SFV Lounge: Season 4 is almost upon us, hide your mains

Well we all know what Alex needs

huge chunk of Cody’s are just consistency fixes rather than changes, some of his shit just doesn’t work as intended right now

4-5 things each character would keep majority of characters garbage, but worse than that boring af tbh

2 Likes

Not if you did meaningful changes and not garbage fixes ( that dont usually even fix anything).

Remember S2 Ryu? Bottom tier right?

Received 24 changes for S3.

Still Bottom Tier.

Quality not quantity.

6 Likes

That normal isn’t retarded enough?

1 Like

V has this weird stigma of strong bufferable light attacks being retarded which I find funny.

It’s not one or the other, not my fault Capcom gave your character no meaningful buffs

No VT2 nerfs? Isn’t it a bit too good for a 2 bar VT?

2 Likes

Prolly, but it’s also the only VT in the game with a Just Frame to get anything from, and to get something strong it’s committal cause you need the command grab which eats a lot of the VT bar. Don’t think it’s problematically strong as of now, it’s just good.

What I’ve found retarded in that light is the range and the EX Zonk cancel after it. Capcom nerfed heartless Karin st.LK for way less, I don’t expect buffs on Cody’s one anytime soon.

Karin’s doesn’t work like Falke’s and Cody’s, she gets true ticks from it. More depth to it than just that but a lot of it is to do with pushback on block and how Karin’s allows great conversions but the other two not so much.

Karin has a better walkspeed and cancelling st.LK into Tenko require more risks than cancelling into EX Zonk, if Cody has VT2 by then the situation becomes worse for the opponent on hit or block. It’s a pretty strong asset already, I don’t think buffs are needed.

Prolly just answered yourself as to why Karin’s st.lk was nerfed, walkspeed. Karin also has 5f mids to use so +2 isn’t as big of a deal as +3 to her. Forget about Karin, couldn’t care less about her.

Cody cr.lp is his tick throw option, it’s the only true tick he has access to. However his cr.lp is +2, and he only has 6f mids. Meaning his one true tick throw option gets blown up by 3f attacks if he attempts a mid frame trap. So from cr.lp his only options are cr.lp > delay cr.lp or cr.lp > tick throw.

St.lk is a +3 light, but doesn’t give a true tick but does trap into his 6f mids vs. 3f attacks. Don’t think I need to explain the issue any further.

St.lk at 4f = cr.lp > st.lk vs 3f options, unless you wanna gut st.lk and make cr.mp a 5f mid so it works from cr.lp, either one works fine for me.

Same goes for Falke, the +3 they give is useless if you can’t mix or use them to establish + frames in strings.

EDIT**
you misread st.mk as st.lk for one of the changes btw

Basically with Cody you have to use cr.lp or st.lp to tick, and st.lk to frame trap and cr.lk to moveless shimmy.
It’s not great, it’s sf5 and how the game was designed especially with regards to s3 characters in general. But others follow the same rule… like Urien as an easy example. At least Urien has st.mp,cr.mp for 3 framers from mediums. That’s something old Zeku and Cody don’t seem t9 have for medium into medium. Edit… correction Cody has it st.mk into car.mk iirc.

Which of course means you have to constantly mixup your confirms and blockstrings. Sf5 baby. Game forces you to play certain ways if you want to win.

st.lp is +1, sadly the tick option is weak and so are the trap options.

Cody st.mk is +3 so st.mk > cr.mp works vs. 3f characters, but the cr.mp goes nowhere and it’s an incredibly difficult 1 hit confirm.

What if crush counters had limited uses per round? Say you start with 2 stocks and lose a stock each time you get a crush counter, and when you’ve used both you simply get normal counterhits on those heavies afterward until next round.

You’d have to think “Do I want to use this crush counter button in neutral or do I want to save it for a DP punish later on?” You’d also have a little additional combo depth where you’d need to learn up on your standard heavy counterhits in situations that used to be crush counters.

With this change to make up for the reduction in V-Gauge generation, now all medium and heavy counterhits generate a small amount of V-Gauge.

Don’t like the idea of having to sometimes save punishes on DPs to access damage.

I’ve made this suggestion before but proximity based CC hitboxes would solve majority of issues with the current CC system. Respective to each move and it’s application, creating a deeper meta-game between characters and their strongest spacings via CCs.

Oh no u didn’t!

Fun for you, maybe. Just not who I am or what I like.

…but at least I’m not as soy as Twinblades now right c:

I don’t think it’s that. I think if your base character is off, you’re fucked.

Rashid , Abigail, 10 nerfs each, still TT.

Big changes needed, ballsy changes. If Akuma can have a VT fireball and Menat a 2 bar killer, fuck them I want a monster buff.

Would you guys mind removing CC state from regular dps?