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Crouching medium punch into his target combo (back medium punch, heavy punch) and then canceled into DP or Tatsu nets you 270 odd damage and is a doddle to pull off. Ending in Tatsu deals more stun and you can buffer it starting on the heavy punch of the target combo (so crouch medium punch, back medium punch, down heavy punch, heavy Tatsu) with just the link from crouch to back medium punch being the part requiring timing. But that gives you time to confirm and after 20 mins of trying this training yesterday was nailing it 99% off the time.

Oh nice, thank you, this will take some time, I suck regarding timing and execution, but at least I know now what to learn.


lol, I actually edited and put some more tips in the post xD Don't forget the new ones!

Ah I've seen, noted xD

Most damaging meterless is b. MP -> SP -> Strong Tatsu

With meter go MK -> SK -> ex tatsu. You can alternate with reppa

If your execution feels good try exchanging the ex tatsu with super that's a guaranteed 40%

Thanks for the BnB tips, trying to get the execution down.
 
Found something with mikas s.lk s.mp xx qcf + p. if you delay the special command it will not need to be hit confirmed because it just wont come out if it is blocked.
 
Thank you for the BnB beginner tips, I need to muscle memory them and connect them then and GGs.

Okay I thought so, easily punishable. I really need to remember using V-trigger more often. I always forgetting it.
Okay so more cr. lk or cr.mk, got it.

Ken Stuff:

Cr MP, Back MP HP (Target combo) into HK Tatsu = great damage. Can also do ex tatsu to add more damage.

Great way to set this up often is to dash in and fish with crouching MP. Note: Cr MP has to be VERY close for it to connect into the target combo.

Another way to set it up is off a cross up MK. So jump over MK, cr MP, target combo, ex tatsu.

MK HK Ex tatsu is a combo. So is MK HK Fierce Shoryuken.

MK HK Fireball into super is a great combo for a hella lot of damage. Can be started with a jumping HK, jumping HP, or the cross up MK.

Slick combo: Cross up MK, Cr MP, back MP HP target combo, V skill held to do the run kick, into v trigger to cancel once kick hits, into fierce shoryuken into super.

crouching MP, stand LK, LK tatsu also combos. Hard timing for this game, but easy for a fighting game player.

If you activate V trigger you can do Jump Ex tatsu, crouching MP, ex tatsu. Solid damage, but costs 2 bars.

Crouching HP is a great anti air. Crouching MP anti airs oddly enough. Use MP shoryu to anti air and for wake up shoryuken of choice if you think they are going to hit buttons when you are about to stand up.

Standing at the right range and hitting standing HK then into kens run is a great way to get pressure set up and get in. Master shimmying with him, and you can get in and out with his crouching MP often for pokes.

There's more, but I hope that gives you a good start.
 
I also don't mind helping out players worse than myself. Message me on here with questions if you have them. (Familiar with majority of the cast at this point)

Willing to spar to give advice if I can. I'm not god like so if you are silver+ then you probably already know what I'd give tips on anyway.
 
Finally got the 3 win streak achievement. I definitely learned a lot by playing and losing a bunch. I learned to stay the hell away from Kens when you knock them down or they will always wake up shory you...ken.
 
Finally got the 3 win streak achievement. I definitely learned a lot by playing and losing a bunch. I learned to stay the hell away from Kens when you knock them down or they will always wake up shory you...ken.

That's the opposite of what you want to do, actually. You can block wakeup SRK and punish hard with a counter-hit. Every time a Ken does that you can literally chunk 25% of their life.
 
Ken Stuff:

Cr MP, Back MP HP (Target combo) into HK Tatsu = great damage. Can also do ex tatsu to add more damage.

Great way to set this up often is to dash in and fish with crouching MP. Note: Cr MP has to be VERY close for it to connect into the target combo.

Another way to set it up is off a cross up MK. So jump over MK, cr MP, target combo, ex tatsu.

