Street Fighter V |OT| No Options to Select

Status
Not open for further replies.
This is my first real time trying to learn SF (Im a tekken player) and so far so good but something that I don't get at all is how you know which moves can be linked to others and which ones dont?

Is there a rule or you just try mashing buttons on sequence until you find something?

I bought the Prima Guide, and it lists dozens of combos for each character, in order of difficulty. Even has little paragraphs explaining when they're useful. Great guide. There is an online version that goes for $9.99.

Some will say it's not worth it; that the information can be found for free online. That's true, but it's not nearly as concise and as thorough as what the guide has. It's pretty amazing.
 
Which of the threads do we go to to talk about the Bengus art? I've got to ask if he's become a severe alcoholic or if there's some lore reason everyone became a taffy person between SFIV and SFV.
 
Being able to do several of them in a single round (in Third Strike) is the hype maker. Right now solo cinematic supers in SFV are kind of the pits.
Whiffing all those crouching mp's for meter was SO fucking hype breh.

Lol sorry, I'm just having flashbacks of playing against stupid ass Yun and Ken.

No idea what kept me playing that game for so many years considering how much I hated it.
 
I'm not sure introducing the ability to rank down is really going to compel the casuals to stick around, Capcom.

You can't compel anyone to stick around. Either they want to get good and get hungry, or they give up because they see a number go down.

Ranking down means they go back to a skill level more appropriate for them, with people more appropriate to their skill. Having that fear of possibly losing points and having to claw your way back up gives you a reason to continue to be good, rather than winning a bunch of matches and getting partnered with people who bop you all the time.
 
Hey guys, not sure if this already exists, but I decided to make a (Very crude) google sheets for finding other gaffers. It can be found here: LINK


Someone else feel free to take this and make it better. Unsure what sort of categories fighting game players would look for.
 
You don't. You need to look them up because this game doesn't have a competent tutorial.

There's a list of basic combos out there. They're called bread and butter or bnb combos, not sure if Tekken uses that term.

I just went into training and checked each normal one by one. The timing is pretty easy this time so you'll know pretty quickly if it's possible.

So there is not a rule to which moves are linkers?
you have to discover or read online which moves could be linkers to others? Sounds very random to me (as a tekken player)

Also, are there any characters that require perfect timing executions for supers? In tekken there is the move called EWGF which input is similar to a shoryuken but the execution takes years to master and since I know how do it, might as well use it in SF if there is a character that can use it.
 
Trying to get good at this game as Ryu as a starting point, still getting bodied online. I have no problems doing his moves but the only combo im really familar with his is target combo thats listed. Can anyone link me to some decent guides or combo's for Ryu that would help me out?
 
This is my first real time trying to learn SF (Im a tekken player) and so far so good but something that I don't get at all is how you know which moves can be linked to others and which ones dont?

Is there a rule or you just try mashing buttons on sequence until you find something?

I mean, you can just experiment with what works. There's no "official" list of combos, but generally people compile Bread and Butter combos, stuff that everyone uses.

Gamestop has a pretty decent video on them, two for each character.
http://www.gamespot.com/videos/street-fighter-5-bread-n-butter-combos-video/2300-6429521/

Doesn't cover everything, but I think it's a pretty good primer.

LEAGUE UP! LEAGUE DOWN! LEAGUE UP! LEAGUE DOWN! LEAGUE UP!

It's like Splatoon all over again.
 
Which of the threads do we go to to talk about the Bengus art? I've got to ask if he's become a severe alcoholic or if there's some lore reason everyone became a taffy person between SFIV and SFV.

Make a new thread. I mean, whats one more thread shitting on Street Fighter 5? :p
 
You don't. You need to look them up because this game doesn't have a competent tutorial.

There's a list of basic combos out there. They're called bread and butter or bnb combos, not sure if Tekken uses that term.

This blows my mind coming from Xrd. For some reason I assumed Capcom would put a good tutorial mode because other games have been doing it.
 
Alright this is becoming an actual problem now.

I'm playing on PC and occasionally in menus the framerate will just tank (usually when first opening a menu). It just happened once in a match. alt+tabbing and back fixes it. Anyone else having similar issues?
 

So there is not a rule to which moves are linkers?
you have to discover or read online which moves could be linkers to others? Sounds very random to me (as a tekken player)

There's a rule. If a move's hit stun > that move's recovery frames + next move's startup frames.

Links aren't pre-programmed, they're just a byproduct of frame data.
 
Yeah, Capcom needs to do something about this match matching and also disconnecting. I was fighting this Chun and just as the last hit connected they disconnected on me, can't even find the match. The guy had 6 wins at that point. Afterwards? I, a Bronze, am facing a Super Bronze who straight destroys me and now I'm a Rookie again. I've had multiple opponents who have disconnected on me.

