Street Fighter V Beta IV Thread: Jan 30-31

Damn I love the crush counter mechanic, to me it makes this game a little more fun to watch them street fighter 4 since you can get hit with some flashier combos
 
Has Capcom said anything more about a possible PS3 driver for SF5? (For PS3 sticks)

I know they said they were "looking into it" a long time ago but that seems like it might be lip service at this point.

I think people were saying in SF4 they didnt give word or support them until almost launch date. maybe the same with sf5? I find it extremely odd they haven't fixed this by the final beta to be honest.
 
Having an issue and not sure if it's been discussed yet.

I have a Madcatz TE2 PS4/PS3 stick I'm trying to get working with the beta on PC but unfortunately the game never accepts it. It works fine with USF4 on PC but for some reason with SFV it never works.

In the interim I've been using my Xbox 360 TE-S which works fine with the beta.

Has anyone had an issue like this? Has Capcom said that PS4/PS3 sticks don't work with PC beta but will with the retail release? Confused that the stick doesn't work with SFV but does with USF4.

Beta only supports x-input controllers. Download x360ce and put it in the same folder as the main program for SF5 and configure it to make your controller function as if it was an Xbox controller.

How does Mika deal with pressure? EX grab loses to a whole lot of stuff now.

Gotta play defense. You can try to use EX Peach but it doesn't have armor on the 1st frame.
 
If there is a PS3 driver for SFV they're not going to announce it until days before release like they did with USF4. They wanna sell those sponsored PS4 sticks.
 
If there is a PS3 driver for SFV they're not going to announce it until days before release like they did with USF4. They wanna sell those sponsored PS4 sticks.

Yeah, it doesn't benefit them at all to go over that before launch. Buy the sticks, bitch

Or just use your DS4 like me because you're a pad god
 
Anyone here can list a few BnBs with Laura ? Asked before, but didn`t saw an answer and it would greatly improve my game with her

What I use is pretty basic but;

Off of CH c.MP and s.LK, you can link into either target combo (s.MP>s.MK) or just s.MP into elbow.

Off of c.MK, your best bet is to cancel into light Bolt Charge, as it's only -2 on block and you aren't punishing it much online lol. If it lands, you can frametrap into command grab. If not, you're gonna be pretty okay regardless. Just be careful, since people are starting to catch on.

Off of j.MK jump in, I typically either go in to target combo xx V Trigger and link into s.HP xx EX Thunder Clap > H Bolt Charge, or just s.MP xx M Bolt Charge.

If you get crush counter s.HK from max distance, all you can do really is link into M Bolt Charge. From close up, you can target combo xx V Trigger into stuff.

Crush Counter s.HP, I typically cancel it into forward V-Skill. If it actually lands a CC, you can do another into elbow, or target combo yadda yadda yadda.

It's all pretty straight forward with her combo wise. You're not gonna get much off of Volty Line unless you CC with it. Then you can set-up shenanigans using projectile, or even just combo into sweep. Your choice!
 
I've become fixated on getting as much mileage as possible out of Mika's cHP. It's suicide at close-range but has a lot going for it if you space it as far as possible.

+3 or so on normal hit, so you can link sLP after it or use it as a frame trap.
Advantageous enough on counter-hit to link into sMP and a full rope throw combo.
Unsure how safe it is on block, but at least some characters can't jab punish it.
Recovers fast enough on whiff that a neutral jump can't land in time to punish it.
Beats out some things due to the priority system (heavies always beat mediums/lights in trades). I get some results with this when trying to close the gap against Dhalsim.
Super-cancelable.

Spacing it consistently is hard though.
 
Gotta play defense. You can try to use EX Peach but it doesn't have armor on the 1st frame.

Is that new? Playing defense was a lot more fun when the mic was a weapon. Random is destroying me since I have no idea what beats/punishes what now. Think I'm gonna drop her until the beta ends (like 2-10 with her so far).
 
I've become fixated on getting as much mileage as possible out of Mika's cHP. It's suicide at close-range but has a lot going for it if you space it as far as possible.

+3 or so on normal hit, so you can link sLP after it or use it as a frame trap.
Advantageous enough on counter-hit to link into sMP and a full rope throw combo.
Unsure how safe it is on block, but at least some characters can't jab punish it.
Recovers fast enough on whiff that a neutral jump can't land in time to punish it.
Beats out some things due to the priority system (heavies always beat mediums/lights in trades). I get some results with this when trying to close the gap against Dhalsim.
Super-cancelable.

Spacing it consistently is hard though.

According to V Frames, it's -5, so it seems kinda risky. Can she special cancel it, or chain into other normals from it?
 
