Street Fighter V Beta IV Thread: Jan 30-31

Wait, what? White life doesn't count as actual life? I just won a match against a Karin by time out due to her having slightly less life than me including white damage.
 
Just got to about 1450 LP with Necalli and this is my first beta for this game. Feels good, man.
Still not great at combos aside from crush counter punishes, but it definitely didn't look good when I started last night...
Gief eats him alive, but such is life.
 
Does bipson get anything from ex inferno? Does this move serve any purpose?
For shenanigans like these I suppose:

nebxoa.gif
 
Nash is really fun to play and I seem to be winning most matches so far, but I'm not really sure if I'm using him right. It seems like his whole game play is about constantly pressing buttons since a lot of his normals seem pretty safe? Just throwing out LP -> MP and cr. MP on loop seem to do wonders, and a mixture of in your face pressure and playing really lame with booms.

Can any Nash players help me out?
 
Didn't think I was going to wake up and learn Vega this morning. He's a lot of fun, I was probably getting away with a lot of stuff because people don't know him yet so I'll have to see how it progresses. Gotta throw in the towel for now though, I took a break and started up again against my better judgement and couldn't get my head in the game. Tomorrow I'll probably spend all my points learning Karin or Bison (maybe Mika).
 
http://youtu.be/8aJzvgLP7a0
Tough matchup against a Dhalsim. I'm definitely getting better. Was Ina 3 win streak and he was on a 5 win streak. Also y'all get to see my scrubby Vega lol

Don't do HP on their wake up. Definitely don't do HP->HP. Can't really confirm it, and it's super negative on block. Instead, use MP. You can harass with MP. It will combo if you counter hit, so always do it twice, no more.This works well against people who like to push buttons (Dhalsims.) Harass with MP, do air throws if they try to jump.

Here's a vid of one of my matches. Not sim, but you get the idea. This tactic has worked on most Sims I've played. Probably won't work on higher ranked Sims, but you should be able to get good mileage out of it.

https://www.youtube.com/watch?v=6YmEGVwVGSM
 
Why is Dhalsim so good? How the hell are you supposed to block his fireball teleport setups?
You block in the opposite direction of Dhalsim's. Not as difficult to block as it seems, and an on-reaction jab can be enough to stop the mix-up.

Airborne Yoga Flame pressure is the thing to look out for with how ridiculously + on block it is, never mind it causing Shoryukens to whiff (at IAT height) on wake-up according to UltraDavid.
 
Yeesh, I just got blown up by Gief's running grab. Dude did it to me like 4 or 5 times and they all got me lol.

Try neutral jumping. Takes some practice but it usually allows for some big damage, depending on the character.

I think these running shenanigans are only going to last for a few months then people will start to wise up and learn how to deal with it.
 
I still have 2 Steam Beta gifts so if anyone wants one PM me your Steam profile/ID and I'll try to hook you up. First come first serve of course.
 
Finally made it to 1500 LP. I'll stop playing after I lose

Yeesh, I just got blown up by Gief's running grab. Dude did it to me like 4 or 5 times and they all got me lol.

I don't know how people keep getting hit with that. But then again, I always fall for Birdie's grab.
 
Something might be horribly wrong with the netcode in this game... need to test more. One sided rollback after reviewing my matches with Justin. My match was fine, but his had some rollback, PC vs PS4 related perhaps?
 
Something might be horribly wrong with the netcode in this game... need to test more. One sided rollback after reviewing my matches with Justin. My match was fine, but his had some rollback, PC vs PS4 related perhaps?

Nah, the rollback is broken for both on systems. Both players do not see the same game, there was a good video demonstrating this a while back (I'll have to find it). One person could be having a seamless experience while the other is getting stuttering/rollback. The netcode is flawed atm
 
Try neutral jumping. Takes some practice but it usually allows for some big damage, depending on the character.

I think these running shenanigans are only going to last for a few months then people will start to wise up and learn how to deal with it.

Yeah, he was mostly using it after lk and I was too hesitant. I've already gotten used to neutral jumping Birdie's dive, though it still catches it from time to time of course. Just need to play more Gief's.
 
Nah, the rollback is broken for both on systems. Both players do not see the same game, there was a good video demonstrating this a while back (I'll have to find it). One person could be having a seamless experience while the other is getting stuttering/rollback. The netcode is flawed atm

Shipping in 2 weeks!
 
Question for the Laura players here. What's her best option if someone is jumping after being hit by qcf lp? St.mp and cr.mp hit, but you can't combo off it.
 
Something might be horribly wrong with the netcode in this game... need to test more. One sided rollback after reviewing my matches with Justin. My match was fine, but his had some rollback, PC vs PS4 related perhaps?

Nah, the rollback is broken for both on systems. Both players do not see the same game, there was a good video demonstrating this a while back (I'll have to find it). One person could be having a seamless experience while the other is getting stuttering/rollback. The netcode is flawed atm

Shipping in 2 weeks!
I think it's a given that online will be fucked for months. Now will it be as fucked as MKX's netcode is the question....
 
I'm starting to realize how strong Necalli's cr.hp is as an anti air. I'm consistently getting crush counter anti airs which I can then juggle into super or dp.
 
Okay, I think when this game is almost out and someone makes the official thread we should paste not just a link to gooteks book but a very short list of things to keep in mind when playing street fighter (and all fighters really).

