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

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Yo WTF is that legit?

@Pertho is a known meanie

Lol

HOW?

Some of y’all dudes be diamond and up rank downing yourselves. Meanwhile I’m getting teabagged in gold :joy:

I am platinum trash. Can’t even make to diamond because I keep destroying levers on my arcade stick while playing SFV. :slight_smile:

So I was playing Capcom Vs SNK 2 and saw this quote:

image

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Must say,it’s nice when your training grind pays off.

EX Devil’s reverse, EX knee drop and all these bullshit moves.

Nah bruh, my anti airs almost 100% on point now.

juri%20nope%202

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Has anybody else been having trouble finding matches lately? Never use to be this slow…

Last time I played which was a week or two ago it was taking it’s time finding matches. And when it did I ended playing the same handful of people over and over.

Yea it’s pretty dry,i think most people reach a certain rank and just stick to casuals or lobby.

I just want to hit 30K then i’m never touching ranked again most likely.

The absolute nerve of the NRS community, a Sonya ragequits on my Frost while I was in the middle of a reversal 3-0 because I learned to block her overhead and she couldn’t handle best robo-waifu’s immaculate zoning. :rage:

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Everybody playing MK11.

just wait two more weeks and that’ll die out.

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SFV is on life support and Capcom knows it.

Only the shills are left to play this mess of a programm by now.

Come to the light!

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Can you interrupt a cancel with an ex move? For example I’m Akuma and I do a cr.mp~fireball can my opponent say do an ex dp and hit me? Pretty sure it’s impossible but just want to make sure? Also what does it mean when a combo has gaps? Or is that only in mk string combos?

Off-topic, but in case you guys are interested, Samurai Shodown will be playable at Combo Breaker:

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Which game is the light? Lol

I got xrd rev 2 is it dead too? I didn’t do anything in it but the tutorial and the combo challenges. I got t7 but that’s a lost cause.

that’ll depend on whether or not the move you cancel from gives the character enough hit stun to cover the start up of the move being canceled into.

Some cancels have small gaps in them that you can EX DP. Basic frame data stuff real quick:

  1. Moves have start up frames, active frames and then recovery frames
  2. when a move hits they give you hit stun, when they’re blocked they give you blockstun.
  3. When the hitstun/blockstun is enough to make sure your character recovers first, that means the move is plus. When it isn’t sufficient to to cover all of the recovery frames, the move is negative.

The way that comboing into specials from cancels is that you’re cutting the regular recovery of a move early so you’re left with all that hit stun sitting there. Let’s look at Ryu real quick. St. mp has 3 active frames, and 10 recovery frames. On hit its +7 and on block its +1. Ryu’s hadouken has 14 frames of start up.

When Ryu does St.MP on block, to be at +1 he needs to put you into at least 14 frames of hitstun. Because recovery starts after active frames are done, that means it needs to cover the 2 active frames left and the 10 recovery frames and then 1 more to be at +1. So its putting you into 13 frames of blockstun. When you cancel into a hadouken, you kill all that recovery early and put in the start up of hadouken. So while you’re opponent is frozen in blockstun, Ryu will be doing the animation for hadouken. If your opponent hits a normal while you’re doing this, they’ll get counterhit by the hadouken.

On the other hand though, if you mash a super or EX DP, that 1 frame gap is enough for you to reversal through it. Opposite of that is Ryu’s Donkey Kick. If he donkey kicks from St.MP, you’re in enough blockstun that you don’t get a chance to do anything in between the two hits connecting.

That means that if Ryu wants to chip you out when you don’t have v-meter but do have super meter, he has to do st.mp xx donkey kick xx super instead of st.mp xx hadouken xx super. The first one means you don’t get a chance to reversal, the second means there’s a small gap that you can use to EX DP through it.

I used this earlier against a Karin player. Karin’s cr.mk is -4. Zeku has a 4 frame super. So when I have super, if she hits me with cr.mk I can reversal super and punish her. Towards the end of the round I just walked around a bit, randomly blocking in low and waited for her to hit a cr.mk. Because its -4 on block, She doesn’t really have a lot of options to do a tight blockstring (a blockstring that doesn’t have any gaps like Ryu’s st.mp xx donkey kick). Next cr.mk she did, I just let my super rock. She got hit trying to cancel into a special move and died.

Hope this helps.

:pray:

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Yes it definitely helps me, excellent reply thanks.