MK HK Ex tatsu is a combo. So is MK HK Fierce Shoryuken.

MK HK Fireball into super is a great combo for a hella lot of damage. Can be started with a jumping HK, jumping HP, or the cross up MK.

Slick combo: Cross up MK, Cr MP, back MP HP target combo, V skill held to do the run kick, into v trigger to cancel once kick hits, into fierce shoryuken into super.

crouching MP, stand LK, LK tatsu also combos. Hard timing for this game, but easy for a fighting game player.

If you activate V trigger you can do Jump Ex tatsu, crouching MP, ex tatsu. Solid damage, but costs 2 bars.

Crouching HP is a great anti air. Crouching MP anti airs oddly enough. Use MP shoryu to anti air and for wake up shoryuken of choice if you think they are going to hit buttons when you are about to stand up.

Standing at the right range and hitting standing HK then into kens run is a great way to get pressure set up and get in. Master shimmying with him, and you can get in and out with his crouching MP often for pokes.

There's more, but I hope that gives you a good start.

Thanks, that's a lot to learn damn, this will gonna take a while, this list is great, will also add that to my notepad. That should definitely give me a good start.
 
That's the opposite of what you want to do, actually. You can block wakeup SRK and punish hard with a counter-hit. Every time a Ken does that you can literally chunk 25% of their life.

Well, shit! I feel like I always get hit even while blocking. Do I need to block low or high?
 
Thanks, that's a lot to learn damn, this will gonna take a while, this list is great, will also add that to my notepad. That should definitely give me a good start.

Go to training and set IA to not stun and to defend after the first hit.

Try those combos from both sides and, when you are more comfortable with them, try in actual matches with either another player or even CPU on survival mode.

You will improve quite fast with those.
 
Well, shit! I feel like I always get hit even while blocking. Do I need to block low or high?

Block high.

Any special move that isn't a command grab can be blocked. In many cases if an opponent simply attacks with a special (especially ones like SRK that are massively unsafe on block) they have screwed up big time and you can wreck them.

This is also why you don't do crazy things like Hurricane Kick out of nowhere.
 
How do I get get better with cammy.. I don't get the combos.. crLK crLP xx HK Spiral Arrow?? I don't understand what cancelling even means. Is the HK the low hk? Is it the standing HK?
 
Thanks, that's a lot to learn damn, this will gonna take a while, this list is great, will also add that to my notepad. That should definitely give me a good start.

Absolutely. Always better to have a lot of things on the character you're playing so you don't get into a 1 dimensional mind set of things to learn, improve on, and incorporate.

I should also mention that doing back MP HP is not safe. So if you are fishing with it in fights and they are blocking it---you are about to eat hot shit for it lol.

It's better to use MK HK target combo. If they block the MK you can go to a cr LK, back dash, v skill run, shoryuken, etc so that you keep them on their toes and yourself safe. If you see MK hit you go into the HK and shoryuken or Ex tatsu to convert into damage.

I'd say the hardest thing to learn about Ken, or most fighters in this game, is hit confirms. In SF4 you can do such long strings that if they hit along the way you had plenty of time to mentally say "ok they are getting hit, I can finish this combo for max damage". Here it's more of a 1-2 hit thing has to be either made safe or converted to damage so it's a smaller window. Especially with Ken compared to someone like, FANG, who can do about 5 hits before committing to a special move that if blocked leads to a punish. That is a lot of visual time to stop hitting buttons and start a new string or bait for something.
 
Anyone has good videos for Ken BnB?
I really need to learn some, to get more damage out of my gameplay.

1) c.lk st.lp Srk or ex Tatsu
2 c.mp st.lk ex Tatsu or Srk
3) Target combo hit confirm
4 Target combo (2) hit confirm from distance
5) st.HP cancels into run and Tatsu
6) V-skill run after AA with C.HP for mixup
7) Target combo cancels into step kick, step kick cancels into Vtrigger and you can super or Srk to finish.

