SFV Lounge: SRK Cross Tag Battle

Goddamn Zeku is so fucking SICK now

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I can see the people who were whining about Rashid start going to Zeku. Big Bird has already been siding him in tournaments since he launched so he can go full main on the Strider if he needs to.

He will stick with Rashid, he already said that on Twitter.

Sounds like a man manning up.

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Zeku is cooler but still as a character full of flaws. His new stance cancels do give him practically unlimited oki opportunity though, but his old weaknesses still exist, and they’re difficult to cover.

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_

Weird

First time doing that. The weirdest part about it is that it says cross up but I technically hit him from the front. He wasn’t even blocking high so I assume it hit as overhead, but with cross up symbol I wonder if he would have had to hold back or forward there. Cuz if he would have had to hold forward to block that that would be too nutty.

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I’m assuming he would have had to hold back (i.e. hold right from his position) and the main reason it said cross up is because your character’s state hadn’t turned around before you jumped + the position where you hit his character (which is usually where a crossup would hit if you were jumping forward from the right side of the screen).

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This post is missing a ‘k’.

nerf ibuki

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Yeah, the change buff is interesting, but in most case feels like a gimmick because sometimes doing the V-Skill already allows Zeku to change form. Atm I feel the change buff becomes relevant when Zeku has meter or at least when you’re in Young form already. The V-Trigger buffs were mandatory, but his flaws are still there.

-both forms haven’t a real solution against crossups/jumpins who landed on top of his head
-OZ has still slow moves and most of them are very stubby
-still no lows hc without VT
-LK dp has no reasons to be CC-able if doesn’t have any form of invincibility
-YZ has still added recovery on his fierce normals on whiff

Probably most of these are intentional, just to keep Zeku not broken. He’s extremely fun and hard to control at 100%, but I will stay with him anyway. I’ve found useful using YZ mid screen and put the opponents in the corner, OZ looks great to keep them there instead. With that in mind (with YZ) ending combos with slide xx change would be the best option over the others special enders.

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Late Capcom Sound Team Appreciation Post:

I know I said Zekus theme as fantastic, but I’m completely mesmerized by Sakuras theme. I played 20 matches in battle lounge against her I enjoyed every second.

Sad thing is Sakura can’t count because I was clearly in the lead in wins with Karin :frowning:

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Well you’re not in high school for over 20 years if you’re a genius.

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@DevilJin_01

I saw you get blown out by Neon :frowning:

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since conversation is dead here (as usual) i want to discuss why people hate throw loops so much in this game but previous streetfighter games had similar or worse situations Like sf4 had throws into left/right mixups. just wanna know why its hated so much now?

LOL yeah he’s good. He places b+HK really well. I was trying to get him to jump so that I could AA VT2 him, but I guess he read i was going for that so he just kept b+HKing me in the corner.

Other than that got blown up. Can’t complain. I finally beat Rugalitarian in a FT5 after so can’t feel so bad. Probably gonna get blown up the next one but that’s ok I got the first one.

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This comment assumes it wasn’t hated before. But it was. The reason delayed wakeup exists in Ultra SF4 was due to the increasing bitching about vortex situations in previous SF4 iterations. SF3, you had parry so you could always get yourself out of a situation with the right read. SF2…you were usually dead before it mattered. Alpha series completely lacked strong wake-up offense.

Throw loops just felt brain dead even if some characters kinda needed them to make up for a weak offense. It’s easy to get people in the corner in this game and the game punishes you for being in the corner so easy. Then you add crush counters to bait out people trying to get out of the loop… yeah just shit all around.

Well throws normally give you space so people hate that once they get cornered they then have to deal with throws that they have to take. Which I’ve heard the game has less throw invincibility on wake up than other games so it is easier to meaty throw due to that. The big big issue is that characters without EX DPs get rekt by them and characters without EX DPs still get rekt by fake loops.

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Being a 3S player I dont mind throw loops. Once you’re in corner you have to take throws because crouch techs throw out an attack like SFIV, except that attack gets blown up by parry into button or delayed button. Your stun bar doesn’t suddenly go down at a fast rate if you get space like in V and there’s no V Reversals to bring it down 25 percent either. It sticks and goes down slowly so once you’re in 80 percent stun you have to pray to the gods to not get stunned.

The dizzy scaling after long combos isn’t heavy like in IV or V either so you can take a big combo into stun and still be dead.

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I feel like hating throw loops is more of a new player thing. I never hated them. In fact I just wanted more ways to do them for my character. In older games that was just simply a part of pressing the advantage. You take a knockdown and you had to risk getting thrown, meatied, baited or crossed up etc. and that’s not even taking into account kara grabs and better grab ranges putting you in that guessing situation from a much farther range.
It’s to a much lower degree in this game imo and you have more ways to make the person on offense change up what he does on a knockdown, so it didn’t bother me. Just made me jealous that it seemed to be limited to a few characters.

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Yeah to me it just makes the corner game more boring for characters that can’t set play because you’re restricted to meatying at best after landing a grab. So you’re forced to land actual hits to keep people stuck in the corner or do fake meaties and hope they sit long enough for you to walk in throw again.