluster fuck that is online.

Thing with Akuma you can force it, with EX moves that are plus like slide , plus you have flip and yer broken ass FB cancel!

That’s the basic stagger I was talking about. It’s basically a confirmable medium that gets blocked and then you walk up and do it again.

Both highland and I use them a lot, though he’s better at it than I am, but meh. We’ve both blocked 4 or more walk up mediums in a row, it’s rare but it happens.

so it looks like smash ultimate has 7 frames of input lag

Still better than SFV… oh wait.

Infiltration live streaming.

It’s all Korean though

I hope he comes back man.

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You forgot one important part: more Cammy buffs