Ken is not as easy as Ryu will take some matchup knowledge as he punishes opponents very hard and capitalizes on mistakes and has great aa.
 
SFVserver tweet saying they worked hard on everyone's complaints for tomorows maintenance

Im a grown ass man, been following this fucking industry for like 25 years on the internet, and I still hold out hope that companies arent lying to me with these anouncements.

Im an idiot Gaf.

Pls fix batlle lounge tomorow capcom kkthanks
 
Can someone repost the picture with the SF5 post launch details? It had the DLC characters that were being released and the new modes that will be coming in march
 
How do I get get better with cammy.. I don't get the combos.. crLK crLP xx HK Spiral Arrow?? I don't understand what cancelling even means. Is the HK the low hk? Is it the standing HK?

Crouching Light Kick, Crouching Light punch. If these two connect it will say 2 hit combo. The next part is to do a hard kick version of Spiral Arrow.

Each special move has a light, medium, and hard version. Going to Ryu for example if you use a LP version of Hadouken the fireball moves slower on screen, but he can block sooner. Compared to a HP version of his fireball which goes fast, but it takes longer to block again.

You should be able to break this combo down. Try crouching LP into any version of spiral arrow. Did it connect? If not, do it faster. Once you can do crouching LP into a spiral arrow, then you can practice adding the crouching LK in front of it.
 
Can someone repost the picture with the SF5 post launch details? It had the DLC characters that were being released and the new modes that will be coming in march

maxresdefault.jpg
 
Go to training and set IA to not stun and to defend after the first hit.

Try those combos from both sides and, when you are more comfortable with them, try in actual matches with either another player or even CPU on survival mode.

You will improve quite fast with those.

Alright got it, good tip for practicing those.

Absolutely. Always better to have a lot of things on the character you're playing so you don't get into a 1 dimensional mind set of things to learn, improve on, and incorporate.

I should also mention that doing back MP HP is not safe. So if you are fishing with it in fights and they are blocking it---you are about to eat hot shit for it lol.

It's better to use MK HK target combo. If they block the MK you can go to a cr LK, back dash, v skill run, shoryuken, etc so that you keep them on their toes and yourself safe. If you see MK hit you go into the HK and shoryuken or Ex tatsu to convert into damage.

I'd say the hardest thing to learn about Ken, or most fighters in this game, is hit confirms. In SF4 you can do such long strings that if they hit along the way you had plenty of time to mentally say "ok they are getting hit, I can finish this combo for max damage". Here it's more of a 1-2 hit thing has to be either made safe or converted to damage so it's a smaller window. Especially with Ken compared to someone like, FANG, who can do about 5 hits before committing to a special move that if blocked leads to a punish. That is a lot of visual time to stop hitting buttons and start a new string or bait for something.

Agreed, better to have a wide pallette of attacks instead of a low amount and small set to chose from. I remember that, I also read that the combo windows in SF 4 were smaller than in V is that true? I'm noticing you have to time it right to get a combo out there, trying st.mk -> st.hk -> dp atm and this takes a while to get down for me.

1) c.lk st.lp Srk or ex Tatsu
2 c.mp st.lk ex Tatsu or Srk
3) Target combo hit confirm
4 Target combo (2) hit confirm from distance
5) st.HP cancels into run and Tatsu
6) V-skill run after AA with C.HP for mixup
7) Target combo cancels into step kick, step kick cancels into Vtrigger and you can super or Srk to finish.

Ken is not as easy as Ryu will take some matchup knowledge as he punishes opponents very hard and capitalizes on mistakes and has great aa.

Thanks, yeah I've noticed, one of the reasons everyone starts with Ryu first to get everything down and learning the other characters afterwards.
 
Block high.

Any special move that isn't a command grab can be blocked. In many cases if an opponent simply attacks with a special (especially ones like SRK that are massively unsafe on block) they have screwed up big time and you can wreck them.