Come on now. It's like they want you to disconnect.
 
So there is not a rule to which moves are linkers?

You can read frame data. It's more complicated than I'm willing to go into here, but it has to do with recovery frames and startup frames. There's also a difference between linking and canceling. It's easier to look up combos, tbh. Let others do the lab work.
 
thats what makes me sad cause the gameplay here is unrivaled by no other FG imo.

You ain't lying. This game is my favorite fighter, and it's only Day 2. It's exactly how I imagined my favorite SF game to be. The core is so juicy sweet that I've spent hours with this game and I don't plan to play much else for a damn week.

I'm not bothered by the lack of content, but I can see why someone would be.
 
Whiffing all those crouching mp's for meter was SO fucking hype breh.

Lol sorry, I'm just having flashbacks of playing against stupid ass Yun and Ken.

No idea what kept me playing that game for so many years considering how much I hated it.
It's a good game. The normal whiffing is definitely a problem to a certain extent, but it only looks bad when both players decide they just NEED to start the fight with all bars full. While the game is in motion the footsies and normal whiffs all of a sudden feel like they serve a purpose.
 
I'm so mad at myself for continuing to spam Ryu's unsafe cr.HK in non-punishable situations. Even when I win I think I don't deserve to.
 
The fact that the trials aren't there to help learn combos from the very start is a load of shit. The game plays wonderfully, but the lack of content is incredibly frustrating.
 
Man they changed Slim so much. I kinda like him more simple with a better fireball though

For some reason the CFN thinks we are in Arizona when we're in Louisiana, but whatever
 
Man this EULA is Bullshit. The User has zero power in this thing. They can figuratively write, "You hereby sign your soul over to CAPCOM" in it at a later date and you have to do so vie the terms of the contract.
 
I'm so mad at myself for continuing to spam Ryu's unsafe cr.HK in non-punishable situations. Even when I win I think I don't deserve to.

Too bad to the other dude! I always see it like that anyway. It's even easier to punish moves thrown out for no reason so that's on them!

The fact that the trials aren't there to help learn combos from the very start is a load of shit. The game plays wonderfully, but the lack of content is incredibly frustrating.

Dump trials. Teach people how the game operates and how combos are made. Trials just let you practice useless combos that get you stuffed. It would be better to have a mode that's like, okay, parry and then counter this with something.

Man this EULA is Bullshit. The User has zero power in this thing. They can figuratively write, "You hereby sign your soul over to CAPCOM" in it at a later date and you have to do so vie the terms of the contract.

EULAs are rarely enforced lol
 
You can read frame data. It's more complicated than I'm willing to go into here, but it has to do with recovery frames and startup frames. There's also a difference between linking and canceling. It's easier to look up combos, tbh. Let others do the lab work.

There's a rule. If a move's hit stun > that move's recovery frames + next move's startup frames.

Links aren't pre-programmed, they're just a byproduct of frame data.

OK, thanks! So much different from Tekken then.

Seems a bit strange to me but Ill give it a go, if not I'll go back to tekken.
 

So there is not a rule to which moves are linkers?
you have to discover or read online which moves could be linkers to others? Sounds very random to me (as a tekken player)

Also, are there any characters that require perfect timing executions for supers? In tekken there is the move called EWGF which input is similar to a shoryuken but the execution takes years to master and since I know how do it, might as well use it in SF if there is a character that can use it.

This should help.

https://www.reddit.com/r/StreetFigh...ls_bread_and_butter_combos_for_13_characters/

Again, lol Capcom.
 

So there is not a rule to which moves are linkers?
you have to discover or read online which moves could be linkers to others? Sounds very random to me (as a tekken player)\

Pretty much how all 2d fighting games work. It gives more freedom for experimentation...although in this game not so much
 
da comebacks

dHAcff.gif
 
Also, are there any characters that require perfect timing executions for supers? In tekken there is the move called EWGF which input is similar to a shoryuken but the execution takes years to master and since I know how do it, might as well use it in SF if there is a character that can use it.

Individual moves don't really work that way in Street Fighter. The timing for inputs is really lenient, and specials will also trigger on button releases as well as presses (it's called the negative edge if you look it up).
 
Yo Tekken dude, apply that spacing knowledge to SF. That'll help you get far.

[QUOTE="God's Beard!";195708680]da comebacks

dHAcff.gif
[/QUOTE]

Damn dude could have just maybe reversaled out of that? Still, you got them godlike reads.
 
[QUOTE="God's Beard!";195708680]da comebacks

dHAcff.gif
[/QUOTE]
Saty playing? He used to wreck me with his Sim in 4. He digging this version of him? Nice comeback, btw.
 
Man I got bodied most of the evening. Won one ranked and one casual match, had three close ranked ones and got dominated the rest. Had fun though!
 
Status
Not open for further replies.
Top Bottom