SFV Lounge: SRK Cross Tag Battle

Give me Falke, no charge, long range pokes, interesting combos, rushdown with good neutral like Karin.

Cody I’m maining no matter what he plays like - but prisoner costume only.

3 Likes

Please yes… :slight_smile:

Well KI’s backdashes don’t have airborne frames and there’s more to worry about then what sfv has. Some backdashes however aren’t very good (helps with balance). Granted…aganos should have never had a dash (either one) since they’re so bad they don’t do anything…literally don’t do anything. Glacius’ case…you could get away with it from time to time, not something you can abuse consistently, most glacius’ just PP to victory anyway. Then there’s the the shadow counter. Something VR’s should take notes for.

Yeah it’s something where full invincibility on backdashes can work in other games, but isn’t really necessary for SFV’s meta which puts you back on your feet with space on most things. It would just be redundant and the backdashes are already throw invincible which people should use more. Yeah you risk CC punish, but certain backdashes keep your rather airborne any way where you wont always take as crazy of a punish. I notice when I fight against Bison and Alex players and other characters that dont have EX DPs they tend to have good reads on when to use a backdash to escape a throw and get a better punish or escape than a throw tech.

I’m pretty sure the throw tech system for SFV was taken from KI. Pretty much the same deal where you are forced into a throw whiff and and the throw whiffs have extended whiff animation.

V Reversals could be better, but V Reversal being better would make other things more stupid so they’d have to switch more things around to fix that.

Possibly. I don’t know since I haven’t played sfv in months or fighters for that matter in months.

As for the throw tech system…I believe that there’s some small hurtbox extension after the throw whiffs but nothing major. Also throws have longer recovery in KI then in sfv (averaging at 29-30 frames) compared to sfv’s 18.

Yeah…but I look at VR’s and think to myself…for something that you only get so much a round for and it’s STILL barely used to this day…makes me question it. Just like (although somewhat character related) is just saving up a full stick of gum (ex meter) to unleash a super. But I wouldn’t doubt they would have to change more things if they changed VR’s alot. Guess that will be in sf6 then.

Yeah throw recovery in KI is really long, but SFV’s is still longer than what was in IV or 3S. It’s definitely a bit harder to whiff a throw and escape punishment compared to older games and its part of why the shimmy and neutral jumping is so strong vs it. With KI throw recovery it’d be comical at that point. Command grabs are at 70 F recovery now so they’re essentially like half way to a crush counter if they whiff now also.

V Reversals even if they were better still wouldn’t be used a ton since they’re tied to your V Trigger system and you need that to expand your pressure and toolset. Which I think that’s fine since it puts an emphasis on getting out of pressure or staying it out for your power up. Just certain characters would get destroyed if V Reversals were any better. Like Chun Li, Ryu and Vega dont want to be in a game where V Reversals are any better with the work they have to put in to open people up.

If you watch Guile players they V Reversal a lot though as he can easily win matches without his trigger and the space he gets from it is worth it. Rashid players use it often enough also since it’s an evasive roll that’s hard to punish (at least until AE.5 any way where it’s easier to snipe).

Wait…what was the throw recovery in 4 and 3s? I thought in 4 it was like…24? Frames? No idea for 3S.

Well command grabs got hit with that nerf bat. Noone liked the voodoo laura and other grapplers were putting out.

Well…that goes without saying. Vega was/is? the worst character in the game. Ryu still sucks? And chun got the 4 treatment it seems again. You’re probably right in that VR’s might not be used more if they were better…or they could make something else useable with regular meter. I dunno.

At the end of the day…I don’t think it matters anymore for sfv. It’s dug it’s roots in deep.

1 Like

Ah yeah according to this it says about 20F throw whiff for IV.

If the opponent is not in range or not Throwable on either of the two active frames, however, you’ll go into the Throw Whiff animation that lasts for 20 frames.

I saw that 3S throw tech whiff is 21 frames also. Just again in the context of that game you won’t ever be able to punish a defensive throw because in both 3S and IV you can just mash on crouch tech for low commitment attempts to escape throws. SFV is the first game that lets you defensively take advantage of the near 20 F window to escape throws. KI has a noticeably extensive one where you can neutral jump super early on their throw tech and still get a jump punish.

I guess that just means command grabs are the only grabs with really out of this world throw whiff numbers, but I think people like that considering how strong they are within the game. They are the ultimate beaters of V Reversal so they have to carry some risk to them.

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I’m so gonna main Falke on my smurf account and feel good about it when beating Rookies.

(Don’t judge me, I don’t have enough Fight Monies on my main account thanks to the jailbait shoto.)

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Fuck the prison outfit Cody is a real nigga now.

Suite or bust.

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Topless Hot Cody is where its at.

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Is Blanka A tier

He’s better now so probably. He got plus 3 elec back from the CapGods

I told you Japanese Wizardry was real. Capcom actually manifested Thot-li into existence.

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I think it’s silly Capcom changes inputs so some moves don’t overlap, but people be getting DPs while walking forward and throwing a fireball for years and people just chalk it up to execution.

Where are my shoto QoL changes?

Don’t see that changing anytime soon. That’s been an issue since earlier games. Just have to hold that.

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I’m pretty sure there would be riots if you change how to Hadoken and DP.

Still baffled on menat inputs

Continues to be bamboozled

Hadoken motion should be forward forward :^)

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I know there would be. That’s why I’m saying why don’t they just leave things like Menat and Juri’s the way they were.