This is also why you don't do crazy things like Hurricane Kick out of nowhere.

Thanks for the tip! One of the many things I still need to learn is what blocks what and better defense in general. I'll give it a try next time I play.
 
So did all our scrubs already quit the game and stopped or what? It seems every post now is "made it into gold" "made it into super silver" etc

Your friendly, neighborhood scrub reporting for duty. My execution has been getting worse over the last two days. It is holding me back. I am inching forward, I assume I will make silver in a week or so at this pace...
 
What's the survival Necalli cheese? Just got to level 29 on normal and got dunked in the mirror match :(

Tips for normal survival:

Don't even bother with trying to do any double downs. Waste of time and effort.

Keep at high health/full health as much as possible.

If at high health, pick attack up.

When you reach Necalli 29, Bison 30, and if you still have high health/max health, then spend it on defense up---not attack up. Allows you to make more mistakes.

As for what to do to win, just do a simple combo over and over, and if they walk forward, then sweep their ass. I generally do a jump HK/HP, or neutral HP/HK into a combo, and repeat non stop till enemies die.

Hard mode survival though? Eff that. I can't get past 46... :/
 
Crouching Light Kick, Crouching Light punch. If these two connect it will say 2 hit combo. The next part is to do a hard kick version of Spiral Arrow.

Each special move has a light, medium, and hard version. Going to Ryu for example if you use a LP version of Hadouken the fireball moves slower on screen, but he can block sooner. Compared to a HP version of his fireball which goes fast, but it takes longer to block again.

You should be able to break this combo down. Try crouching LP into any version of spiral arrow. Did it connect? If not, do it faster. Once you can do crouching LP into a spiral arrow, then you can practice adding the crouching LK in front of it.

Thankk you!!!! Finally, now it makes sense. I didn't know the HK version had a different effect than the rest..

I'll try starting with the LP like you suggested and then adding LK. That will be my goal for now lol.
 
The target combos and easier chains + unpublishable specials have really increased the amount of flowchart players relative to SFIV this time last year. Pretty disappointing.
 
Alright got it, good tip for practicing those.



Agreed, better to have a wide pallette of attacks instead of a low amount and small set to chose from. I remember that, I also read that the combo windows in SF 4 were smaller than in V is that true? I'm noticing you have to time it right to get a combo out there, trying st.mk -> st.hk -> dp atm and this takes a while to get down for me.



Thanks, yeah I've noticed, one of the reasons everyone starts with Ryu first to get everything down and learning the other characters afterwards.

So MK HK you can mash that out. It's a target combo which means as long as the two buttons are pressed quickly it will combo. No execution required. So feel free to go fast as hell.

Now here's the "tricky" thing with the MK HK. If you hit them both super fast, but you only see the MK on your screen, you are tempted to hit HK again because you are thinking "oh it hasn't registered it yet, let me mash it" which is not the case. As long as you have hit HK even once after a MK is hitting or being blocked, then it WILL come out. There's no way to cancel that.

What that means for you is once you have hit MK HK, and you are watching the MK on screen finish, the HK is coming on its own, and it's in this time you should be doing a shoryuken super fast.

So the goal here is speed, and less on accuracy. If you simply blaze through MK HK Shoryuken it will connect without issues.

Note: If you suck at shoryukens, then it's time to practice them. 10 on side of the screen in a row, 10 on the other side of the screen. If you mess up even once, then start over from 0.
 
Yeah, specials definitely don't seem as safe as IV.

Where I got to 1000 points with ken by doing jab into cr. mk into hadouken all day
 
Ken Stuff:

Cr MP, Back MP HP (Target combo) into HK Tatsu = great damage. Can also do ex tatsu to add more damage.

Great way to set this up often is to dash in and fish with crouching MP. Note: Cr MP has to be VERY close for it to connect into the target combo.

