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

mmmm hm

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I’ve noticed recently that I don’t backdash enough or at all, in part because of my style and partially because of the possibility of being clipped by a CC. I’m surprised how some pros developed their knowledge enough to choice the right moment to do so. Backdash in V isn’t much of an issue anyway like some A2A situations where Player 1 reached the ground after hitting successfully Player 2, looks like a forced way to help the defender.

Abigail can get away with funky stuff like that on resets because his c.LK hit box is weird as hell. He can just mash on it after reset and if you don’t have the perfect meaty your ass is grass.

Yeah top players are just good at assessing good points to backdash based on what the opponent has been doing prior. It’s a nice way to avoid a throw every once in a while without taking the throw. Just can’t do it too much obviously because counter hit state on dash.

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You are not allowed to complain about Akuma if you don’t back dash after the first cr. Mp.

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I kinda like that.

Guaranteed CC for a punish but you can counter poke with a lighter, faster button a bit easier

Typical runaway juri, thanks for uploading this. I was thinking about picking chun up again but watching you run after that dude all day has cured me of that notion. What a badly designed character. If the stages were smaller Chun would go up a tier imho. But the stages being as big as they are means she has to constantly fight players that play like this.

When I was using chun, this is the style that I played against 95% of the time. Very frustrating and boring to play against.

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Runaway?, I thought they were playing full screen footsies.

Edit: Also this is why Juri needs her stores from the start, or make stores super safe so we can do them raw up close…
:frowning:

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I never got the runaway Juri complaints, she doesn’t have an above average backdash or back walk nor she can escape the corner a la rashid, by storing in neutral she’s basically whiffing a 31 frames moves and backdashing into neutral store is an even greater risk.
In ammraed’s first game she’s already cornered 20 seconds into the game so I don’t really see how she’s so good at running away

Most of the cast like to Dash Up into your face
Be happy we back dash instead :frowning:
Sad thing is even IF they gave her such a lackluster change, eventually she’ll be back to back dashing for a store and/or block string stores

Juri is fine though no sarcasm…just fix that VT2…actually delete it make a new one same with FANG…buff Falke’s VT2 so Deviljin can downplay it :^)

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I mean, if people are so annoyed at how she plays I’m fine with having her reworked in an actual competent rushdown

she runs away when it comes to fireball characters because of her vskill charge thing. she should always have one locked and loaded.

As a Juri player, the Chuns that give me problems are the ones that utilize her walk speed and stay in my face from the start, always trying to keep me within st.hp and EX legs range. The ones that make getting LK fireball a chore. I’m either walking back to get a store, or walking back and looking to counter-poke. Either way, I’m walking back, but if I get that fireball, the neutral sure does shift.

yeah fireball characters have it rough against her although I find myself preferring ex ryo to her charged v skill lately since while it costs meter it doesn’t need to be charged (which takes roughly 33 frames + the backdash) and even if it gets blocked it leaves you safe while charged v skill is -18, plus it doesn’t sideswitch.

I’d rather Juri be able to play the runaway game strongly than be just another boring rushdown machine

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Its been 6 months now, but i think i finally understand how to play Cody in this game, a little bit.

He is basically the E.Honda of this game. I am just gonna sit at the jump distance and do nothing. I been playing him that way for the past couple of days and its been surprisingly very effective. I tried to fireball zone, i tired a rush down heavy, i tried counter poking a lot but that’s it. I am just gonna sit there and do nothing.

Here is a round showing what i mean. This very much reminds me of E.Honda from SF4.

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With the back dash you could make it so they pop up a bit higher, that would stop the annoying special move whiff into getting punished.

Although I play defensive characters so I don’t mind that happening!

Honestly I was thinking last night about CC and I think it’s just that it has no opposing counter, there’s no yin to the yang if you know what I mean.

That’s what made SF4 a deeper game, Focus was strong , but it lost to armour break or two in one.

Not sure what that counter would be though, I was thinking what if your own CC countered a CC by throwing them back like a throw tech. Dunno.

Guys whats this maintenance for?

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I don’t know if it’d make things worse or better, but one thing I thought of is some CC normals being in a counter-hit state through more of their recovery frames, the amount tied to the move’s strength.

Like let’s take your favorite normal, Rashid’s crhp. He keeps abusing that and you can just whiff punish him with a sweep for a hard knockdown, some V-meter and now you can get in on him. More risk for just throwing stuff like that out there. Even up the risk reward a bit.

Additionally, you could make it so that the recovery counter-hit state is a special one, so certain normals can crush counter those recovery frames and others can’t. IE, ā€œcloseā€ ones like Balrog’s sthk can only get a crush counter if you hit a move out of its start-up/hit the opponent’s move on its first start-up frame, sweeps or stuff like Ken’s crhp could get a crush counter for whiff punishing a CC normal.

Or maybe that’s the worst CC suggestion ever made in this thread and I should keep my mouth shut XP

The thing with the recovery frames is that a lot of characters still don’t have the tools to exploit that. Mostly because of either how terrible the mediums and sweeps are or how specials can’t be linked from max distance. Also players are big fans of just whiffing CCs all day outside mid range to catch you playing footsies.

I’d be more in favour of either shortening the length of the CC buttons across the board or putting giant hurt boxes in front of the hit boxes.

I like the idea of non crush counter buttons becoming crush counters against a crush counter though or some different unique properties.

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Something like Soul Calibur VI’s lethal hits would’ve been neat (they’re basically what your last sentence mentioned), but that’d actually take thought to implement, vs the way they handled crush counters.

Maybe one other step though could be priority being range specific? Like a lot of frame traps in this game are built around priority (IE +3 working as a frame trap vs a 3 framer using a 6 frame normal), which is fine, but perhaps priority only works if you connect against the opponent’s main body hurtbox, and not if you only strike a limb (so heavies could trade with mediums in neutral again instead of CC into death, but close heavies could still crush people pressing buttons). Kinda like @Frost’s earlier suggestion.

Like for Sagat’s stmk, if a heavy hit his leg, you’d trade, but if they were close enough to actually strike the standing box there, priority would apply. Something like that.

Likewise if, say, someone hit a heavy and tagged Ryu’s extended fireball hurtbox, he’d be CH but not crush countered.

Or take it a step further and have different CC properties depending on if you hit a limb or hit the main body.

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