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

Keoma orders. I am relying too much on ex PP with Falke so Gief will be the remedy to cure that problem.
I am a Gief main for the week.
Worst of all, I can see myself hitting ultra gold with him before the end of the week.

I will be SO pissed if that happens.

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Zeku can bypass fireballs with ease in Young form, Palm, Hozanto and slide are good from full/midscreen range. Obviously Zeku can’t bypass Gat zoning from closer distances without hard reads, but forcing him to play defensively isn’t that bad and up-close Zeku is dangerous.

I don’t think she has good poking options against Sim at all. Her hurtboxes on long pokes are almost as bad as Sim’s and a blocked F+Hp is a free st.mk for Sim. What she really has going for her is her ability to shut down drills and float. Her st.lk, cr.hp, st.hk and PP special beat drills clean or trade. Cr.hp just shuts down float, that move is godlike.

But, IMO, Sim owns the ground game and he can AA her as easily as she AA’s him. In fireball wars, I think they’re pretty even. Her startup on prone shot is a real hindrance and it makes it easy to avoid.

I think she should be able to zone better with plasma. They should add kick fireballs to her arsenal. Standing kick fireball goes horizontal, but can be crouched. Crouch kick fireball shoots at a diagonal angle. Air kick fireball is a shotgun blast that works like Sim’s gale, but maybe she just bounces back like air shot to create space instead of getting closer with plus frames.

I want top tier Marvel-lite zoning Falke. I think shes a really interesting design that can shine with just a few more tools.

Or just give ex.KK a hit of armor so she can have unga.

Hozanto and slide aren’t reactionary punishes and they both are punishable. They get around fireballs that are bad or predictable

The anti fireball tools that worry me are things that can be done on pure reaction by players with less than top tier reflexes. Things like laura ex elbow, Ibuki ex grab thing, cammy ex arrow, balrog vskill, juri vskill etc.

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I think the thing i dislike about fireball zoning in this game versus others, is that you can’t predictably react and neutral jump fireballs like you could in the oldschool and few characters save for guile L boom from far, could do anything about it.

One neutral jump over a jab fireball in oldschool meant that you essentially could play actual neutral (footsies) for a couple of seconds with no fear of another fireball to deal with (because jab fireball is still on screen)

In sf5, this isn’t the case. There is no “braindead” universal mechanic o reactive way to deal with fireballs that the opponent doesn’t really have a great answer to. If you neutral jump fireballs any kind of predictably as an example, the fireballer gets to use teleport dash to get up to you and put you in pressure, which at the very least eats screen space.

This is why so many characters have “braindead” meterless and metered options versus fireballs. Without them, fireball zoning would more than likely be the strongest it’s ever been. And that’s saying something.

As an example, if you are using a fireball character (they tend to have the weakest anti fireball options) and their fireball is obviously weaker than the opponents… shit gets pretty ugly. You feel zoned with not a whole lot of options outside of risky jumps and yolo fireball beaters like sakura hk tatsu or ryu tatsu.

There’s a reason why highland thinks some of sagats worst matchups are against zoner s that are better than him. Because when one zoner is outclassed by another, you have few options. Even my shitty day 1 menat was making him jump like we were playing hopscotch.

Anywho, probably just ramblings, but I think the moral comes back to the fact that the dashes in sf5 are ridiculously stupid and really make the game not play like streetfighter. There are lots more things, but not being able to neutral jump fireballs “for free” when they are spaced from certain distances, takes away from some of the best things about streetfighter fireball zoning.

So I can understand why so many characters have anti fireball measures on this game when there is no focus attack, neutral jump anti fireball avoidance is way weaker, and the stages are huge which promotes runaway style zoning, making fireballs that much better.

If it weren’t for anti fireballs measures the game would be ridiculously slow and boring and matchups would be hugely one sided and non dynamic.

I destroyed s poor chun yesterday. She couldn’t even get close to me. I legit felt bad for chun even though I was doing it.

There is no conclusion, just food for thought. Fireballs aren’t in any way op in sf5. In fact they are definitley underpowered, but it isn’t because the fireballs themselves are bad, it’s because of character specific options that were given to make them not op.

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Zeku slide is a reactionary punish to Tiger shots because Sim’s slide is. I do it all the time and I don’t have top tier reactions.

Post High Level Ryu tech, I need to practice NOW.

Depends where you are on the screen, usually I’ll be fairly close to young Zeku. He’s definitely the better character in the match up, but I kinda agree his anti FB shit is just “ok”.

I don’t think people should play old guy very much in that match, his flips are easy to eye ball they kinda remind me of a slightly better Vega wall dive.

I think he should have gorilla dark ages heavies. If that makes him overpowered, oh well join the club with Akuma and Cammy.

What about all the people that complained about uriens st.hp getting all that damage, when sagats st.hk HAS EVEN MORE RANGE?

