SFV Lounge: No News after the grass, 10K POWERRRRRRR

If she’s not top 5 that’s good enough any way since that gives me enough Falkey gameplan in another character.

If she’s top 5 I’ll take it.

CPT (Versus Master) starting in my country in 30 minutes time. But I’m still at work Fml.

Have some friends going.

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Yup. That matchup is basically if you let them get a good life lead, probably not getting in without somehow haystacking the neutral. Otherwise he can just sit on c.MP and s.MP until you lose or hopefully somehow land some trigger shit. Have to get the early hits in and set play him down as much as you can. Like you said, can just switch characters vs Birdie

I’ll have to start using the s.HP buffer more. Sako and Teru don’t really use it much, but it’s worth using like a weaker Cammy s.HP to catch shit vs certain hit boxes.

Really liking the Guile matchup. Most Guiles online jump any way and you can v skill through regular booms if you time it well to build gauge. He can’t v skill anywhere around you because it’s free sweep. VT1 the way to go vs him. Once you get 2 bars you erase his horizontal gameplan.

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Anyone who doesn’t care to watch EndGame, don’t worry there’s going to be some SF to watch this weekend.

Yoooo Xiaobao Vega beat Tokido LOOOOL

Some Urien I’ve never heard of named Shuto beat Mago. Upsets going down.

He just lost to Urien that beat Mago, but that was winners finals of pool IIRC so has another chance.

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I missed this…
I might be a “True Spectator”:

True Spectators

Free
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I was trying to go there, but plans didn’t work out. Never been to Seattle before looks fun.

Ultra Diamond Blanka knocked Mago out of the tournament LOL. Now Tokido is whooping his ass.

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Endgame was great, now I’m free from getting accidental spoilers :sweat_smile:

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It really depends on the hit boxes. I just used it a lot versus highlands sagat st.hk and st.mk and it worked really well.

That’s the first time I’ve seen Mago’s Karin since like season 2.

He wasn’t punishing light punch balls on block. It’s just reversal hk.shoulder. Easy punish

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Yeah Blanka is a bad character to bring out a rusty Karin on. If you don’t have those LP ball punishes you giving him free damage. Plus Blanka is good at throwing off her AA game and he has really easy mode AA vs her.

@Evil_Canadian

I’m a Street Fighter player at heart, Shoto main for the most part. How does somebody like me get into MK? I like to do the basic Shoto thing; Fireball, they jump, DP. Can that sort of style work in MK11?

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That Chun comeback against G was impressive. I mean we’ve all seen this happen the other way around so good show from Go1.

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That anti air super he had in the second round was pretty sick and landed the counter hit f+MP FTW

I’m not the Monkey, but I can try and field this one.

The first step would be to, even though you’re on a 2D fighting plane, forget that it’s a 2D fighter. The frame data and the way offense is layered is far more in line with a 3D game, and while there are still 2D-ish elements (a lot of the defensive mechanics), you’re mostly playing a 3D game without (as much) stunted movement. That means most normals have way more recovery on whiff than a c.mk might in a SF game.

So what does this mean for the shoto style? As I’m sure you’re already aware, fireballs in MK don’t clash and travel much faster on average than an SF projectile, in addition to whiffing on crouchers and having longer recovery. There are exceptions (Skarlet, Liu Kang, Cetrion), but you’ll find that most characters with projectiles follow that pattern. Because of the faster travel time, a lot of fireballs are good at locking opponents down at full screen, but this is more problematic midscreen, where certain characters can duck a fireball and use a special move to punish the extra recovery. There’s also no invincible special moves, so you’d have to rely on using a jab or a d2 or air to air to catch jumps, which can be tough because of the recovery on projectiles.

While you could play a version of the Shoto by using a healthily active down poke like d4 to stop the advances of an approaching opponent and fireball them at full screen, this will probably just feel weak; the d4 doesn’t link to specials if you cancel it on hit, and it does very little damage in addition to its fairly long whiff recovery. My recommendation, then, is to find a character that can throw out a long range normal string that controls a lot of space, and let that be your c.mk and occasional anti-air! Then find a projectile that can be amplified to have a mid version, and you’re almost there to completing a MK-ish Shoto.

For that, there is only one choice to me: Baraka. Baraka’s blade spark is a very good projectile that has excellent speed and recovery, but most importantly, the amplified version used for a bar of offensive meter hits crouching opponents, so it must always be in the back of their mind, which causes hesitation when waiting to try and punish a closer range fireball. In addition, both his f44 string and his b2 overhead control a ton of space and hit mid and overhead respectively, so you can’t just kind of dash and crouch in and try and poke out of the ranged strings like you can with other characters.

In addition to all that, you’ll find his d2 is more than serviceable as an anti-air and can do an excellent job of keeping people out of the air, although f4 is so fast it more often than not catches the startup of jumps when used at jump distance. Because there is no proximity guard in MK, you can also just walk back out of range of jumps and whiff punish, because landing recovery is much heavier than in SF if you whiff a jump attack. You can also cancel backdashes with normals or block or specials, so you can move backwards while dialing in an attack if you find yourself needing to reset spacing.

Honorable mentions would be Jade, Skarlet, and Frost. Sorry for the novel, but I hope this helps.

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Yo, love for the write up bro. Truly is was most informative. If I find MK 11 on the cheap I might pick it up and try out Baracka. He’s been scary looking since MK 2. :slight_smile: @KingHippo42

Mk shoto? Well I haven’t played mk seriously since 3… so yeah… but sub zero is basically ryu and scorpion is basically ken.

Ie subzero is the fundamental ninja, scorpion is the teleporting flashy ninja.

And then you have the shoto… oops I mean “ninja” clones like smoke and reptile and bla bla bla

I thought this was widely known.

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Well in addition to what mr hippo said, to me now with my knowledge of mk11 where its at, I would say the most shoto-ass shoto characters are probably Johnny cage, Liu Kang, and Jade. They all win off pure fundamentals, no gimmicks, so the question are you a real shoto player or a ken player cause ken players ain’t showin up if there is no gimmicks.

  • Liu kang has the suite. Decent footsie buttons, all easy hitconfirms into combo. Really easy krushing blow requirements so eventually you gonna get the bnb combo with bicycle kick thats gonna do 35-40% Strong fireball game with standard, air, and low hitting verisons.
  • Johnny is just strong hitconfirm footsie strings, servicable fireball game, can end a lot of strings to be plus on block(its a bit of a guessing game though but its +6 if you win), and can end any combo into a plus restand.
  • Jade has king kong ass buttons, best counterzoner in the game, odd but decent projectile game. Also only character with the right variation to have both runs and run cancels. Other variation is heavier zoning.

All 3 have flying kick/shadow kick/glow kick which is effectively same thing, any whiff from midscreen to almost corner = instant punish. All 3 have parries which is really strong for stealing turns.

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If you are interested in kang maybe this newly put up video can help you

ahhahHahhahahHAHAHHAHAHHAA

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