Street Fighter V |OT2| Another Fight Isn't Coming Your Way!

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I'm one of those elite season pass owners. F$ means nothing to me.

You know... That is a good point...

If you buy the season pass...WTF is the point of Fight Money???


Maybe they need to make some DLC costumes (besides some of the lame story costumes) only purchasable with Fight Money...
Or make stages purchasable with Fight Money...
Hey, are we even getting DLC stages???
This game is in dire need of new streets to fight on...
 
What way do you guys deal with guys who jump in and say hit mk? Do you just block as it's coming down or punish it?

It is always best to punish unless you want them standing beside you (Zangief players). That being said, if you aren't confident in the moment, just block.
 
You know... That is a good point...

If you buy the season pass...WTF is the point of Fight Money???


Maybe they need to make some DLC costumes (besides some of the lame story costumes) only purchasable with Fight Money...
Or make stages purchasable with Fight Money...
Hey, are we getting DLC stages???
This game is in dire need of new streets to fight on...

I am thinking of buying the Season pass because it allows me to save a lot of FM for Season 2 or even Season 3.

$30 for 6 characters and 6 premium costumes isn't exactly a easy purchase.
 
Early review of the game:

- A lot of character models clipping in general, from menus to in-game
- Some scary facial animations in story mode, Laura especially is frightening
- Story itself is kind of pointless, it's a worthless prelude to the actual cinematic story mode to come later
- Survival Mode is kind of cool in concept, but it's lacking complexity in both places that need it; the actual AI battles and the power-up system. Other games (and I think even other SF games?) have done this better. I'm going through Easy now, and while it's pretty inoffensive, I could do without the grind and would prefer SFIV-esque unlock methods. Or hell, just put them in the store and ramp up how fast you accumulate FM.
- PS4 here, experienced slowdown once in Training Mode, that's it
- At the very least, some decent effort was put into the UI and game options available, even if most of the time they're behind a strange combination of submenus; wouldn't hurt just to give it it's own UI option.

tl;dr: ITS LIT. Combat system is dope so the game is fucking crack. 10/10 GOTY.

You know... That is a good point...

If you buy the season pass...WTF is the point of Fight Money???


Maybe they need to make some DLC costumes (besides some of the lame story costumes) only purchasable with Fight Money...
Or make stages purchasable with Fight Money...
Hey, are we even getting DLC stages???
This game is in dire need of new streets to fight on...
The huge amounts of FM you get from Story/Survival are meant to go towards Story Costumes.
 
To piggybank on this point, if you have the season pass, does that entitle you to the costumes that you HAVE to buy with zenny? The ones that fight money can't be used on?

I don't think so, but I've not seen a super clear breakdown.

But what I've gathered is the pass just includes the six characters and their initial alt costume. Not the story costumes for existing cast you can only by with fight money, or any premium costumes you can only buy with zenny.

So it's more just for people who don't want to grind the SP for a bunch of FM, and don't win enough online (not that it's really feasible with 50 perfight and 100k per character anyway) to just get all the characters day one. Along with anyone that just wants to toss them money to help the game succeed I guess.

Seems silly to me as the FM will just eat into their DLC bottom line, and doesn't seem to have done anything to alleviate backlash about the game as a service model.
 
I am thinking of buying the Season pass because it allows me to save a lot of FM for Season 2 or even Season 3.

$30 for 6 characters and 6 premium costumes isn't exactly a easy purchase.

Do you get to choose which premium costumes with the season pass or is it just the premium costumes for the 6 added characters?

Because the only ones I need of the 6 are Ibuki and Juri and maybe Urien.
The other add on characters can stay retired family men for all I care...especially Alex. So I couldn't care less about premium costumes for them.
come at me bros...

The huge amounts of FM you get from Story/Survival are meant to go towards Story Costumes.

I said BESIDES the story costumes as many of them are quite lame...
 
The completionist in me wants to grab them all, but characters are far more important, and to be frank I'm pretty disappointed in the selection.

Part of me wants to idly lose while I gain 10 FM every 5 minutes.

Another part of me wants to use cheat codes to fuck the system so I can have my Colors.

Another part of me wants to cry in a corner.
 
I have this playing in the background as I tend to work stuff. The only real advice I have from what bits I've seen is I'd probably sit in training for a while with Counter on random to improve how often you can confirm into st.HP instead of cr.MP. You can actually get a bit more using the opposing CC into cr.MP link but I think I'd just focus on st.HP confirms until that is natural. I found it really helps to just train muscle memory into going to down back immediately after either df.HP or s.HK, so you can just roll slightly to go into st.HP if you hear the crack or cr.MP if you just get the normal hit. Feels like Bison eats off CCs much more easily than much of the roster so getting the extra damage from st.HP xx HP Inferno or xx HK DKP at a minimum will help a lot.

