The Street Fighter V Lounge: Kolin is COLD HEARTEEEEEEEEED!

What’s really cheap about Akuma is more a clip I saw with ChrisG against MochaLatte. It’s vskill kick on block cancel demon. If you didn’t already jump you’re dead.

Wow, though the “you can’t escape” thing only worked after the CA flash and near, good to know that it can be used to stop thoses pesky neutral jumps.

This shit:

He gave so much of himself in his work. Saw him live several times. His voice is smooth as silk. Just beautiful, man.

Mika is still good.

Alex is still the man. Most of my really fun matches are against an Alex. The world needs more Alex in it. If he truly got shafted in the patch, that’s a goddamn shame, because I dream of a world where I fight more Alexes than Kens.

That akuma vid: what if he only timed the recording to-do 1 ex dp when he landed? If he did then the VT activation would have fucked with the timing (plus the super cinematic too).

Sorry but they had to be pretty bad Lauras if you could keep on poking them with st. MK and stay unpunished… that move has a giant hurtbox in front of it. And you can’t just win with st. MK either.
Also Karin only has one tick throw (where Laura can now tick throw you from about any situation); if she presses anything but st. LK you can safely block and watch out for overheads.
I played a lot of matches with a good Karin sparring partner and even he admitted that if I get to hit him once it’s game over. This was imho an even MU in S1 and even more so in S2.

Are you guys really into season 2? Reception here seems neutral to positive, but I remain unimpressed by the gameplay.

I feel like the reason having a meterless DP felt like such a big deal in this game compared to past SF games is because oki is pretty linear in 5. It’s been nearly a year and we’ve all seen all the setups, reacting to the start-up of solar plexus after a knockdown isn’t really that difficult. Having a DP is powerful because oki is less powerful.

…and oki is less powerful because everyone complained about oki in 4, which often put you in “unwinnable” situations as the defender. Whether or not you’re okay with that is a different discussion, but for all of the complaining about reversal DPs in SF4, DPs were actually pretty bad most of the time at high levels of play because almost every good character (not to mention a half dozen or more of the bad ones) could make them whiff every time you got a knockdown.

Removing meterless invincible DPs (on wakeup) makes the canned, linear oki of 5 more air tight and puts the attacker in a better situation. But wait, there’s a new problem now: oki will be better in that you don’t have to respect the opponent if they don’t have any meter, but people don’t like feeling helpless as the defender. Solution to the new problem: just make throws launch from corner to corner so now pressure is even more rare on knockdowns. Also, nerf the stun on throws so that there’s less incentive to ever do anything ever except wait for a throw and reset to neutral.

For as boring as season 1’s oki was, it was also balanced in the sense that it was what the designers wanted; the pressure is there but DPs will usually get you out of them if you are willing to take the risk. The risk is theoretically bigger because crush counters hurt (well, they don’t really hurt that badly without resources but that’s a solvable problem). Now it’s not even that.

People don’t like getting DP’d on wakeup but they also don’t like having to hold good pressure. Incidentally, people also don’t like losing. Weird, right?

I’m from NYC I play with probably the best EC Laura on occasion. And my PSN list does have some notable players as well. Not saying I don’t lose sets to her, because I do. But I also win some as well.

Ofc, it shouldn’t be only st forward. St roundhouse come into play as well. But my point is Laura have an issue getting around those two pokes. Any Karin worth their salt isn’t going to allow Laura in without some resistance. Although I do agree that all it takes is one opening for Laura to turn the tide.

Cr strong is a pretty good tick throw. You’re forced to do three things

Wait for overhead, tech incoming throw, or walk back.

Karin have pretty long low forward that is late cancel friendly, so walk back can get blown up. Teching obviously get blown up by shimmying.

I do agree that the match up is likely even. Lura is too explosive and one mistake lead to such an extreme deficit. However, I was just giving an explanation from Karin’s POV on how she’ll usually approach the match.

Do you really think they didn’t “want” S2 oki? The changes in S2 are perfectly in line with what they’ve been doing with SF5 since the betas: removing any trace of SF4 left in the game. Because what’s the purpose of removing hard knockdowns if any character can just throw you/V-Reversal you and be in your face at a dash distance after that, knowing that you don’t have the option to backroll? The dev must’ve been realised at some point that they didn’t remove the vortex, they just changed its form.
Moreover, oki hasn’t been nerfed for everyone. Grapplers (except Alex) now have even better oki after command grabs, which should be expected since they have to commit to something heavily punishable to get it.
At worst the changes gave you even more reasons to play Xrd or any other anime fighter.

Ye olde “okizeme isn’t street fighter”

Also, straight up, if an invincible reversal beats knockdown pressure, said pressure is not a “vortex.” It’s just pressure. Moreover, it’s fairly risky and vulnerable pressure.

Sooo du is sticking with mika. Send me as many mika is dead memes as you can before she wins next major.

Kinda surprised people are saying that they aren’t finding matches. I usually struggle but I was getting matches every 1 or 2 minutes this past weekend.

It usually took about 5 for me to get one before.

Then let’s give invincible reversals to every character. Problem solved.

@KarinxYun I wouldn’t say cr. MP is a “good” tick throw button. The pushback on block is huge and everything you do after that is easily reactable. Nothing compared to Laura’s light buttons which transition into throws seamlessly.
Walking back isn’t really a problem for Laura in this MU since she can just crouch block everything.
I think this is a rather even MU because both characters have to commit to unsafe stuff to get in and can punish the other’s mistakes with explosive damage. It’s about who has the better spacing and makes the better guesses.

What is really funny to me is that I main Mika and Chun. I am feeling a bit of a struggle with Chun now ( The supposedly " GOOD" character ).

I am feeling a shift in the matchups with Chun. Like Rog was maybe even now I feel she loses, Urien is way harder. In a weird way Cammy feels a bit easier than before now that EX dive kick isnt as prevelant. Overall I can feel Chun moving from a number 1 slot to a maybe high mid spot or top If you don’t know that Urien, Guile, Cammy, Rog exists.

On the other hand. I don’t feel any more struggle with Mika than I used to before.Only Gief feels harder now but everything else feels pretty much the same to me.

@“ocean smith”

That’s fair enough, but I think within the heat of the moment, things that seem easy to read get harder during tense play. But yes, I can agree with your bottom half of your statement

Yeah but according to a friend and some people from other site, the effect is caused by vtrigger canceling the buffered inputs of the other player. So dont expect the same result without expending vtrigger, they could probably dp or critical art upon landing and go through the raging demon if you do it on reaction without vtrigger. Cheap tech nontheless.

I’ve consistently gotten matches roughly every 30 seconds to a minute. As a matter of fact, while playing Survival I frequently ran into the problem of having troubles getting past some fights because I would constantly get fights faster than I could finish one round against the shit tier AI. Then again, I am at a really low level, so I guess I might have a larger pool of players or something. Either way I always found it strange when people complained considering I’m getting matches in northern Europe with a permanent five bar demand.

Could it be the connection? Because I’ve heard American friends complain about how their internet’s shit for playing online.

Technically, she has 6 special moves