The Street Fighter V Lounge: Kolin is COLD HEARTEEEEEEEEED!

@itzpookiie
I need to get in on this

It’s also very intuitive of Capcom to not have the background music under Options -> Sound settings and have it buried under Network Match Fight Request Settings -> Battle Settings -> Battle BGM Settings. Extremely intuitive.

Bison’s favorite fruit? BANANA!

This section needs like 2 more mods.

@Preppy add some people to mod over here. Think one of those roving death squads killed @d3v for saying he was ready for that crack in the Philippines.

You can always mod me…I’d use those powers well.

I just watched the top Akuma vs a top Juri on YouTube to see how that match flows and my eyeballs took a seizure from moving up and down too much.

I don’t think jumping is going anywhere. Prolly get worse due to the DP changes.

Sanford crying about the DP nerf.

I actually dont mind it

sfv needs airdashes

…ugh, STILL not done with Akuma’s frame data…he has so much stuff to go through. Sorry for making you guys wait…

That said, the only thing missing now is active and invincibility frames and noting the cancel-ability of everything. I think I have most everything else now here. Lemme know if I missed anything else though, wouldn’t surprise me if I did.

In addition, Akuma has a 16 frame forward dash, 21 frame backdash, and a throw range of 27 (so tied with the lowest range along with several other characters). You can see those numbers in the misc section.

Note I don’t have hit and block advantage for his air fireballs since the advantage varies far too much.

Link?

I haven’t had a DP get stuffed by a jumpin outside an airfireball but I’ve only been playing for a day.

Hits stun and blockstun for his airfireballs versus regular fireballs (or regular jumpins) along with his landing frames from air fireballs is good enough as it allows people to feel the advantage out like if the average roundhouse has 15 frames of blockstun and 20 frames of hitstun, then if air fireballs have 10 frames of blockstun and 15 of hitstun along with 4 frames of landing recovery then we can see that the advantage is much less than off a jhk… etc etc

There’s always a chance that people are just stuck in S1 habits and haven’t adapted yet, but I’m inclined to agree that it’s still gonna be a jump-fest. I remember people saying at the start of S1 that pros were just jumping nonstop because nobody had figured out the game yet. A year later: it’s Capcom Cup, and they’re still jumping nonstop.

Yeah usually if i complete the inputs i get a clean dp every time. I even get cross cuts to work clean

https://youtu.be/4YIAlVFXgZg

I can confirm this for myself. I still try to AA with jab knowing it’s been nerfed.

Bison could already do this S1 lol, he just couldn’t store the fireball

or is the point that his VS’s hitbox was extended?

The very first round I saw 5 jumps, 3 were results of a knockdown/jump in, so 2 were raw, both were AA by Akuma (1 trade)

Is 5 a lot? I need to establish a baseline for what makes a lot of jumps because I see the issue differently from most of the people in this thread.

quark you the same quark from greece who played mkx?

Thx for that :slight_smile:

Yuki got his ranking playing necalli iirc. He may have been an akuma main in sf4 or not but I wouldn’t go to his matches for akuma stuff at neutral at least. He barely throws fireballs from what I’ve seen in that vid and when he does… for some weird reason it’s a random 1 hit red fireball when his opponent isn’t throwing fireballs or even threatening them. Kinda shows me he’s still figuring out how to approach akumas neutral… or juris anti fireball game is just that good (but why throw slow ass red fireballs then)

Momochi is probably the best choice to see how akuma plays different matchups right now if he sticks with akuma. He was an sf4 akuma main at the beginning and he always had the most fluid and best footsies akuma in Japan. After that tokido is the guy to look at for the scummy shit.

I posted a link to some of momochis games earlier in the matchup thread but it was correctly pointed out that he’s going up against other stubby normal characters. Still a good look to see how akuma plays.

Learned that akumas st.hp is confirmable though from this vid… NICE

It’s very early to jump to conclusions, but the game they are playing seems to rotate around getting the opponent to the point in the screen where you can cross them up from a sharp angle with something ambiguous.

It’s not an issue, I’m just observing things I’m seeing and talking about them - Before everyone reaches for the Matrix of leadership and transforms into shillatron.