As far as the Mika match-up itself I'm not super versed in it myself. Just from observing what's in the video I felt like in the neutral you were maybe looking to move up a little too far; I think I'd probably want to hang out slightly farther to try and make her earn closer than st.HP range (just trying to encourage her to use longer buttons you have a better chance of punishing) until the space collapses. There were some times where you and Mika were just crouch-staring because you were out of cr.MP and she was out of cr.MK ranges, which is where I'd probably throw st.HP xx HP Blast and push her back out (or if you want to go in st.HP xx EX DKP for the slight initiative). Doing those cancels seems like it would help pressure Mika to make her feel like she has to force her way any closer. Otherwise I'd want the space to collapse enough to get st.HK into play. Plus you are at better df.HP spacing to leverage the reach advantage and make her even more timid of her longer pokes and still get st.HP follow-ups to any CCs it awards.

You actually need to be slightly closer than absolute max st.HP range to force them to block the HP Blast as well or you'll get pushed out, but it's still outside cr.MP range and probably her cr.MK. Since Mika's only real reversal option is EX bomber or whatever that armored shit is, if they ever show that they are willing to throw it between st.HP xx HP Blast to go through, you can start doing stuff like st.HP xx EX Inferno which beats that option clean and only leaves you -1 if she just blocks.
Thanks man. When can I confirm into s.HP due to counterhit?
 
Oh man I still get heavy slow-dows at menus and at the start of some matches. I thought this was a server thing. Well, I guess not lol. Now on to fix this.
 
Thanks man. When can I confirm into s.HP due to counterhit?

I just mean off your df.HP and s.HK; seems like sometimes you are just committing to the cr.MP link instead of checking for CC. I think the fastest way to get comfortable with always hit confirming those two buttons is by focusing on using st.HP xx whatever since you can do the same follow up for either CC (instead of having to make a judgment about whether you are within s.HK range after a df.HP CC, or getting over to down forward immediately after a s.HK CC for example).
 
I just mean off your df.HP and s.HK; seems like sometimes you are just committing to the cr.MP link instead of checking for CC. I think the fastest way to get comfortable with always hit confirming those two buttons is by focusing on using st.HP xx whatever since you can do the same follow up for either CC (instead of having to make a judgment about whether you are within s.HK range after a df.HP CC, or getting over to down forward immediately after a s.HK CC for example).
AH, I got you. But after s.HK crush, isn't df.HP, c.MP optimal?
 
Do you get to choose which premium costumes with the season pass or is it just the premium costumes for the 6 added characters?

Because the only ones I need of the 6 are Ibuki and Juri and maybe Urien.
The other add on characters can stay retired family men for all I care...especially Alex. So I couldn't care less about premium costumes for them.
come at me bros...

I said BESIDES the story costumes as many of them are quite lame...

The store page says one premium for each dlc character.

I think each one of them will have standard, story and one premium costume until the end of the year.

I only really care about Juri and Ibuki in this season. The rest, especially balrog, will be a pain in the ass to fight against.
 
You know... That is a good point...

If you buy the season pass...WTF is the point of Fight Money???


Maybe they need to make some DLC costumes (besides some of the lame story costumes) only purchasable with Fight Money...
Or make stages purchasable with Fight Money...
Hey, are we even getting DLC stages???
This game is in dire need of new streets to fight on...

Story costumes, planning to buy next year's characters, stages, colors (hopefully).
 
The store page says one premium for each dlc character.

I think each one of them will have standard, story and one premium costume until the end of the year.

I only really care about Juri and Ibuki in this season. The rest, especially balrog, will be a pain in the ass to fight against.

Well I know what I'm spending my Fight Money on then... Juri and Ibuki and then how ever much real money it costs for their premium costumes...

I really hope Capcom delivers on the premium costumes...

Especially for Karin, her story alternate costume is rather meh compared to her awesome standard outfit.
 
Can anyone with the frame data app tell me if any of Mika's ex command grabs are strike or throw invincible?

Thanks for the tips! I know I'm terrible at hit-confirming. My execution is still bad enough that I'm so focused on landing the combo that I'll forget to actually confirm it before committing all the way, and I need to work on that. I also need to work on my cornered animal syndrome (in general my wakeup game on Mika is basically block and hope for the best, or tech and get blown up 99% of the time). I also rarely use f.HP outside of in a combo because the range is bad, and I honestly just forget. I rarely use HP at all, come to think of it.

