SFV Lounge: Menat BUFFED, F2P SFV coming, CCCC COMBO BREAKERS coming

Sakura SSS tier, Capcom pls nerf :3

Beeky got that Rockettes tech.

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Laura’s V-Skill is also a Crush Counter.

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That’s right. I guess the only reason that made sense for me was that it can technically anti air and that crush counter state obviously there to set up juggles after.

Not patronizing at all, I totally get it.

One of the problems I’ve had is that in trying to learn to play the game I’ve also learned to approach it in a really linear fashion. If x then y, only do “safe” stuff (at least in terms of -oB moves, doesn’t stop me from jumping), don’t do “random” CAs, stuff like that.

The upside to that is that I stopped dying to doing really dumb shit but the downside is that I’m sure I was crazy predictable. You need to throw some caution to the wind sometimes just to keep your opponent guessing. Smart/ballsy variance. Maybe not as YOLO as online but also sometimes its good to just try shit out and see what sticks. Not like there are any stakes outside of a tourney.

A big part of what makes “crazy” players seem crazy is that they do shit that feels impossible to predict or the risk/reward of what they did is fucked. But that is also what makes it so effective. Also rage inducing, but effective.

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I have a similar issue in that I tend to go to far in either direction. Either to safe and predictable or so dumb it’s obvious.

I just always try to remember that there is a place for the crazy and the hail Marie’s…

I would also comment again I haven’t played enough SFV yet to make any that commentary specific to SFV in any way to be taken seriously.

I think capcom dropped the ball with Kage. They gave him ryu’s weaknesses (normals), and removed his strengths (high pressure - relatively safe fireball). But made him very strong in one area (up close/air mix ups). His whiff punish button is identical to ryu’s season 1. He has a slightly superior version of v3 alpha/season 1? ryu’s overhead which is comboable on meaty.
His one defining strength which is his mix ups with vt1 set ups and upclose pressure are mostly just gimmicks and heavy reaction based. It’s not a read or a 50-50, or super strong reactions like vt 1 laura dash.

You have streamers getting to diamond off gimmicks, v trigger cc sweep jump ex tatsu, or teleport behind from throwing red fireball, or my favourite dash in demon. V trigger1 v skill charge that is plus ob and which people press buttons on.
And then you have people getting away with cr mp into heavy stomp. Not heavy fundamentals game, but mostly gimmicks that will get found out soon.

The difficulty is the char has no way of getting in or a move that causes problem for the opponent in the neutral such as ex zonk/demon flip/ex tackle. Or ways to continue pressure after being pushed out like a command run. Ending combo with dp often ends your pressure so you’ll have to find setups. There’s the problem with v skill being slightly too fair. Lacks damage and there are ways to badly punish it. And using it too much can be problematic considering low health.

The character’s also made off glass, one mistake or set up from opponent and your in trouble. The thing is other low health char make up for it by being solid and overly strong in some areas. Which is lacking in kage. So in summary i find his design choice odd. The last character you should be basing a char on is ryu anyway. Ryu’s has fundamental design issues that makes him eternally mid tier.

They should have released Dan instead of just Angry, Edgy Dan with walk speed and demon CA.

Any time when someone just holds forward on your knock down like that, you know some shit is about to go DOWN

Beek only accomplished that calculated setup because of his allegiance to the sus

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Beek in Gold. He ready for tournaments.

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How is beek barely gold?

He’s like Highland. He doesn’t respect ranked.

Never saw the utility of df.HK with Sakura. To be fair I’ve never seen that wonky crossup setup either but aren’t you basically better off just pressing st.MP in such a situation for better follow-ups?

obviously not lmfao that shit was crazy

Yeah but without linking into a light at least it doesn’t give you anything. Pretty good if they’re close to stun though I suppose.

I’ts never been much useful really. It has some ok setups but you need like perfect scenarios near the corner and such. Midscreen doesn’t have anything worth bothering with and VT1 hogosho likely gives you stuff better now any way.

I play against Kusanagi often enough and he almost never uses it. Obviously if you get a perfect setup you can get stuff like Beek did, but she can still live without it IMO.

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Kage still ain’t scares me.

Atm I’ve found 2 kind of them, eager to get in or too scared to make a move. His V-Skill isn’t a problem if you know they’re going for it, Kage players want that easy counter just from outside the piss poor Dan-like hadoken he has. Can’t assorb lows,so V-Skill happy Kage are asking for a punish. Low forward into Hadoken becomes problematic if you want to walk forward or hit a button right after since the smartest ones learned to use st.hk after the fireball. Like Teiga said, there’s no reason to press shit after cr.mp, it’s +3 oB anyway. Kage could go for a heavy stomp even from there, but a microwalk for a throw is necessary from that distance. He could clip you with cr.mk xxEX Hado to check you walking back, in that case taking the throw isn’t that bad. Most of his VT1 setups are fake, you can just stay crouch to avoid any kind of EX Tatsu crossup. I consider dangerous his V-Skill and blocked red fireballs here, they’re the real party starters in that situation. Stomps in general have visual and audio cues to guess which one is coming, personally I’m used to this after playing Necalli weekly since day one. Some conversions aren’t optimal by design, Kage players improvements will come along with players learning how to stop or avoid his BS. Kage to me is not below 15, but no way in hell he’s in top 10 right now. Capcom could improve him facilitating some damage conversions after Tatsus or improving his fireballs while weakening his up close stomp game, but that’s it.

Only changes I’ll take on Kage are adjustments to his normals. His frame trap routes are kinda garbage if your aim is to snag counter-hits. Primarily due to his fierces having no range, so his conversions suck on big hits.

Where you place him is fair enough. Top 15 in this version of the game should be plenty fine any way. Tatsu has solid corner carry and gives free oki so probably shouldn’t add too much damage to that. VT2 is like a cheaper version of Sak’s VT2 and pretty much can end games on its own. The only thing it improves in neutral is having the big misogi crash vs fireballs or certain other real laggy special moves, but that’s good to have regardless. Also immediately shuts down stuff like slow jumps from Fang and Dhalsim V Skill stuff.

Kage c.MK stuff.

Basically with this stuff he has the best post c.MK scenario in the game.

c.MK fireball

  1. Combos from max range of c.MK
  2. Has adequate range for someone of his walkspeed
  3. Also TRUE STRINGS from max range (this is pretty much unheard of in this game meterless)
  4. Pushback sets up block whiff punishes with s.HP (which can definitely be done on reaction).

So basically this is the most set and forget low forward string in the game. Essentially what @Dime has wanted. Which is why I never really answered his question when he asked because I didn’t think there was anything in the game quite like what he was looking for until just now.

Ryu’s c.MK fireball got better, but it’s still not true block string so characters like Birdie can bullhorn inbetween in and punish him big still. He pretty much has to land that on hit still vs certain characters. This is full on true block string gotta hold it OG.

First gif basically shows that max range not even Birdie can touch Kage his s.MK and anything else would be irrelevant for him to try to press back with any way.

Second gif shows you can catch Cammy’s whiffed buttons from pretty decent range with s.HP. If they don’t wanna press anything after block fireball keep walking in and getting free white chip that forces them to stop walking backwards. Dime doesn’t like people moving backwards so there ya go.

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