SFV Lounge: SRK Cross Tag Battle

She definitely has pressure and oki. Is it Menat or Guile strong? Probably not, but she has it and you’ll get bopped by it soon enough. People are going to be shit scared to block jump ins from her and the dive kicks help set them up.

V Skill bnbs easily enough off of close lights, but it’s not really that necessary when shotgun shots are better to combo into for damage/spacing/CA and her zoning is basically the second best to Guile’s any way. The only character she’d really even need to use the v skill neutrally against is Guile.

VT1 is clearly better for a shit ton of reasons. VT2 is the game’s first unsafe on block VTC so no one is gonna bother with it for tournaments outside of maybe one or so matchups where its worth having to hit confirm the VTC. Espeically since she doesn’t have toppest of the tier CC’s might as well just stick to a 2 bar with way more utility.

Who cares she’ll be Oh Pee in S4 so just hold that and bitch about how she needs stuffs.

This is SFV:

  1. Release DLC.
  2. Make sure that character has a cool concept as to get people to use him/her/it.
  3. Make sure the character is half baked as to not shake up the meta mid season .
  4. Make sure the character has random inconsistencies that give players good ideas for concepts that will probably be used as buff fodder come the following season.
  5. Nerf the character from both a logical and illogical stand point.
  6. Apply ass pull buffs and hidden buffs to make character top tier.
  7. Let XYZ pro player and semi hardcore (Diamond-> Grand Master) players ride out the broken shit for about 4 months.
  8. “Normalize” the character to please both the EH’s crowed and the Bronze players because dis character too stronk pls nerf.
  9. Allow character to still be dumb but now they are ready for CPT

Time for all this to go through should be about 6 months to a year depending on when the character was released.

Characters this doesn’t affect: Alex, Ryu, Vega, Fang.

We here at Capcom feel these characters would be far too stronk if buffed to be viable.

Characters who will never suffer from the buff/nerf mentality: Akuma, Cammy, Guile.

Akuma is stronger than Goku and Superman in the lore so he must be strong.

Cammy has a hard time getting in and she’s a queen.

Stop jumping scrub.

This is the 3rd year if you don’t fucking like it play Guilt Gear.

5 Likes

Kind of lost me there.

I respect her buttons, and she’s a great counter zoner, but I don’t think most characters are going to sweat her fireball game over most of the screen real estate.

1 Like

I mean as far as her fighting the other fireball zoners. The only one she cant out pew pew is probably Guile. TBF Guile is the only relevant true fireball zoner other than her any way.

Against non fireball characters its mostly how her jump buttons, air fireball, ground buttons and ground shot will put so many hit boxes on the screen constantly that they wont be able to much other than look at. Like a defensive version of what people hate about Akuma. Then when they lock up go in with the jump ins, plus low/lights and throws.

Shotgun is basically a 10ish frame start up poke that takes up more of the screen than most other characters can even attempt to poke at and easily confirms to CA. Once she has CA people will be shook to move in too much as one blast or one s.HP and you take a super.

Yeah, I’d say her counter zoning game puts her in a similar niche to Rose. She’s a nightmare for other plasma chuckers, but against those without a fireball she almost has to leave that part of her repertoire at home.

I see air fireball at minimum being useable vs everyone since like Sim’s float, it allows her to put a hit box at a part of the screen that almost no one can contest without doing something really random or easy to react to. The space that it takes up combined with her jump buttons and dive is not really meant for this game IMO. Good for her, bad for the other characters.

It is an interesting tool, but where she doesn’t seem to be able to carry forward momentum with it I kind of see it as a dominant neutral jump rather than a party starter.

I play a character with a fireball invulnerable anti-air though (Alex ex knee), so maybe I’m underrating its effect on the rest of the cast.

It’s stupid within this game because the only other character with an air fireball can only do it jumping forward and they obviously did that because Akuma that can jump back air fireball just covers way too much real estate in this type of game. He only gets it back during VT1 and it already makes a big difference there.

With Falke you pretty much need a projectile invincible AA just to shake up that air fireball and even then she can bait with dives to come down early and shoot it from a range that you cant AA it from to goad you into doing other things. Having a projectile invincible AA like Alex or Guile just means she can play more bait games rather than just running it free.

Baiting is cool, but baiting with airborne moves is always a dice roll because you’ll still have a pretty high risk of eating some part of the anti-air.

I’ll be interested in seeing how it plays long term against the rest of the cast though.

1 Like

She underwhelmed me as soon as I found out she can be hurt by punching her stick. That only makes sense for Sim.

Not surprising at all, especially for SFV.

Even Billy Kane has a hurtbox on his stick in KOF14 and that game is way more liberal than SFV.

The days of Vergil and Zero normals are long gone.

1 Like

I’m weirdly enjoying VT2 on Falke. VT1 is more practical I’m sure but i find it a bit more fun

Welp, Uncle Valle done went in our newest addition:

Alex Valle :arrow_right:️:arrow_down:️:arrow_lower_right:️+:facepunch: (@TheAlexValle) Tweeted:
Falke Day 1 Impressions:
Hardest DLC to win with due to weak FB charge system, very punishable normals, no corner carry, no overhead w/o VT2 , weak mix ups, mediocre VT utility, slow walkspeed, weak punishing, VS doesn’t build meter vs FB & only reflects during VT2. https://twitter.com/TheAlexValle/status/989237653047463936?s=17

https://twitter.com/TheAlexValle/status/989246545068417024

He posted this shortly after.

2 Likes

Yeah that pretty much equates to “this is what I found without optimizing the characters tools, but maybe good if I do”. Need more than a day then.

V Skill builds meter on hit, walk speed is the same as Menat’s which isn’t slow (nobody plays Bipson, Nash or Sim anymore?), s.HP/s.MK, KK/KKK is plenty corner carry, has all lights that are plus on block and a minus 3 on block move that hits 2 or more character lengths away.

yeah i think it’s too soon to judge Falke. there might be some strategy that fits her better that isn’t so apparent right now. you can only find out by spending time with the character and getting creative.

Does this really surprise anyone? This game’s hit- and hurtboxes are trash, it’s not just Abigail.

2 Likes

For balance purposes you’re going to have hurt boxes on long cancelable buttons. Just how it’s gonna be. KI Hisako and Glacius had them also. You can anti air Glacius’ j.HK even though it hits the whole screen.

Nobody appreciated Marvel 3 Vergil/Zero normals. Way more hate than appreciate and now Zero has hurtboxes on swords in Infinite.

2 Likes

KI normals with hurtboxes around them is a rarity. There’s like…I believe maybe 25 normals in the whole game that have hurtboxes atached to them. And most of those aren’t really big either.

Yeah KI hit boxes are pretty much what I wish SFIV/V hit boxes were. They’re good and fit the models with without being too unfair. SFIV started the hurt box/stuff not matching thing and carried further to V. In KI if it looks like it hits it always hits.

Glacius and Hisako just have hurt boxes on their long shit because they’d be dumb if they didn’t.