While I've had no issues with the PC beta yesterday, today it just keeps randomly shutting off for me. The only thing I did different from yesterday was I installed new graphics drivers but I doubt that'd affect the game.
 
According to V Frames, it's -5, so it seems kinda risky. Can she special cancel it, or chain into other normals from it?

You can't just go off the numbers. Hitting the opponent with an earlier part of the move is more disadvantageous than hitting them at the end of it.
 
You can't just go off the numbers. Hitting the opponent with an earlier part of the move is more disadvantageous than hitting them at the end of it.

Of course. You mentioned not knowing if it was + on block though, so I thought you'd like the hard numbers at least. Spacing is definitely important for this kinda stuff though, but it's good to know what the 'official' frame data says to understand why spacing moves certain ways works better than others.
 
What exactly are Chun's weaknesses in this game?

Great footsies, great anti air, great damage, great pressure, her v trigger is really strong

I guess her vskill is kinda wack
 
What exactly are Chun's weaknesses in this game?

Great footsies, great anti air, great damage, great pressure, her v trigger is really strong

I guess her vskill is kinda wack
She does less damage off hits than most other characters- requires more hits than the average.
 
I'm really liking this game. The only other fighter I've played online is Guilty Gear Xrd.
I suck at both, but I find more clear what to do/what's happening in SFV. Like, the flow of the game it's more clear to me and so when to do stuff, like punishing etc.
 
I've become fixated on getting as much mileage as possible out of Mika's cHP. It's suicide at close-range but has a lot going for it if you space it as far as possible.

+3 or so on normal hit, so you can link sLP after it or use it as a frame trap.
Advantageous enough on counter-hit to link into sMP and a full rope throw combo.
Unsure how safe it is on block, but at least some characters can't jab punish it.
Recovers fast enough on whiff that a neutral jump can't land in time to punish it.
Beats out some things due to the priority system (heavies always beat mediums/lights in trades). I get some results with this when trying to close the gap against Dhalsim.
Super-cancelable.

Spacing it consistently is hard though.

Nice break down of that move. I need to use it more, it seems like a move that is super unsafe with how it looks but I've noticed how advantageous it is. Didn't know I could link that into st MP though. Thanks!
 
What exactly are Chun's weaknesses in this game?

I'd say conversions probably. She has good normals but you need to consistently win the neutral to deal real damage with them. You don't really get to end up in their face and having dealt good damage from cr.MK like you can with Karin or Cammy.
 
Is anyone else getting a weird lag after matches end and it asks you where you want to go? My game locks up for about 30 seconds every time before letting you make a selection.

Other than that, everything has been buttery smooth. It's nice to have a Beta working nominally for once.
 
What I use is pretty basic but;

Off of CH c.MP and s.LK, you can link into either target combo (s.MP>s.MK) or just s.MP into elbow.

Off of c.MK, your best bet is to cancel into light Bolt Charge, as it's only -2 on block and you aren't punishing it much online lol. If it lands, you can frametrap into command grab. If not, you're gonna be pretty okay regardless. Just be careful, since people are starting to catch on.

Off of j.MK jump in, I typically either go in to target combo xx V Trigger and link into s.HP xx EX Thunder Clap > H Bolt Charge, or just s.MP xx M Bolt Charge.

If you get crush counter s.HK from max distance, all you can do really is link into M Bolt Charge. From close up, you can target combo xx V Trigger into stuff.

Crush Counter s.HP, I typically cancel it into forward V-Skill. If it actually lands a CC, you can do another into elbow, or target combo yadda yadda yadda.

It's all pretty straight forward with her combo wise. You're not gonna get much off of Volty Line unless you CC with it. Then you can set-up shenanigans using projectile, or even just combo into sweep. Your choice!

Thank You very much. Seems Laura isn`t a combo character, so she depends on the set ups and in banking every chance she get.

Very different from what I have been playing, but I will try. Thanks a lot.
 
Hmmm. Cammy seems like a good choice. So does Chun. Nash? Mehhhh. Everyone looks fun to play. Maybe I just need to go full Infiltration.
 
I'm starting to wonder if it's better to do laura's punch follow up on medium/ex elbow to stay close to your opponent vs screen position on kick follow up.
 
So I'm starting to think this might be my favorite Street Fighter game.

Everything's easy to get into, even moreso than others. You can do some serious goddamn damage with characters once you get their fundamentals down. I was just futzing about with Cammy/Ken/Ryu and all their target combos basically lead write into another special/super/etc. If you've got meter and know how to use it, you'll have fun.

Even old characters feel fresh. The new ones like Rashid just feel fun. And the game looks good, so good
 
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