Also, when are good times to use Mika's command grabs? I do it sometimes but honestly me using it twice in a match like I did in that first one is very rare. I feel like it's too punishable and if the opponent is doing anything other than blocking on wakeup, it's gonna get me blown up.
I recommend going into training mode and setting the dummy to "random block". Everytime you're about to play do a little drill for yourself before you hop online; go into training mode, set the dummy to random block, and try to get 5 hit confirms in a row without messing up. Little by little you'll see yourself improve, I gurantee it. Just spend 3 or 5 minutes doing that every time you play and you'll get better at it.

Blocking and being ready to tech grabs are usually the best thing you could be doing after a knockdown honestly. Although, I've had a surprising amount of success with wakeup stand jab lol. It's okay to wake up with buttons occasionally, after all you have to make your opponent respect your wakeup options, just don't be too predictable about it and experiment with different options. If you see the character jumping, then try ex air grab or her cr.mp and if they don't work now you know not use them in that specific situation against that specific charcter. If you see the character hanging around too close to you, be a little daring every now and then with a wakeup command grab. They all have the same startup, just different ranges (& damage+stun). It's on you to decide which would be best!

F+hp is one of the best buttons you can use when you have the opponent in the corner. It can crush counter, lead into big a damage or reset, and it leaves you on advantage if they block letting you keep your pressure up. Try experimenting using it after you've knocked them down as well, by which I mean timing it to have Mika already in the attack animation as they're getting up.

Good times are anytime you're in command throw range honestly! Well, I'm simplifying things there. You basically want to do it in moments you're sure your opponent will likely be blocking on the ground, a blockstring you cut short or after a reset for example, or as your punish for a whiffed or unsafe special or normal.

For example, you can condition your opponent to expect lk xx mp since that's her TC (or you can assume they'll be expecting it already) so once they see the stand lk they'll always keep blocking expecting the stand mp. Now you have to option to do stand lk, wait the absolute briefest of moments, and then do one of her command grabs and catch them off guard. This is called a tick throw. Now you're in their head. This is where the fun begins! They're no longer sure what's coming after that stand lk. They might try to just jump next time. Here's where you can also try throwing a f+hp in the mix to catch any jump attempts after st.lk. Keep in mind they can jab you out of the f+hp though. But if you decide to do lk xx mp again then they're going to eat a combo for trying to jab you. So now you're playing a sort of rock, paper, scissors with him! This is what a command grab can open up for you. Keep in mind the light command grabs have the most range but do the least amount of damage and stun, so you're trading damage and stun for more reliability in tick throw setups and the like.

Know that you can also do this with jump-ins. Instead of following up with a LP or LK after a jump LK you can instead trying going almost immediately for a command throw. So let's use that first FANG game as a quick example. After going for the crossup jump LK you did after putting FANG into the corner, you could have immediately attempted to do her lp command grab which does decent damage and always throws opponents behind Mika which would have put FANG right back into the corner.

Doing it on their wakeup like you did to that FANG was not a bad idea at all. You smelled blood and went for it twice. I reckon you could have even gotten away with a third one. You had him scared and he was just crouch blocking.

You start devoloping an instinct for these things. When you feel your opponent is scared and will just sit there, especially if the character has no really good reversal options like FANG, sometimes you just have to go for it. See if it works out. Have fun with it really, trying to mess with the other person's head.

Sometimes dashing up > command throw, hell even walk up > command throw, can be a good option and something that can really catch people off guard. When you should or shouldn't go for it is something you learn as you go along. I will say that it doesn't hurt to be a little brave sometimes. Take advantage of the quick dashes in this game.

Always try to be aware how far away you are from the corner and which corner is closest, this should dictate whether you go for her Punch command grab or Kick command grab. Keep in mind the punch command grabs do a lot more damage and stun than the kick ones, so are the better ones to close out a round with.

Things to keep in mind are also all the attacks that move you forward. Forward mk, cr mp, cr hp, etc. You can use these to quickly get in command grab range and suddenly scoop the opponent up. F+mk and cr.mp can be especially decieving.

You're right about command grabs leaving you very vulnerable, this is part of their risk/reward. But you can't let that scare you away from them. They're still one of your most powerful tools. You just have force your opponent into situations where he believes the best option is to just block. Remember that Nadeshiko helps immensely with this. Once people see that activation, what're they most likely going to do? Block. Not a bad setup is going for cr.hp and then immediately canceling it into her vtrigger, on block or hit. If they block, you can command grab. If it hits, then you can do a few different combos of st.mp or f+hp.

