I really enjoyed playing her, I felt her dash and walk speed pressure was approaching SF5 style and her footsies were actually really good. EX DP was insane as a mid range AA, I loved the way you could pick off Cammy dive kicks without a worry.
My overall problem though was that she seemed to need an extra combo to kill and in this game that means you might die.
Also yeah AA, cr.hp should be a bit faster, if it was Cammy style shed be quite good. Probably making it about 6 frames would do the trick.
This is a good point. I never understood why buffered normals are so weak in this game when they were so godlike in SF4
On the other hand I don’t understand why you would consider fuzzy walking to be “too powerful”. Fuzzy walking is the soul of footsies in this game and doing it well requires skill in spacing, reactions and character knowledge. These have long considered to be the cornerstones of fighting game skill.
Why is fuzzy walking being strong in this game considered a bad thing?
You just have missed the context of what I was talking about. I specifically have been “mentioning” this issue for… years now (some would call it whining but w/e these people don’t pay my bills) that throw game, basically the ability to throw a mofo or frame trap them, is ridiculously underpowered and makes neutral bad because having a GOOD neutral is less of a focus because if someone gets in on you, they have less ability to convert that into direct damage.
In previous streetfighters pretty much across the board, the ability to do damage to ones opponent off of an in… seemed to be 60-80% of the time.
In sf5, no lie the shit feels like I’m only getting a successful frame trap or throw (and not just me, I see this even in someone like tokidos gameplay) to where frame traps/throws are only working between 20-40%
Which is absolutely atrocious, upclose defense is waaaay too good because there are way too many ways to stop normal throws in this game.
That feel when you shimmy someone and they… just walked backwards… that shit is stupid as fuck ESPECIALLY WHEN THYE CAN ALSO BLOCK YOUR LOW AND YOUR FRAME TRAP.
Like for real I feel like I have to lull my opponent to sleep with a boring ass offense, or hope they fuck up the timing on their fuzzy walk.
Shits atrocious and offense only “gets good” when someone is cornered… which funnily enough, it starts to get too good in the corner. You don’t want 90% success rate, but you don’t want 20% either. Between 50 and 70% success rate for me is what makes a really interesting and challenging game.
Outside of cvs2 and maybe sf4. Sf5 has the easiest offense in streetfighter I’ve ever played against, but atleast In cvs2 you did massive damage for any hits and the pokes were good, and in sf4 you had vortex for any fuckups.
Idk man. Sf2 offense is probably the craziest there ever was. Especially world warrior where one knockdown and you can basically release the stick since you can’t do reversals and you can get thrown in blockstun iirc so you just get ticked to death.
In WW gief was one of the worst characters iirc and he basically had a 100% combo off of any Spd.
ST offense is less crazy than sf2 because you can soften throws.
I know you use fuzzy walking as a term for walking back, and randomly low blocking (and I don’t really care to discuss it because to me it’s w/e, it just means that low confirms are now an important part of the meta).
However, when you said:
I thought you were referring to those micro shuffle set plays that players like Punk use in neutral to bait buttons then whiff punish.
Yeah, re reading it I should have worded that better.
I’m basically saying that neutral active defense is bad and leads to lots of point blank play, which leads to lots of throw/frame trap situations, which leads to point blank or near point blank fuzzy walk being applied liberally.
Tbh, yeah, it’s not THAT big of an issue if your low confirms are super on point… but that’s the problem. Not many peoples are and the game is supposed to be low execution anyways. My low confirms are atrocious and won’t be getting better any time soon so that means people like me are basically forced out of the meta of top level play. That’s a pretty shitty game design when all that has to be done is give some decent specials to characters that do decent damage and are positionally safe on block that combo from specials.
You’ll also notice that a confiemable cancelable cr.mk is one of the big things that top tier characters have, outside of guile who simply zones so well he rarely has to deal with the situation.
Again GGs @Rice_Eater You play pretty solid. You definitely use a lot more of Akuma’s moves list than most of the others I fight against. Even the dives and such. I like it a lot. You obviously fight a lot of Ibukis you got me the first 2/3 pretty good.
Falke vs Akuma is very interesting and I think the way you play it I’ve learned a bit more about it even though I’ve fought a lot of Akumas. Akuma doesn’t have any real crazy horizontal body throw BS so Falke can control him a bit better than Ken, Rog or Bipson. It’s a pretty controlled match where whoever gets the life lead can force the other to do what they want. I tried hard to react to those air fireball and demon flip baits. You did a good job adapting after the first set so good to see that.
I got lucky at the end with that c.MK. I pretty much only use that button to close rounds or activate VTC lol. I got lucky and figured you were gonna jump at me again so I go for that no motion EX PP.
My dream buffs for Sak are all QoL, but I think they’d help a lot:
-Switch knockdown adv for MP Shou and HP Shou. For max damage you’d have to give up great oki, but now off her light confirms and c.mk/c.mp buffer
-Knock a couple frames off of MP Shou startup so it can be cancelled into late and still connect
-Increase upward hitbox of B.HP, making it a better AA. Then she’d have 7 frame CC AA and slightly slower c.hp for crossups
-s.lk +2 on hit
-Hadouken now 15f startup and -6 on block, EX Hadou 13f startup
-Shunpu now throw invulnerable from frame 7
-VT1 make it so you can cancel into HP+HK from ground normals, but it saps up the bar. Fireballs take way less bar, being able to throw about 6.