Case in point here folks - I had 3 matches in a row with some very new players that I hopefully didn't discourage too much. I'm not really that great at this game (go ahead and find the post I made a few days ago about the end of SF4 to see my mostly scrubby lifetime of fighting game play)but I do at least know a couple of things that new players should take note of -

BLOCK Honestly, learn to hold back on the stick/dpad/whatever. The tutorial in the game does cover this but you really have to let it sink in. Blocking in street fighter to me is one of the most important things, you can't let your opponent get free damage. It's a lesson that took me months to really learn because another thing you have to realize as stupid as it sounds to type it out now - you can't block and also attack. So while just holding back on the stick will put you in block mode , hitting any button at all will end the block and leave you open to a counter hit ... you don't want this because it does extra damage. This isn't even about advanced techniques or learning when to block high or low - this is just a simple exercise - just at least learn to block without hitting buttons.


TECH THROWS A bit harder than blocking but also very important to know. See, if you get blocking down , an opponent with just a bit more experience will attempt to throw you because throws get through blocks. A blocking player should always be aware of this situation though and if someone walks towards them without using a poke (that is , an attack that hits from the furthest possible distance to keep you safer from counter attacks) be prepared to throw them too. No one should ever be able to just walk up and throw an opponent in street fighter. Yet, tonight I did this about 6 times in a row against someone who I imagine is incredibly salty right now and wondering why they can't win. Learn to tech.

Seriously , if you can block attacks and tech throws THEN you can go read gooteks book and practice Ryu to understand all the other fundamentals of SF but learn those 2 things first. It's not to say that button mashing and overly spastic play don't sometimes yield wins but that only keeps you engaged against similar minded opponents. Online you will end up losing ... a lot. The salt will flow , you will be unhappy. It happens to everyone starting out. Just get over your own ego and learn the basics , get better. It took me over a year of practice to go from bottom of the trash can scrub to top decking office toilet scrub , time needs to be invested.


Or, don't and someone with little skill (like me) will just take your points and then lose them to other , better players in a couple weeks.
 
You're very predictable, switch it up. Stop relying on the slide?
Oh yeah absolutely. Usually the more experienced players would catch on quickly and would give me a hard time, but that predictability and ease-of-use definitely netted me a few victories. Considering this is my first fighting game (barring Smash) I'm just trying to get a feel for things before I can actually invest time learning everything with the full game.

Don't do HP on their wake up. Definitely don't do HP->HP. Can't really confirm it, and it's super negative on block. Instead, use MP. You can harass with MP. It will combo if you counter hit, so always do it twice, no more.This works well against people who like to push buttons (Dhalsims.) Harass with MP, do air throws if they try to jump.

Here's a vid of one of my matches. Not sim, but you get the idea. This tactic has worked on most Sims I've played. Probably won't work on higher ranked Sims, but you should be able to get good mileage out of it.

https://www.youtube.com/watch?v=6YmEGVwVGSM

Yeah I only was using the slide because few players initially caught on to guarding low upon wake-up. Usually either used that or a throw, but once players caught on I was in trouble. Not to sound overly noobish, but what does HP/MP/CL mean? I'm assuming they are the combos/moves, but I don't know their exact meanings. Also, really sick Vega dude. Need to work on my air/juggling game like you have down, and obviously my predictability.

Thanks for the tips guys! And keep up the videos GAF, I enjoy watching to get ideas.
 
Try neutral jumping. Takes some practice but it usually allows for some big damage, depending on the character.

I think these running shenanigans are only going to last for a few months then people will start to wise up and learn how to deal with it.

The EX one is pretty legit atleast. But yeah I have scumbagged more than a few wins doing f.MK into the grab, lol. People jump backwards into it constantly.
 
I'm going to upload more videos but here is a quick example of micro-stuttering and micro-rollback. It gives me a headache to watch/play.
Also note the long ass loading times, that doesnt include 20 seconds load prior to when 'Another fight is coming your way'.

Compare it to Shackzam's video, although his is PS4 and in 720p (worse graphics) the gameplay is smoother and animations are fluid.

(Ignore my gameplay as I'm messing and jumping around. Before this match I just lost 600pp by recording rollback vids and testing stuff. I just want you to focus on the animations, when things connect, the rollback/stutter. Also the background animations, you can tell its not part of their slower 30fps animation but it's glitching/stuttering out. I could be wrong.)

So this is an example of a match that's the 'best scenario' for me, this is filtered to Network Connection of 5 only. 90% of my matches are worse than this, and not that anyone needs to see for proof but I'll still upload more to demonstrate. I just don't understand and don't think I can play this game online.
 
I don't know how people keep getting hit with that. But then again, I always fall for Birdie's grab.

Yeah, I don't get it either especially when I do it from near full screen and people just sit there.

That said, I think the move is still legit since it's fast, but you'll stop getting as much mileage out of it with time
 
Yeah I only was using the slide because few players initially caught on to guarding low upon wake-up. Usually either used that or a throw, but once players caught on I was in trouble. Not to sound overly noobish, but what does HP/MP/CL mean? I'm assuming they are the combos/moves, but I don't know their exact meanings. Also, really sick Vega dude. Need to work on my air/juggling game like you have down, and obviously my predictability.

HP = High Punch.

LP MP HP = Low, Medium, High Punch
LK MK HK = Low, Medium, High Kick
HP->HP means, hitting HP twice in succession.

If you do use HP, only do it once. It's safe if they block it. Just do HP, then hold down back to block in case you don't get the hit. But if you do it twice, you will be punished. I'd stick to MP though.
 
I'm calling it a night for now and stopping at 3500. See if I can get to the 4k club. I'll upload the matches I got tonight because I really what happened in a few of them.
 
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