SFV Lounge: Revealed DEEZ NUTZ! They don't reveal $H1T. Momochi plz wakeup super

Yeah but you had ridiculous standing moves in A3 so that made up for it. Punch Gen st.mk and guy st.mk say hi :slight_smile:

Don’t care, it fucked over Karin. She would’ve been Top 3 Footsie character in the game if she had her LocTest c.MK back.

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Funny enough Karin having a real c.mk has let her light up nearly every season of SFV

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I mean you don’t have to care… but there were more moves to use to beat people into submission with footsies.

I came up on pre v ism A3 and was actually entered into the daigo valle nickel city national tournie (went out 0-2) but I played a lot of A3. Unfortunately this was before I really got good with gen.

I really liked A3 pre v ism madness.

I’ve said this repeatedly but I feel like Kage is designed like a SFV shoto but doesn’t have a shoto fireball. His normals are not better than the other shoto’s but he lacks a traditional fireball to better control space, that doesn’t make sense to me.

If he had great OKI that would help but he gets weak oki to non unless he goes for combos that do little damage and stun. And though he’s known for doing big damage, Akuma actually has a more damaging meterless combo than him lol.

He could definitely use some buffs otherwise he’ll continue being a no show like Ryu in top 32’s at major tournaments(I’m not counting when he’s pull out for 1 match or only certain match ups like what Sako did lol).

I initially was on the train that “A3 is a great game with no V-Ism” but then I saw the best players actually play the game without V-Ism and it is dull. The game suffered bad from the indecisiveness during the LocTest changes.

A3’s desire to really try and change things up and go outside the comfort zone was appreciated but a lot really didn’t work about the game despite how much I love it. It’s just insane how a game that really is about freedom of juggles was so restrictive on a lot of shit.

Kage cr.mk xx fireball is by far the best in the game. Only akuma comes close, but kage in vt2 can run that shit into an hkd 2-3 times and get massive oki advantages. I think that’s honestly how he is designed. The problem is, he kinda sucks outside of that so, like G and maybe even necalli, you are only actually playing a 200 hp character, which is why I hate 3 bar VTs

Again, VT2 is a 2 Bar VT that’s a terrible 3 Bar VT. VT1 is a 3 Bar VT that is generally a gimmicky 2 Bar VT.

You basically gotta make the hkd mixups work for his vt2 to be worth it. The damage is nice but it won’t win rounds without getting 1 or 2 mixups to work in your favor.

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Does Fujimura plays other FGs? He would be a terrific anime player converting into huge damage from the least likely scenarios and hits.

Which is why it isn’t good, at least as a 3 Bar VT. 3 Bar VTs even beyond robbery, should be about getting you to start the offense or comeback. 2 Bar VTs should enhance what the character already does. Which is why Kage’s are in reverse.

With u obviously

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Yeah I agree that Kage’s VT2 doesn’t enhance him enough. Being able to cancel from anything sounds good, but in the end you have to play honestly and earn it the normal way. You don’t get to bully your way in like Akuma or G when they activate and force the situation.

If Kage’s blocked pound was +2 instead of -2 then I would change my tune, but it’s not. For now I find Kage’s using VT1 to be scarier.

Out of curiosity how is the game played at high level without V ism bullshittery involved? I too like that game a lot though I never delved too deep in it

It’s pretty slow since without V-Ism a majority of even decent damage heavily relies on Super Conversions. Unless you’re like X-Sakura who has her CPS2 Chain which goes into mega damage meterless, or X-Sim who is…you know, Dhalsim but with extra damage.

The Neutral game is also 100% different because…well, to be frank, you think Fireballs are bad in SFV? They’re outright horrid in A3. Worst in the entire franchise. They do less damage the further out they are. You don’t really have to respect them. So it’s actually more about Midrange pokes than anything else, especially if you have good conversions from them on top of the Guard Meter which made it extremely hard to block for extended periods of time against said pokes. If you had a strong poke, you just abused the fuck out of it especially with Alpha Counters taking a hard nerf from A2.

A lot of characters also didn’t take advantage of the Ism system to begin with. A-Ism was supposed to be the Ism where you got a bunch of utility Supers but most of them weren’t good, X-Ism made you try and play ST inside this game which wasn’t a good idea, and V-Ism was just far and away better for everyone even without CC Infinites. Only a few characters can really function outside of it. X-Sak, X or A-Sim (obviously not doing V-Ism shenanigans with him anyway), A-Gen, A-Guy (a Daigo classic), could make an argument for A-Rose as well.

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I go to sleep.

Wake up, 530 new messages.The hell.

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Told y’all about G.

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Takeuchi, Fuudo and Smug.
Tokido is eating a wake up super today. That is a given.

Also, this is poetic:

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Since ISM are brought in the discussion

What do you think about A3 counters?
What makes it better or worst compare to SFV crush counters?

Not really seeing the problem here. Strong pokes and footsies are what streetfighter should be about. Not being able to just block against said pressure for long periods of time is also a good thing…

Do you have a link to this “high level play”?

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