I think giving her good oki from her most common attacks and buffering her fireballs and AA just slightly will make her more solid on the ground, and Shunpu will now have some use as a throw bait move. VT1 will now lead to her having better block pressure and more fireballs to throw. Do those and I think she’d be right about solid mid.
You definitely adjusted from our first set where we randomly ran into each other. I’m honestly confused as to what to do against a Falke that sticks to his guns like you do. You stayed in preferential range to hit me out of the air early or avoid my air fireballs when I was further away. The further ranges where I threw fireball could be countered and the closer ranges could result in me getting CC’d or just hit out of it. I was only able to get something going when I started running the same annoying plan that a lot of Falke players will do against fireball characters.
A few other things
-That jump button reaches so freaking far lol. I got hit so often because I was at a “safe range”
-It’s hard to get damage against someone that never tech’s.
-I teleport in situations where I’ll gladly take the throw or you only get meaty’s with the tip of your normal
Quick story: I was waiting for Deviljin to invite me. Instead I got invited by somebody that I never heard of. I accepted because I thought it was Jin’s alt or something. But the guy picks Karin he beats me pretty bad. I don’t care anymore whether or not it’s Deviljin, I just want another crack at him. But he leaves and then DevilJin invites me a few minutes later.
That was strangely coincidental. I don’t know if someone I know just wanted to troll me or the person really did pick my name out of a hat to body? There are thousands of diamond players though, he couldn’t have just picked someone who just happened to be online and waiting for someone else at the same time.
Yeah most Falkes know how to play her air game but suck at her ground game. Her ground game is harder to learn but once you learn it you can outrange most short buttoned characters and force them to jump. She plays far outside the range of Akuma’s c.HP and s.HP and any s.HP she tags him with can go into dangerous damage and corner carry for him. Not to mention once she has v trigger f+HP VTC becomes dangerous also. He’s pretty easy to fish for CC’s against with f+HP once you know the ranges and when not to throw it.
Pretty much the way I fight Akuma is if they’re shooting fireballs I let them do that and play from a range. Then as soon as they stop throwing fireballs I start walking towards their jump/air fireball/demon flip range. I can still hit buttons on the ground if I need to but in good spot to AA should they jump. Once you learn to hit his air fireballs in his butt with PP you good to go. Anything funky can just EX PP as long as you have meter and react. That’s why it’s good you know to use EX air fireball as not even Falke can really do much about that and gives you some space and good damage on hit.
Some Akuma players get desperate and just start throwing grounded tatsus and hope it hits. That’s always funny.
The j.MP is pretty annoying to deal with. It’s all hurtbox so you can DP or b+HP it pretty easily, just have to be careful to not whiff or else you’re probably taking damage. Somebody who has a real auto pilot grounded AA like Laura can just mash s.MP at it until she hits it then command dash in. That’s button covers about the ideal range Falke wants to stay vs Akuma. Allows her to play fireball wars with him but also outrange his buttons. Then if he stops throwing fireballs move in.
Yeah I don’t tech so not gonna tech much. Probably could have survived one or 2 rounds if I did tech, but better to die honestly than be wrong and get counter hit killed.
Teleport on wake up is good. She only gets f+HP most of the time on any oki that doesn’t end with EX KK. EX KK is the only time you have to really worry about her oki since it gets into a lot of double wake up covering stuff (though you can LP DP to trade and knock her away if she does df+HK double cover after EX KK). Though I also don’t mind if you teleport since that’s pushing yourself into the corner so I can just chase you down and give you less real estate.
After watching James Chen’s video I’m pretty convinced that stubby buttons are actually pretty strong. The top tiers all have top tier stubs that are relateable to the v ism command normals or chuns bhp in 3S. Low commitment buttons that can catch slower longer buttons and do most of your neutral for you.
Make Sakuras bhp like her vism one and top tier right there. It is true that good stubby buttons have made some of the most broken buttons in SF. SFV just gives you access to those any range close/prox buttons. Like your Akuma s.mks and Abi s.mp etc
Ibuki has always been a SFV character in the basic sense. Short buttons and only one real relevant close button. So just put her in a game where everyone gets go to close buttons to use in neutral and she fits like a glove
I rarely agree with James on anything. Now is no different. Lack of proximity normals was one of the design choices I liked most about sf5… specifically because I like the ability to do strong proximity normals from max range rather than upclose, and also because I’m not wiffing short range proximity normals when upclose, which is literally one of the most cancerous things to ever hit a fighting game because when it happens there’s nothing else you could have done in some situations.
He’s also wrong that proximity normals were put in for balance considerations. They were put in because having the ranged distance normals hit up close would have looked super weird with things like guiles backfist hitting the opponent and going through them. This is less noticeable on sf5 because of stubbier normals in general.
In sf5 you get your ranged poke button, your proximity normal button that’s used for confirms and stuff, your low button, your CC button etc etc etc
If James thinks mediums are to fast from neutral on wiff… slow them down on wiff… shits not rocket science, seriously.
Yeah I think Daemos or someone posted an dev article and the dev for SF2 was saying that the reason they added prox normals was something outside of gameplay. I forgot exactly what he said, but it had almost nothing to do with anything strategic. Think it was more just visual.
The main thing I ended up liking about the video is that he did bring up that the best stubby buttons can be pretty cheap and have been some of the cheapest in SF history.
Basically James Chen could have saved all the crazy not so true tangent and just said I want the long buttenz we have to be lunger and that would have worked way better.