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

I mean, yes. In SFV for example, with the dash situation it would be a nightmare.

I’m just reading these lists and thinking that one might aswell just get rid of techs and design around that.

I mean i hated S2 as well but not because of that. Throw loops were fake right? Not bad per se, but you could definitely guess right and escape no?

Nope they were real

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Ha that’s hilarious i legit never knew that. I always assumed people got looped because “lol take the throw”.

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Having said that. I do like untechable throws when implemented well. I don’t see any real reason for allowing throws to be techable other than bads not wanting to get thrown or them thinking “I knew that was coming” being some sort of great Defense. If you knew it was coming… why did you let me put you in a position where you can’t defend against it?

LOL, baddies.

Yeah, they were all meaty throws. Suck it nerd hold that ISH.

Only Necalli possesses a real loop now. But the current loops are still 2f out of being real - Ibuki, Karin, Akuma etc. There’s like 2-5f in all of them. So they’re essentially real, as all of those characters threaten meaties out of throw. Enabling throw invinc would force them to really disrespect your wakeup and walk in for a tick or a very delayed throw.

I’d be ok with your tic throw option as a work around for sure. However I feel like SFV’s tech window is super long. Should be dialed down a bit imo.

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Think it’s 8f atm which allows delay techs to be so good. I don’t really mind the tech window, it won’t affect good players. You could cut it in half and delay tech is still possible.

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11 frames is way too long.

5 startup plus 6 or 7 actual tech frames.

This is the biggest reason why oki throws are so good:

You “hide” the startup of the throw on your opponents wake up. So now a tech throw that is 11 frames normally, is actually only 8 or 9.

Note that this window becomes even bigger when you have to walk forward from a tick to throw. What was an 11 frame window is now a 12-14 frame window depending on your timing.

And that’s just getting started. If you consider the jab to also be part of the tech window because the jab always precedes the tech, then the “throw situation” actually takes about 25 frames:

Jab startup (3) plus hitstop (8) plus frame advantage (2) plus 2-3 frames of forward walk plus throw startup (5) plus throw tech window (6)

You get a 26 frame situation. VERY reactable.

-edit

Actually the situation in that scenario is about 24 frames because the frame advantage wouldn’t count towards the total time of the situation. Also it can be as low as 23 frames if the walk was only 1 frame.

ALSO: not all ticks are made the same. As an example I’m almost fucking positive that things like Akumas st.lk has more hit stop than most light attacks… or “something” like more blockstun (this has nothing to do with block advantage)

Man im not feeling all this galaxy brain nonsense. I just want to run braindead mixups personally. Not a fan of having to think on offense.

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Me too bro, me too :blush:

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I like the throws t hawk does

sfv doesn’t have t hawk throws though cause hes not in the game

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This

How long will the mk 11 boom last this time? I give it until after sf5 news is released so around October

Random question, was the top 8 of combo breaker ST shown anywhere? Cant seem to find it.

ST top 8 was aired here:

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Where can I buy SFV for PS4 cheap, preferably the deluxe edition so I have all the characters.

thanks, I was extra interested because a gief was in top 8

Get mommys credit card, then you won’t have to worry about it.
But I assume you’re to old for that, physical at least.

General idea are Key Sites, you can also wait for a Sale, PSN does Summer Sales too, mostly around June-July.