This is why capcom doesn’t listen to most people’s balance decisions unless it’s just a whine fest that makes capcom capitulate.

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Not necessarily saying that she has great poking options vs Sim, but that she can definitely poke Sim better than she can poke Fang. Sim doesn’t win the neutral vs her anywhere quite as well as Fang does. Taking a s.MK punish off a f+HP isn’t that big of a deal as long as you have a decent life lead and really j.MP and s.HP are more important to use vs Sim and a lot of other characters. f+HP has its uses but people who don’t really main Falke abuse it way too much in matches they don’t need to and don’t know how to use her other buttons at all. Even then f+HP becomes pretty useful vs Sim once she gets trigger.

Most of what you described already kinda details the lack of struggle I feel in the match compared to her worst stuff like Rog, Bison or Fang. They both have options for each other and it’s a matchup that Falke can actually rushdown in because he has no 3 frame and no EX DP. Which means she’s fighting a character that her pressure (especially VT pressure) is pretty legit vs. Menat is a bit tougher because of 3 frame spammy s.LK and 4 frame start up super.

I don’t think they’ll go with the pew pew spammy route with her. Think they want her to have unique angled fireballs that have their uses but not really the Guile/Sagat style rambo shooting. Her s.HP and f+HP allow her about the longest convertible pokes into real damage in the game which would give her some of the best of Sagat and Sim and then some if they took it too far. Sim and Menat follow the more traditional limb type zoning with single hits over and over over time , but Falke can actually convert long buttons into solid damage and corner carry so she has an interesting way of dictating long range and applying corner carry that most of the other cast can’t really (relatable to KI Glacius or GG Zato).

If she got an EX version of her shots, another move that she could EX that actually gave her her turn back and a couple other things I’d be fine with that and would put her in the upper tier pretty much on that alone. Anything else would just be icing.

Vega already gets out of the corner for free, and now you’re talking about making the Ken matchup even worse??

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Poor ken in s4 will have immunity to vega roses to make up for the gross injustice of it being the most lopsided match in sf history.

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It’s not a terrible v trigger as it’s now, you usually get it twice a round. One hit confirm can easily get you 300 + damage, or corner carry and oki. It’s busted as in having two of it can ruin the match. The opponent forgets you have v trigger and you just check a dash in, a slow normal, fireball, armor move, or a jump by throwing that out and you get good damage. Two roses would net you nearly 600 damage, which is busted. And since it’s a two bar v trigger 4 roses in one round would be double that.

Unless you mean you only get another shot at throwing the roses after whiffing the first one. But that would still be bad because you use a v trigger that not only changes the way the opponent approaches you but can also can do good damage on hit, gets you out out of trouble for free and you’d have the opponent on the ropes for long. Too good for two bars imo.

Buff sagat and most of his 50-50 matchups will just favour him now. Akuma, and Ryu will now be 60-40 in sagat’s favor.
Laura and Kolin already have a hard time dealing with him and the matchup becomes sf4 alpha levels of obnoxious after s4.
I think he needs design changed (weaker fireballs, better normals and faster speed) or a typical sf5 patch where only qol is improved.
Or better yet just use him as a counterpick. Vega, Ryu, Sakura, Cody, Falke, Zeku, Fang all aren’t terrible in terms of design. But they’re merely counterpick characters. You could still win majors win with these characters so long as you avoid a bad matchup or a certain top tier. It doesnt matter how good you are with fang, if you meet a top level cammy you’re getting mauled. Like wise with Ryu against Rashid.

A slide sometimes only works from slightly further from mid range, closer and it will have to be a read or youll get clipped by a fireball, unlike Bison’s slide, zeku’s slide cant be made safe. So your eating a big punish.
This is a matchup that’s all about sagat domination. You just play a patient blocking game, block and look for a jump in, get a whiff punish. On knockdown you try to murder sagat asap. That’s how i play the matchup. If it doesnt work out you lose but people always make mistakes.
Old zeku is almost useless because bushin grams lose to fireballs and the long range one is easy to punish. The only useful move is ex bushin flip that can punish fireballs better than hozanto.

Justin wong bot on twitter is breaking

20 mins ago - “Is SFV fun? Yes”

16 mins ago - “I don’t care to play SFV”

EX shots would be nice. A bounce like Trigger 1 shot for air version, wall bounce on hit for shotgun and for the crouch shot I’d simply cut the entire frames in half so it’s actually a decent counter fireball against Guile & Co.

Edit: on second thought, she’d gain nothing from wallbounce so maybe let EX shotgun just knock down or something.

Well, most of these moves are EX so the opponent needs to have resources to use them, the others who can just use V-Skill are ok to me. Like Sagat has some adv matchups I don’t see the problem in having bad ones also.

I suppose you didn’t play SFIV then.

Also since when is spending Meter to beat Plasma something bad?
Remember a lot of chars having fast EX Moves in SFIV that could beat projectiles on reaction, even if you reactions weren’t good.

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