Also, learn to love regular st.mp. Regular st.mp lets you combo into things you cant normally combo into from lk xx mp, like her irish whip (forward or back mp+mp ) which is one of her best tools for getting people to the corner, tacking on damage, or setting up tricky resets with. Regular st.mp is also safer to use on block than the TC mp is.

Don't get too impaitient if you're getting clipped a lot, especially against Dhalsim or FANG. Just make your way in slowly and paitiently, cornering them as you go, and remember Mika has some explosive comeback potential once she's inside thanks to just the threat of her command throws.
 
God dammit.
FV6Umnd.jpg
Stage 46 Birdie keeps fucking it up.
 
AH, I got you. But after s.HK crush, isn't df.HP, c.MP optimal?

It is, yeah by about ~30 damage IIRC. It's just a bit harder to get into muscle memory because you have to recognize the CC very fast or your df.HP will just air reset them. It's also optimal the other way (df.HP, st.HK, cr.MP) which is easier to input but instead is range sensitive and will take a while to be confident at immediately knowing whether your spacing is too far for the st.HK.

Besides being much easier to get into muscle memory since st.HP is guaranteed to hit for both CCs at all ranges, it also gives you a HK DKP cancel which makes for a more consistent VT activation combo opportunity (since you can link the cr.MP off a HK DKP VT activation). It can be a good way to close out a round if you get a late CC just doing st.HP xx HK DKP xx VT, cr.MP xx LK DKP xx EX Inferno xx EX Headstomp since it is a very easy combo to actually perform under pressure.
 
We may have potential main character until Alex shows up with Vega.

Dude is a blast as far as how his combos string together.

Does anyone have a must watch video for combos, or a pro player playing him so I can incorporate into my play before I take him into the world of ranked online ?
 
so which is more annoying? FANG poison or Elena heal? :p

I'm sure I'm just being a sore loser, but boy does fighting FANG feel like the lamest thing ever. Play turtle and chuck poison balls from fullscreen all day.
At least Elena's heal isn't the whole match.
 
Guys, what do you think the priorities of the Dev team should be at this point? IMO it would be like:

1) Faster Matchmaking
2) Fixing Disconnections
3) Penalties for Rage Quitters
4) Better lobbies (coming in March ik lol)
5) Smaller load times when changing modes

What do you guys think?
 
They funny thing is while I agree rage quitting is extremely annoying it's all because of that gold trophy that people are doing it, if they just adjusted those trophies I bet the RQ amount would drop. Just make those 3 trophies super easy and the trophy addicts will likely go away.
 
Guys, what do you think the priorities of the Dev team should be at this point? IMO it would be like:

1) Faster Matchmaking
2) Fixing Disconnections
3) Penalties for Rage Quitters
4) Better lobbies (coming in March ik lol)
5) Smaller load times when changing modes

What do you guys think?

Deleting FANG
 
They funny thing is while I agree rage quitting is extremely annoying it's all because of that gold trophy that people are doing it, if they just adjusted those trophies I bet the RQ amount would drop. Just make those 3 trophies super easy and the trophy addicts will likely go away.

Definitely not only gold trophy because I had someone rage quit at casual match. The best way to solve this is just giving a disconnecting player a loss and no exp.
 
I'm sure I'm just being a sore loser, but boy does fighting FANG feel like the lamest thing ever. Play turtle and chuck poison balls from fullscreen all day.
At least Elena's heal isn't the whole match.

Am I the only one that just "takes the poison" and keeps moving forward with pressure?

Some of his poison attacks definitely don't cause a knock down or stun state... So I just deal with the incremental damage and attempt to out damage him...it's worked pretty decently for me so far... I think I've only lost to one FANG player...
 
Guys, what do you think the priorities of the Dev team should be at this point? IMO it would be like:

1) Faster Matchmaking
2) Fixing Disconnections
3) Penalties for Rage Quitters
4) Better lobbies (coming in March ik lol)
5) Smaller load times when changing modes

What do you guys think?

1) Put Alex in the game. Fuck March.
2) Penalties for rage quitters.
3) Lobbies for 8 players
4) Alex. Now.
5) Faster matchmaking.
6) Better load times.
7) Alex.
8)Alex
9) Hypa bomb
10)At ease Lossah
11) I
12) Don't
13) Lose
14) WHOOOOO WAAAAAAAH
 
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