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

Im learning towards not very good. Just at a glance from a little training mode time. Neutral seems outright bad. No free entry moves to cover that weakness, and his vtriggers lean more towards honest than the season 3 standard of good.

Anybody got the frame data for his dan fireballs?

Necalli has his vtrigger plus ground pounds for neutral and his dash is very good.

13-5-23, +2 oH -3oB

Oh infiltration said ryu is his favorite character right now or something like that. So maybe hes finally not bad this season.

But he isn’t exactly a neutral monster, Necalli dash becomes problematic in VT.

No he’s not but the siesmos and dash help. Plus he has a CC poke that gives combos. Then if that dont work he pops vtrigger and goes HAM.

Kage doesn’t have any of that stuff.

That’s what I was trying to remember.

I know there is some wonkiness in the Weekly Mission schedule, mostly from Capcom’s laziness in how they just looped the originals. The prime case being the overlapping weeks, where Capcom accidentally started one week in the middle of another week, which results in a few days where two weeks worth of challenges are running simultaneously as well as a few days where no challenges at all are running. That’s popped up at least twice, maybe more.

Then there was the time Capcom accidentally re-offered the previous year’s missions (which retaining their completion status, so you couldn’t do them again if you’d done them before) alongside the new looped missions.

So I can’t say that this is a new Fight Money reduction or just a repeat of a somewhat forgotten one-week set with no big mission.

Sounds like kages game plan is similar to kens

Sounds like his gameplan is similar to about 9 other characters.

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Long time! Also, pretty cool comic. You should add Vega feeling mighty narcissistic from the buffs he got, and Juri using her bionic eye to try to understand what the hell are those changes she got.

Played some more Ryu. Actually didn’t have a horribly frustrating time with SFV for once. In fact, I want to play some more when I get back from my holidays. I probably won’t touch ranked fucking ever because it’s not good for my blood pressure, but having a character I’m enjoying might put SFV back to side game status.

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The way they reworked the move basically means you shouldnt be using so much as a combo ender anymore. So if your playstyke relied on shots for combos then you gotta adapt /shrug

PP is now the go to move to combo off of lights (thankfully the reduced pushback on some lights help a lot in this). Standing shot works alright as a frame trap when cancelling from lights, and it also works nicely as an oki loop in the corner that lets you hitconfirm and link into a normal into KK.

Its a little awkward to adapt to it at first but I feel I’m getting the hang of it.

I realized that Bison’s buffs are more or less inconsequential. The only true buff he got is that the top tiers of last season got nerfed. And now the online warriors are assembling to punish him for his perseverance.

Well, to hell with the online warriors!!!

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:rofl: In scenario 5 we play the roles of two shy teenagers: both want the rematch but both let the timer run out :cry:

Falke s.mp pisses me off. Idk how people in these combos vids don’t constantly whiff it.

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Easy: they edit that part out.

You have to think of s.MK shot like Ryu’s old c.MK fireball. It’s one of the closest things to it in this game that doesn’t hit low. It’s essentially a true string 2 in 1 that has VTC conversions and leaves you heavily plus on hit and still plus on block with pushback. You’re not supposed to get a bunch of combos off of it on hit, but mainly more so to dictate pace for the next thing you’re going to do.

If you land s.MK, shot on hit from a spaced range you basically get a free s.HP to throw out from a range where a lot of characters will have trouble whiff punishing it. If they stick out a button after the shot on hit it’s a free s.HP, KK/EX KK confirm into corner carry. If you condition them to not stick anything out then walk up and set it up again or move in closer to your light confirm range.

s.MK shot on block still leaves you spaced plus 2 so at the right range you get similar uses of s.HP to fish with. Landing shot on hit gives you more stuff, but plus 2 on block with range can still fish.

Really the best thing s.MK shot does on hit and block is make VT2 way more useful. Part of the reason VT2 was garbage on top of the 3 bars and minus on block was that she had nothing in neutral to force plus frames with on block. Now that stand shot is plus 2 on block and even more plus on hit Falke has the one big thing she was missing in general and to safely get VT2 started. Now instead of worrying about how to safely confirm off minus stuff into VTC, you can stay confident in throwing out plus on hit and block strings until you land a confirm and then activate.

s.MK, shot, c.MK VTC all combos into her VT2 and gives you dash up oki. c.LP VTC also gives you a solid punish vs minus 4 shit like Rog’s dash punch so might be the better trigger to use vs him. Still not as good as VT1, but more useful than before.

Once you know what ranges to use it at it’s pretty easy to be at the right range for it. s.MK shot changes make it less important any way. You either want to stay at s.MK shot range so you can confirm that or confirm s.MK/s.HP into KK/EX KK or be inside of that and fish for double light into PP bnbs. If you get inside of that range (like basically throw range) then s.MP is useful, but outside of that don’t need to worry about it.

Yeah it’s pretty gimmicky, tho it just feels so dirty getting a combo on someone attempting a legit punish.

What moves do you normally cancel into it from?

Easily the best buff for me is how far PP moves forward during combos. Stand MKxx PP hitting from the max range of stand MK is so good.

I wonder if Falke’s VT1 is still as valuable as it was in S3 now that regular shot is +ob. I like the oki of the VT2 activation and i like added damage you get from a PP anti-air to D+HP+HK.

What did they nerf in akuma?