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

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Damn, OT2 has flown by already. Still loving this game. Playing in the early morning on zero sleep wasn't smart, I lost like 300 LP. Hopefully I can grind it out tonight and get back to bronze...
 
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 Name, Three Syllables.

Ma
ko
to
 
Can anyone with the frame data app tell me if any of Mika's ex command grabs are strike or throw invincible?


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 to 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 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 si 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 mixing 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 then they're going to eat 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 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 willl 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 they most likely going to do? Block. Not a bad setup is going for cr.hp and then imeediately 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 with 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.

Excellent Mika post, all good info. The input of a command throw can sometimes feel like you need to stop whatever you're doing, but you can start the input while you're doing a jump/dash. It doesn't necessarily chain perfectly with attacks, but forward dash into the command grab is very fluid.
 
I was playing some more local with my friend tonight, he plays Vega and I still find it kind of difficult to tell what's going on with Vega tbh

As Mika I can sometimes punish him when he's in the air using wingless but I don't know what to do a lot of the time tbh. Just block I guess. :P
 
So the servers are down for maintenance for about another hour or so, you can't unlock things in survival when the servers are down right?
 
Remember when they said way back that there would be a reward for beta participants in the final game? Do we have any idea if they're gonna make good on that?

I feel like even for this launch fiasco they need all the goodwill they can get and should give people free colours for all the characters or something.
 
Remember when they said way back that there would be a reward for beta participants in the final game? Do we have any idea if they're gonna make good on that?

I feel like even for this launch fiasco they need all the goodwill they can get and should give people free colours for all the characters or something.
No, I don't remember that.
When and where did they say that?
 
Man, not been able to get on for a few days, damn real life commitments! Even worse, now I have a few hours and servers are down haha.
 
Just watched Speedkick getting fucked by a low health recovery at Survival 45, that was hilarious...

Survival is apptly named...

It's about my Dualshock 4's struggle to survive vs. me when I lose to level 30 Bison on Normal for the 5th time today! D:

2 Dualshocks have bitten the dust today...how many more will it take to unlock a second costume color for Karin? (Man this is a flimsy piece of crap controller, it doesn't even survive being smashed into a wall at a high rate of speed)...

So we're clear... My Hori fightpad isnt being used for this mode for obvious reasons.
 
I'm having an issue with Ryu. I want to cr.hp, dp, CA. But my problem is that since I'm already holding down for the cr.hp and the motion for dp and ca are similar I end up doing the CA instead of the dp first. Any tips?
 
I can't believe how easy it is to accidentally Critical Art when performing a DP on Ryu. How do I stop this?

Edit: Wow, apparently me and NoSkillz187 above are doing the same thing...
 
Ucchedavāda;196281611 said:
No, I don't remember that.
When and where did they say that?
http://www.capcom-unity.com/combofi...t-fighter-v-beta-postponed-until-a-later-date
There seems to be concern from some players who were unable to connect to the beta, that they would not be able to get the in-game incentive we mentioned. We are still working out the specifics on the incentive, but can confirm that connecting to, or not being able to connect to the initial beta, will not be a factor in receiving this incentive.
 
I'm having an issue with Ryu. I want to cr.hp, dp, CA. But my problem is that since I'm already holding down for the cr.hp and the motion for dp and ca are similar I end up doing the CA instead of the dp first. Any tips?

Try doing cr.HP (down), forward, QCF + P (DP), QCF + P (CA). Might be easier.
 
I'm having an issue with Ryu. I want to cr.hp, dp, CA. But my problem is that since I'm already holding down for the cr.hp and the motion for dp and ca are similar I end up doing the CA instead of the dp first. Any tips?

I can't believe how easy it is to accidentally Critical Art when performing a DP on Ryu. How do I stop this?