Another way to set it up is off a cross up MK. So jump over MK, cr MP, target combo, ex tatsu.

MK HK Ex tatsu is a combo. So is MK HK Fierce Shoryuken.

MK HK Fireball into super is a great combo for a hella lot of damage. Can be started with a jumping HK, jumping HP, or the cross up MK.

Slick combo: Cross up MK, Cr MP, back MP HP target combo, V skill held to do the run kick, into v trigger to cancel once kick hits, into fierce shoryuken into super.

crouching MP, stand LK, LK tatsu also combos. Hard timing for this game, but easy for a fighting game player.

If you activate V trigger you can do Jump Ex tatsu, crouching MP, ex tatsu. Solid damage, but costs 2 bars.

Crouching HP is a great anti air. Crouching MP anti airs oddly enough. Use MP shoryu to anti air and for wake up shoryuken of choice if you think they are going to hit buttons when you are about to stand up.

Standing at the right range and hitting standing HK then into kens run is a great way to get pressure set up and get in. Master shimmying with him, and you can get in and out with his crouching MP often for pokes.

There's more, but I hope that gives you a good start.
Nice good stuff beat me to it...
 
The target combos and easier chains + unpublishable specials have really increased the amount of flowchart players relative to SFIV this time last year. Pretty disappointing.

The sad truth is, the combo system in this game is very linear. When you compare it to SF4 though it's not any different. What's happening here is the buttons to create combos are different than SF4. SF4 wanted lights, into mediums, into specials. Here it usually wants mediums into specials.

This is creating what you think is "flow chart" combos you are seeing. They aren't hard. They aren't meant to be. It's about who can play better footsies and make someone crack to get these combos out on them.

I was surprised that the AI didn't started brain dead.

Got to match 18 or 19 with my Chun. Will try again tomorrow with her or Mika.

Also, want to play tomorrow ?

Absolutely. My Capcom ID in game is the same as my GAF ID.

I don't think this is true. For example, Ken's Hadoken is -10 on block in this game.

True that. If I do any Ken special I'm eating shit for it in this game lol.
 
Tips for normal survival:

Don't even bother with trying to do any double downs. Waste of time and effort.

Keep at high health/full health as much as possible.

If at high health, pick attack up.

When you reach Necalli 29, Bison 30, and if you still have high health/max health, then spend it on defense up---not attack up. Allows you to make more mistakes.

As for what to do to win, just do a simple combo over and over, and if they walk forward, then sweep their ass. I generally do a jump HK/HP, or neutral HP/HK into a combo, and repeat non stop till enemies die.

Hard mode survival though? Eff that. I can't get past 46... :/
I'll try it out again tomorrow. Necalli is the character I want colours for the most, his hair looks too sick during v-trigger.
 
So MK HK you can mash that out. It's a target combo which means as long as the two buttons are pressed quickly it will combo. No execution required. So feel free to go fast as hell.

Now here's the "tricky" thing with the MK HK. If you hit them both super fast, but you only see the MK on your screen, you are tempted to hit HK again because you are thinking "oh it hasn't registered it yet, let me mash it" which is not the case. As long as you have hit HK even once after a MK is hitting or being blocked, then it WILL come out. There's no way to cancel that.

What that means for you is once you have hit MK HK, and you are watching the MK on screen finish, the HK is coming on its own, and it's in this time you should be doing a shoryuken super fast.

So the goal here is speed, and less on accuracy. If you simply blaze through MK HK Shoryuken it will connect without issues.

Note: If you suck at shoryukens, then it's time to practice them. 10 on side of the screen in a row, 10 on the other side of the screen. If you mess up even once, then start over from 0.

Thank you for explaining how comboing works, just got the MK HK Shoryuken down, now I need to practice it with the actual AI to use it under real conditions. Now I can understand why gooteks said in his YT tutorial videos you need to have the basic arts down for the combos to execute well.
 
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