Juri doesn't need an overhaul, she's perfectly viable, but I think she could use 1. safer/faster fireball charge 2. some new plus frames/combo routes that don't take resource 3. better VT2 4. a reset to help her mix ups (she has one, kind of, in VT1, but it's really hard to pull off and situational)
@@yezy1043 This. Infiltration proved she could be a good character in the right match ups. While Falke was almost to the point of being absolutely unplayable due to everything she had being mad inconsistent, bad damage, clunky, and not really even any good gimmicks she could abuse ever. Juri could definitely use some tweaks, but Falke desperately needed it. Most people I know constantly forgot she was even on the character select screen :/ I actually like your change list. Fuha's need a more consistent way of getting the charge that doesn't feel like a waste, maybe even similar to Ibuki's EX kunai recharge, let Juri spend meter to build all of them within reasonable means.. Even if it's only minor adjustments to make more consistent combo routes and minor buffs to OB frame advantage as she is so quick walk speed wise, and has one of the furthest throw ranges in the game. Little adjustments can go a longgg way.
You can link a medium punch after shotgun blast if canceled you from medium kick point blank and the opponent is crouching but requires a one frame micro walk so it’s really hard
I started playing at the start of season 5 and coming back to this I can't fucking believe how much of my gameplan that I use in literally every matchup simply wasn't possible when Falke released. How tf did people play her before? The answer, I guess, is they didn't lol
I don't think she was ever bottom three or bottom tier in general, she always had the neutral and strong anti-airs to make her gameplan work compared to other characters that had nothing going for them. Still, now she's far more consistent and reliable, even if they had to nerf a couple of things (dfHK was part of her main VT1 setup and losing stLK into shot hurts, but she's clearly stronger overall).
She's definitely much better, but nothing they gave her was enough to make her really stand out. Anyway, she can be a threat in the good hands as she was able to.
Although I do like her VT2 now, they nerfed her VT2 V Skill damage. Now it's pretty much worthless in combos; you usually get like 25 damage for using it. Not worth 1/3 of your V Timer. Those activation routes off of f hp and cr mp are also unfortunately quite inconsistent at range, should you delay the activation. This issue is really huge and imo holds back VT2 from being as good as it could be.
Unfinished is right. You could see the few players using Falke pulling off some interesting stuff, only to lose because she was completely unable to handle.. or put on pressure.
Tato's Lab it’s extremely easy to get into that range against falke, seeing as she is not really a zoner. In fact, she constantly puts herself in that range with block strings into stand shot. At a distance, f hp and low/air shot are all she has, and all are fairly easily approached against (jump for the former two, dash for the latter one). Her primary goal is to control the neutral at about st mk range, not “zone” in the traditional sense. She plays a bit like a very slow chun li imo
@@TMSreptiles That's fair. I don't play Falke enough to know exactly what range her Psycho Schneide anti-airs at, but I'd imagine that at max gunshot range it should work. Still, most frametraps are probably not going to get you into that perfect gunshot range, and fast characters can probably just walk forward a bit and jump anyway.
Tato's Lab blockstrings like cr lk, cr lp, st lk xx gunshot and st mp, cr lp/st lk xx gunshot are very nice but, as you said, don’t always scare people from jumping. I just thing her slow dash in particular makes her very easy to jump at
No offense, but I’ve been watching your videos lately and while they are some of the most informative ones out there, the way you deliver your information has started to feel somewhat frustrating for me. It’s difficult for me to understand your sentences without multiple listens because you talk very fast, and speak almost monotonously that I can’t find key words in your sentences. To a lesser extent, I also have an issue with the format you use to help viewers process the info. Showcasing examples after the explanation is thoughtful, but there’s no actual audiovisual bridge to help me connect the dots. Even something as simple as captions would greatly improve your videos. Instead of starting a new subject with, “Down-towards roundhouse no longer x,” I’m sure you can spare some effort to make the info more digestible to viewers such as: “Next up is Falke’s down-towards roundhouse.” -> *cue animation* -> *accompanied by subject line* . It’s a more natural learning process this way and feels less rigid. I struggled a lot in figuring out that you were saying ‘down-towards roundhouse’. Without that context, I failed to understand anything you said afterwards until the demonstrations. In any case, I still appreciate the content immensely, and I hope you don’t mind this small feedback.
These videos are for people who actually play the game, hell I don't even play SFV anymore and still watch and follow them just fine. It is essentially a patch-notes list in video form. Honestly I welcome it in the world of people who struggle to articulate their thoughts effectively, and others who have a mark to meet for maximum profit. Adding "Next up is [x]" every time he switches topics would only double the length of the video without providing any useful information, and personally, I don't care at all for anyone trying to inject their own personality or brand of humor into something that I need information from. The benefit of this current short form these videos take is that those who have no problem understanding it (like myself) get in and out with everything they need in a very short time, and those who have a harder time with comprehension (such as yourself) don't have much so sift through if they need to repeat a certain point. Baf is a cool dude and I'm sure he greatly appreciates the feedback, but I would hate to see him change his format to something less efficient because it's too dry and too fast for your tastes.
I’m glad they added Falke to this game.
Can't wait till they add Juri as well.
This patch is the equivalent of patch 3.5 that let Zeku cancel transform from specials. Falke is now complete.