Edit: Wow, apparently me and NoSkillz187 above are doing the same thing...
Don't mash. If you do a c.HP first, try doing one of two things (either works):
1) Let the stick return to a neutral position before doing the SRK.
2) Perform a motion that would negate the CA input from the reader. For example, if I am walking forward and want to do a Hadoken, I will do a HCF motion instead of a QCF motion.
 
This server maintenance had to happen on my day off lol. Ijust want some matches soo bad.
Especially since I've seen all this badass Necalli tech from Alucard
 
How the heck do you get that much? I've got story, easy survival and a few normals donee and I'm sitting on 260k

The guy in question is me and I'm currently at 750k.

- All story done
- All easy survival done
- All normal survival done
- All hard survival done
- 3 or 4 hell survivals done
 
Ucchedavāda;196247522 said:
Not even Poongko can beat Survival on Hell difficulty. He just lost at stage 70-something, to Dhalsim ...

Yeah, I saw that. Fuck Capcom for putting unlocks behind Survival. If Poongko can't get past Hell without cheesing it nobody can.
 
Yeah, I saw that. Fuck Capcom for putting unlocks behind Survival. If Poongko can't get past Hell without cheesing it nobody can.

I don't think there are unlocks behind hell, just gives you fight money and a trophy for the first time you beat one I think. It think all the colors are behind Easy, Normal and Hard--which is still lame IMO. But it is what it is, and thankfully I don't care that much about color options.
 
I don't think there are unlocks behind hell, just gives you fight money and a trophy for the first time you beat one I think. It think all the colors are behind Easy, Normal and Hard--which is still lame IMO. But it is what it is, and thankfully I don't care that much about color options.

I think his point still stands, if a pro is struggling on a mode that's meant for casuals then something is wrong.

Something as ingrained into the genre as alternate colors shouldn't be next to impossible to obtain. They should tie it to character level, that's it.
 
I think his point still stands, if a pro is struggling on a mode that's meant for casuals then something is wrong.

To be fair, it's the highest difficulty option out of four for the mode. Easy is noob friendly, and Normal isn't bad up until the last couple of fights.

None of that excuses the lack of arcade mode and other stuff of course, but I don't think "hell" mode is for casuals, or even "hard." They're pretty clearly labeled as for more skilled players who want to give the mode a go. :D

I do agree colors should be so hard to obtain though, and like your idea of tying them to levels as anyone can grind levels if they play enough.
 
I think his point still stands, if a pro is struggling on a mode that's meant for casuals then something is wrong.

Something as ingrained into the genre as alternate colors shouldn't be next to impossible to obtain. They should tie it to character level, that's it.

Why can't it be a mode meant for everyone to suffer through, equally?

I mean it is called "HELL" for a reason...
 
To be fair, it's the highest difficulty option out of four for the mode. Easy is noob friendly, and Normal isn't bad up until the last couple of fights.

None of that excuses the lack of arcade mode and other stuff of course, but I don't think "hell" mode is for casuals, or even "hard." They're pretty clearly labeled as for more skilled players who want to give the mode a go. :D

I do agree colors should be so hard to obtain though, and like your idea of tying them to levels as anyone can grind levels if they play enough.

The thing is skilled players don't wanna touch the mode because it's vs cpu which they don't give a shit about. Ya they might do it once for colors maybe, even then it's such a grind they don't really care. So then who is this mode catering to?
 
The thing is skilled players don't wanna touch the mode because it's vs cpu which they don't give a shit about. Ya they might do it once for colors maybe, even then it's such a grind they don't really care. So then who is this mode catering to?

Masochists...
 
The thing is skilled players don't wanna touch the mode because it's vs cpu which they don't give a shit about. Ya they might do it once for colors maybe, even then it's such a grind they don't really care. So then who is this mode catering to?

Fair point. But Easy and Normal Cater to the casual crowd, and it's trivial to just up the number of fights and CPU difficulty for a couple extra tiers. For whoever wants to grind them--be it for challenge, fight money or whatever.

Though again content shouldn't be locked behind the upper tiers.
 
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