They Overhaul Falke which was needed but Juri was here first
Juri doesn't need an overhaul, she's perfectly viable, but I think she could use
1. safer/faster fireball charge
2. some new plus frames/combo routes that don't take resource
3. better VT2
4. a reset to help her mix ups (she has one, kind of, in VT1, but it's really hard to pull off and situational)
@@yezy1043 Now the comment was implying Juri needed an overhaul but what I was implying my girl need some love and some old moves back would be nice
@@yezy1043 This. Infiltration proved she could be a good character in the right match ups. While Falke was almost to the point of being absolutely unplayable due to everything she had being mad inconsistent, bad damage, clunky, and not really even any good gimmicks she could abuse ever. Juri could definitely use some tweaks, but Falke desperately needed it. Most people I know constantly forgot she was even on the character select screen :/
I actually like your change list. Fuha's need a more consistent way of getting the charge that doesn't feel like a waste, maybe even similar to Ibuki's EX kunai recharge, let Juri spend meter to build all of them within reasonable means.. Even if it's only minor adjustments to make more consistent combo routes and minor buffs to OB frame advantage as she is so quick walk speed wise, and has one of the furthest throw ranges in the game. Little adjustments can go a longgg way.
You can link a medium punch after shotgun blast if canceled you from medium kick point blank and the opponent is crouching but requires a one frame micro walk so it’s really hard
whats the damage on it?
Oh, Falke's crouching HP now matches her animation. Why can't Vega/Claw get this kind of break as HIS CLAW ATTACKS NEVER REACH AS FAR AS THEY SHOULD?
Been waiting a couple weeks for this one, thanks!
I started playing at the start of season 5 and coming back to this I can't fucking believe how much of my gameplan that I use in literally every matchup simply wasn't possible when Falke released.
How tf did people play her before?
The answer, I guess, is they didn't lol
finally i hope i see her in tournament cause i like her
I don't think she was ever bottom three or bottom tier in general, she always had the neutral and strong anti-airs to make her gameplan work compared to other characters that had nothing going for them. Still, now she's far more consistent and reliable, even if they had to nerf a couple of things (dfHK was part of her main VT1 setup and losing stLK into shot hurts, but she's clearly stronger overall).
She's definitely much better, but nothing they gave her was enough to make her really stand out. Anyway, she can be a threat in the good hands as she was able to.
Although I do like her VT2 now, they nerfed her VT2 V Skill damage. Now it's pretty much worthless in combos; you usually get like 25 damage for using it. Not worth 1/3 of your V Timer.
Those activation routes off of f hp and cr mp are also unfortunately quite inconsistent at range, should you delay the activation. This issue is really huge and imo holds back VT2 from being as good as it could be.
Whoa...
Unfinished is right. You could see the few players using Falke pulling off some interesting stuff, only to lose because she was completely unable to handle.. or put on pressure.
Her general slowness is still a major weakness, as is her weakness to crossups/close jump ins
Maybe so, but I think those are appropriate weaknesses for a zoner. Nobody should theoretically get to Falke at a range where a crossup jump works.
Tato's Lab it’s extremely easy to get into that range against falke, seeing as she is not really a zoner. In fact, she constantly puts herself in that range with block strings into stand shot. At a distance, f hp and low/air shot are all she has, and all are fairly easily approached against (jump for the former two, dash for the latter one). Her primary goal is to control the neutral at about st mk range, not “zone” in the traditional sense. She plays a bit like a very slow chun li imo
@@TMSreptiles That's fair. I don't play Falke enough to know exactly what range her Psycho Schneide anti-airs at, but I'd imagine that at max gunshot range it should work. Still, most frametraps are probably not going to get you into that perfect gunshot range, and fast characters can probably just walk forward a bit and jump anyway.
Tato's Lab blockstrings like cr lk, cr lp, st lk xx gunshot and st mp, cr lp/st lk xx gunshot are very nice but, as you said, don’t always scare people from jumping. I just thing her slow dash in particular makes her very easy to jump at
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No offense, but I’ve been watching your videos lately and while they are some of the most informative ones out there, the way you deliver your information has started to feel somewhat frustrating for me. It’s difficult for me to understand your sentences without multiple listens because you talk very fast, and speak almost monotonously that I can’t find key words in your sentences.
To a lesser extent, I also have an issue with the format you use to help viewers process the info. Showcasing examples after the explanation is thoughtful, but there’s no actual audiovisual bridge to help me connect the dots. Even something as simple as captions would greatly improve your videos.
Instead of starting a new subject with, “Down-towards roundhouse no longer x,” I’m sure you can spare some effort to make the info more digestible to viewers such as: “Next up is Falke’s down-towards roundhouse.” -> *cue animation* -> *accompanied by subject line* . It’s a more natural learning process this way and feels less rigid. I struggled a lot in figuring out that you were saying ‘down-towards roundhouse’. Without that context, I failed to understand anything you said afterwards until the demonstrations.
In any case, I still appreciate the content immensely, and I hope you don’t mind this small feedback.
These videos are for people who actually play the game, hell I don't even play SFV anymore and still watch and follow them just fine. It is essentially a patch-notes list in video form. Honestly I welcome it in the world of people who struggle to articulate their thoughts effectively, and others who have a mark to meet for maximum profit.
Adding "Next up is [x]" every time he switches topics would only double the length of the video without providing any useful information, and personally, I don't care at all for anyone trying to inject their own personality or brand of humor into something that I need information from. The benefit of this current short form these videos take is that those who have no problem understanding it (like myself) get in and out with everything they need in a very short time, and those who have a harder time with comprehension (such as yourself) don't have much so sift through if they need to repeat a certain point.
Baf is a cool dude and I'm sure he greatly appreciates the feedback, but I would hate to see him change his format to something less efficient because it's too dry and too fast for your tastes.